Saturday, August 29, 2015
DOOM Retro v1.8.4

Continuing the momentum of regular point releases, DOOM Retro v1.8.4 is now available. It may be downloaded here, and its release notes are as follows:

  • Entering the playername CVAR without a value will now display the value it is currently set to.
  • Gradual lighting is now applied to the sectors under all doors as they open and close, similar to the effect introduced in BOOM.
  • The player is no longer gibbed when their corpse is under a door.
  • Whether there are BOOM line specials present in maps with DeepBSPv4 extended nodes is now displayed correctly in the output of the mapstats CCMD.
  • The correct author is now displayed in the output of the mapstats CCMD.
  • The effects of enabling the s_randompitch CVAR is now immediate.
  • A bug has been fixed whereby the game could crash when trying to render the fuzz effect while paused in some rare instances.
  • Whether the player’s view is lowered when in liquid sector is now toggled by changing the new r_liquid_lowerview CVAR. Now the existing r_liquid_clipsprites will only toggle whether the bottom of sprites are clipped in liquid, as expected.
  • A bug has been fixed whereby messages wouldn’t appear in some instances.
  • Tabs are now converted to spaces in the file created by the condump CCMD.
  • Although quite often the same folder, the file created by the condump CCMD will now be put in the same folder as the executable, rather than the current working folder.
  • Timestamps are now displayed next to each player message in the console. They may be disabled using the new con_timestamps CVAR.
  • The btsx_e1.wad PWAD may now be used with freedoom2.wad as the IWAD without crashing.
  • The game will no longer crash when trying to display patches with dimensions larger than 320×200.
  • The game will no longer crash when trying to bind an action to an invalid control using the bind CCMD. And now a warning will be displayed in the console advising that it couldn’t be bound.
  • The +alwaysrun action can now be bound to a gamepad button.