Saturday, March 31, 2018
0
DOOM Retro v2.6.9

Hey marine! DOOM Retro does a few things differently to other DOOM source ports,
and is intentionally minimalist in its design. Report to the DOOM Retro Wiki for intel.

DOOM Retro v2.6.9 is now available. It may be downloaded here, and its release notes are as follows:

  • The targets of monsters will now be restored correctly when loading a savegame.
  • The player’s view will no longer go past the floor or ceiling in some rare instances.
  • A bug has been fixed whereby the player would fire their weapon when the game was unpaused using the PAUSE key.
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Thursday, March 29, 2018
0
DOOM Retro v2.6.8

DOOM Retro v2.6.8 is now available. It may be downloaded here, and its release notes are as follows:

  • DOOM Retro now uses SDL v2.0.8 and SDL_image v2.0.3.
  • Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
  • Improvements have been made to how both sprites and the shadows they cast are rendered.
  • Minor changes have been made to text that is output to the console.
  • Player messages can no longer be present in screenshots taken using the PRINTSCREEN key.
  • Spectres and the shadows they cast are now displayed correctly when the r_textures CVAR is off.
  • Further improvements have been made to the support of DEHACKED and MAPINFO lumps.
  • The player’s face is no longer updated in either the status bar or the default widescreen HUD when freeze mode is on.
  • The screen is now rendered correctly while the player has an invulnerability power-up and the r_textures CVAR is off.
  • A bug has been fixed whereby some map-specific fixes enabled using the r_fixmaperrors CVAR weren’t being applied.
  • Hanging corpses no longer bob up and down if above liquid.
  • Corpses can no longer trigger line specials when sliding over them.
  • Fixing a bug present in Vanilla DOOM, monsters will no longer momentarily freeze when trying to open certain locked doors.
  • The correct map names will now be displayed when playing Freedoom.
  • An error will no longer occur when trying to load HacX: Twitch ’n Kill.
  • The screen will now fade to black upon quitting from either Freedoom or HacX: Twitch ’n Kill.
  • Liquid sectors are now rendered slightly higher when the r_liquid_bob CVAR is on to improve the bottom edge of surrounding tileable wall textures.
  • Projectiles will now pass through map decorations when the infiniteheight CVAR is off.
  • Corpses in liquid no longer bob up and down in time with each other.
  • The positioning of the monsters in DOOM II’s cast sequence has been improved when the r_fixspriteoffsets CVAR is on.
  • The underscores in the message displayed when using the IDBEHOLD cheat now align correctly.
  • A bug has been fixed whereby savegames could become corrupted in some rare instances.
  • A bug present in Vanilla DOOM has been fixed whereby certain switches wouldn’t turn on when used by the player.
  • Repeatable switches that are adjacent to a moving sector will no longer make a second sound when they turn off.
  • The alternate widescreen HUD and player messages are now black rather than white when the player has the invulnerability power-up or the r_textures CVAR is off.
  • The vid_screenresolution and vid_windowsize CVARs are now validated better at startup and when changed in the console.
  • Player messages will now always be positioned correctly when the r_messagepos CVAR is changed from its default of (3,2).
  • The map title in the automap is now always positioned correctly when the r_messagescale CVAR is small.
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Friday, February 23, 2018
0
DOOM Retro v2.6.7

DOOM Retro v2.6.7 is now available. It may be downloaded here, and its release notes are as follows:

  • Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
  • The format of savegames has changed, breaking compatibility with previous versions of DOOM Retro.
  • A bug has been fixed whereby skull keys picked up by the player wouldn’t be displayed in the status bar in some instances.
  • Entering give keys in the console will now give the player all keycards and skull keys, rather than just those present in the current map.
  • Entering give keycards or give skullkeys in the console will now give the player all keycards or all skull keys.
  • Minor changes have been made to text that is output to the console.
  • Walls, ceilings and floors with missing textures will now be rendered in white rather than not at all.
  • A bug has been fixed whereby some skies weren’t being rendered correctly when the mouselook CVAR was off.
  • Blood splats are now lit correctly when the r_textures CVAR is off.
  • The brightmap of the COMP2 texture has been improved.
  • As originally intended in Vanilla DOOM, the DSFLAMST sound effect will now be played when an arch-vile attacks the player or another monster.
  • The AI of monsters has been improved when on or next to a lift.
  • How far away a monster is vertically from the player during its melee attack is no longer taken into account if the infiniteheight CVAR is on.
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Friday, February 9, 2018
0
DOOM Retro v2.6.6

DOOM Retro v2.6.6 is now available. It may be downloaded here, and its release notes are as follows:

  • Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
  • A bug has been fixed whereby the wall textures visible beyond a moving sector would shift slightly.
  • Improvements have been made to how blood splats are spawned.
  • Entering text in the console has now been improved for non-US keyboard layouts.
  • Minor changes have been made to text that is output to the console.
  • Early versions of DOOM Shareware will now run without quitting with an error.
  • When the player’s health or ammo is low, now only the values themselves will flash in the default widescreen HUD.
  • Multiple keycards and skull keys are now positioned better in the default widescreen HUD.
  • A bug has been fixed whereby keycards and skull keys weren’t appearing at all in the alternate widescreen HUD.
  • Keycards and skull keys in both the default and alternate widescreen HUDs now appear in the order they were picked up by the player.
  • Minor improvements have been made to the alternate widescreen HUD.
  • A bug has been fixed whereby a monster’s position would be interpolated when teleporting if the vid_capfps CVAR was a value other than 35.
  • Giving the player and monsters infinite height can now be toggled on or off using the new infiniteheight CVAR. This CVAR is off by default and on when vanilla mode is enabled.
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