Sunday, February 17, 2019
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DOOM Retro v2.8.1

Attention, 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 all the intel.

DOOM Retro v2.8.1 is now available. It may be downloaded here (a 64-bit version 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.
  • Minor changes have been made to text that is output to the console.
  • The current map’s title is now displayed again in the automap when the vid_widescreen CVAR is off.
  • Further improvements have been made to the console’s autocomplete feature.
  • A bug has been fixed whereby loading separate .deh or .bex files would cause DOOM Retro to hang.
  • STBAR patches wider than 320 pixels will now be displayed correctly when the vid_widescreen CVAR is off.
  • Restoring behavior present in Vanilla DOOM, exploding barrels will now trigger line specials.
  • Weapons that have been altered using a DEHACKED lump to use the A_FireOldBFG code pointer will now fire in the right direction based on the values of the autoaim and mouselook CVARs.
  • The correct amount of ammo is now taken from the player when entering take backpack in the console.
  • A crosshair can now be displayed by enabling the new crosshair CVAR. It is on by default, but also requires the mouselook CVAR to be on and the autoaim CVAR to be off.
  • If the iwadfolder CVAR is reset using either the reset or resetall CCMDs, the WAD launcher will try to find a common DOOM or DOOM II installation again the next time it is opened.
  • The value of the facebackcolor CVAR is no longer applied to the background of the player’s face in the widescreen HUD.
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Saturday, February 2, 2019
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DOOM Retro v2.8

DOOM Retro v2.8 is now available. It may be downloaded here (a 64-bit version 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.
  • Noise is now applied to the menu’s background. Also, if the menu is opened while playing a game, the status bar or widescreen HUD as well as all sprites will be hidden, and the player’s view will slowly rotate either left or right.
  • Minor changes have been made to text that is output to the console.
  • By enabling the new autotilt CVAR, the player’s view will automatically tilt while they go up or down flights of stairs, inspired by a feature present in Quake. This CVAR is both off by default and when vanilla mode is enabled, and will also have no effect if the mouselook CVAR is on.
  • The r_hud CVAR will now be reset correctly when using the reset or resetall CCMDs while no game is being played.
  • Keycards and skull keys in the widescreen HUD are now spaced slightly further apart.
  • The player’s health, ammo and armor in the widescreen HUD will now flash when they decrease as well as increase.
  • DOOM Retro will no longer hang when the player crosses a line with a BOOM-compatible special action of 154 (“WR Change Texture and Effect”) or 240 (“WR Change Texture and Effect to Nearest”).
  • Pressing the F1 key to open the help screen will no longer cause a crash in some very rare instances.
  • Minor improvements have been made to the cast sequence at the end of DOOM II.
  • The value of the facebackcolor CVAR is now also applied to the background of the player’s face in the widescreen HUD.
  • Further improvements have been made to the support of DEHACKED lumps:
    • Things will no longer cast a shadow if they are spawned on the ceiling.
    • A thing’s name can now be changed as intended.
    • The finale text screen will be completely skipped if there is no text to display.
  • Further improvements have been made to the support of MAPINFO and RMAPINFO lumps:
    • Strings containing escaped double quotes can now be used.
    • The title and composer of the music playing in the current map can now be displayed by the mapstats CCMD by using the new musictitle and musiccomposer entries.
  • The support for MUSINFO lumps has been fixed.
  • Music will now quickly fade out when quitting DOOM Retro.
  • MP3 music lumps now play as intended.
  • A crash will no longer occur when trying to display large patches on the intermission screen.
  • A bug has been fixed whereby the unbind CCMD would only accept an action as a parameter and not a control.
  • DOOM Retro now more intelligently determines if an animated flat depicts liquid. Only the following animated flats are now considered to be liquid:
    • All animated flats present in the original IWADs (with the exception of RROCK05 to RROCK08 and SLIME09 to SLIME12),
    • All animated flats specified in an ANIMATED lump in a PWAD that include keywords such as “WATER”, “BLOOD”, “LAVA”, etc. (or certain abbreviations of those) in their names,
    • Certain animated flats specified in an ANIMATED lump in a PWAD that are part of the Community Chest 4 and OTEX texture packs.
    • A few animated flats from a curated list of PWADs.
    • All animated flats specified using a LIQUID entry in a MAPINFO lump in a PWAD.
  • The blockmap of every map will now be rebuilt when loaded if -blockmap is specified on the command-line.
  • The following changes have been made to the playerstats CCMD:
    • The number of times the player has saved a game is now displayed.
    • The Map explored stat is now completely accurate.
    • The number of cyberdemons and spider masterminds that the player has killed are no longer shown in DOOM (Shareware).
  • When saving over an existing savegame, that savegame will now be backed up in the savegame folder.
  • A new take CCMD has been implemented that can be used to take ammo, armor, health, keys, weapons, or all or certain items from the player. It accepts the same parameters as the give CCMD.
  • If the player uses the mouse wheel to select the shotgun or super shotgun in DOOM II, the first shotgun to be selected when pressing the 3 key will now be set correctly.
  • No sound will be made if the player has their fists selected, has the berserk power-up, has no ammunition for any of their weapons, and tries to change weapons using the mouse wheel.
  • The player’s health in the widescreen HUD will now flash if it regenerates due to use of the regenhealth CCMD.
  • Fixing a bug present in Vanilla DOOM, the player’s face in the status bar will no longer grin when the first item is picked up after loading a savegame.
  • The player’s face in the status bar will now behave correctly when the player injures themselves by exploding a barrel.
  • The player will no longer automatically switch to their fists upon picking up a berserk power-up if they have already picked one up elsewhere in the current map.
  • There is no longer the possibility of a crash when the player dies and the mouselook CVAR is on or a control is bound to the +mouselook action.
  • The STTMINUS patch is now positioned better in the widescreen HUD if it has been changed in a PWAD.
  • The fixes intended for E1M4 and E1M8 in doom.wad are no longer inadvertently applied to E1M4B and E1M8B when the r_fixmaperrors CVAR is on.
  • Minor improvements have been made to the support of Chex Quest.
  • Voodoo dolls are now specified in the output of the thinglist CCMD.
  • The initial sound that a monster makes when it sees the player for the first time will no longer be interrupted by any further sounds that monster makes.
  • A bug has been fixed whereby text copied from outside DOOM Retro to the Windows clipboard and then pasted into the console using CTRL + V would be corrupt.
  • The player’s corpse will now still trigger line specials that exit the map when walked over.
  • The vertical distance something is away from blast damage, as well as when telefragging, is no longer taken into account when the infiniteheight CVAR is on.
  • The player’s rocket launcher will now be displayed correctly when fired in vanilla mode.
  • Both the r_messagepos and r_messagescale CVARs have been deprecated. The position and scale of player messages now depend on the value of the vid_widescreen CVAR.
  • Barrels will now animate correctly if their sprites have been replaced in a PWAD.
  • The player’s view will now always be at the correct height when they are spawned at the start of a map.
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Sunday, November 18, 2018
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DOOM Retro v2.7.5

DOOM Retro v2.7.5 is now available. It may be downloaded here (a 64-bit version 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.
  • Minor changes have been made to text that is output to the console.
  • Further improvements have been made to the console’s autocomplete feature.
  • The following changes have been made to the support of gamepads:
    • The buttons on many DirectInput and XInput gamepads are now mapped correctly.
    • Gamepads will no longer vibrate if the player punches the air.
    • The guide button found on some gamepads can now be bound to an action using the bind CCMD.
  • A bug has been fixed whereby the flash of the player’s weapon would sometimes be positioned incorrectly if the player was firing when dropping down from a higher sector and the weaponbounce CVAR was on.
  • Further improvements have been made to the support of DEHACKED lumps.
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Sunday, November 4, 2018
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DOOM Retro v2.7.4

DOOM Retro v2.7.4 is now available. It may be downloaded here (a 64-bit version is here), and its release notes are as follows:

  • DOOM Retro now uses SDL v2.0.9, SDL_mixer v2.0.4 and SDL_image v2.0.4.
  • When DOOM Retro is opened for the first time, the WAD launcher will now try to find a common DOOM or DOOM II installation.
  • Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
  • Minor changes have been made to text that is output to the console.
  • Further improvements have been made to the console’s autocomplete feature.
  • The fuzz effect of spectres, as well as the player’s weapon when they have a partial invisibility power-up, are now paused when freeze mode is on.
  • The fuzz effect of spectres is now rendered correctly when the player has an invulnerability power-up.
  • The sky will now be rendered correctly when the r_skycolor CVAR is a value other than none and the player has an invulnerability power-up.
  • Further improvements have been made to the support of DEHACKED and MAPINFO lumps.
  • The player’s weapon will now bounce slightly when they drop down from a greater height. This can be disabled using the new weaponbounce CVAR, which is on by default and off when vanilla mode is on.
  • Monsters will no longer infight if no target mode is on and the player dies.
  • If the +alwaysrun action is bound to the CAPSLOCK key, then that key will now be toggled on or off as necessary when DOOM Retro’s window gains or loses focus, and not just when it is closed.
  • Any screen shake or palette effect will now be canceled when pressing F7 to end a game, or F9 to quicksave a game.
  • The F12 key can now be bound to an action using the bind CCMD.
  • The following changes have been made to vanilla mode:
    • Certain controls that weren’t present in Vanilla DOOM will now be unbound.
    • The right mouse button will be bound to the +strafe action.
    • The automap’s grid is now turned off since it was off by default and its state was never saved in Vanilla DOOM.
  • Minor improvements have been made to DOOM Retro’s renderer.
  • The player’s weapon will now rise more smoothly at the start of a map.
  • If the original music of DOOM or DOOM II is being played in a map, then the music’s composer, Bobby Prince, is now displayed by the mapstats CCMD.
  • The console will now automatically close when a cheat is entered.
  • When the tossdrop CVAR is on, if a monster is killed and then drops an item, some of the corpse’s momentum is now also applied to that item.
  • A bug has been fixed whereby the am_allmapfdwallcolor CVAR was used instead of the am_allmapwallcolor CVAR to draw solid walls in the automap when the player had a computer area map power-up.
  • Brightmaps have now been applied to the SW2GARG, SW2LION and SW2SATYR textures when the r_brightmaps CVAR is on.
  • The correct obituary will now be displayed in the console when the player dies on molten rock.
  • If both the r_althud and vid_widescreen CVARs are on, and the automap is open, both player messages and the map’s title will now be displayed using DOOM Retro’s alternate character set.
  • A bug has been fixed whereby gridlines in the top and bottom right corners of the automap weren’t being displayed in some instances when the am_grid CVAR was on.
  • The secret maps will no longer be included when entering map last, map next or map random in the console.
  • If a CCMD that requires one or more parameters is entered in the console without those parameters, a description of that CCMD will now be displayed.
  • Savegames will now be saved in the correct folder when playing Freedoom: Phase 1 or Freedoom: Phase 2.
  • The behavior of the -savedir command-line parameter has changed. Savegames will now be placed directly in the folder specified, rather than in a subfolder based on the name of the WAD loaded.
  • -save may be now be used as an alternative to -savedir on the command-line.
  • A bug has been fixed whereby the player’s path in the automap wasn’t being shown correctly if both the am_path CVAR and no clipping mode were on.
  • If the player has more than one power-up, the countdown bar in the alternate widescreen HUD will now always show the power-up that will run out first.
  • If an SFX lump in a PWAD is in an unrecognized format, the original lump in the IWAD will be played instead.
  • The +use action can no longer be used if the autouse CVAR is on.
  • Items dropped by monsters when they are killed will now be rendered correctly if dropped on a moving platform and the vid_capfps CVAR is a value other than 35.
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