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DOOM Retro v2.3.2
DOOM Retro v2.3.2 is now available. It may be downloaded here, and its release notes are as follows:
- DOOM Retro now uses version 2.0.5 of the SDL (Simple DirectMedia Layer) library.
- Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
- Both DOOM Retro’s icon and splash screen have been redesigned.
- A bug has been fixed whereby the initialization of DirectInput gamepads was not being displayed in the console at startup.
- The directional pad on DirectInput gamepads now works correctly and won’t interfere with the other buttons.
- Invalid characters are no longer displayed in the console or the resulting text file of the
condumpCCMD. - “™”, “©” and “®” characters can now be displayed in the console.
- Minor changes have been made to text that is output to the console.
- The palette will no longer inadvertently change when exiting the menu in some rare instances.
- The
con_obituariesCVAR, which enables obituaries in the console, is nowonby default. - Obituaries are now displayed correctly for monsters killed by a barrel exploding.
- An obituary is no longer displayed when using
kill playerin the console. - A bug has been fixed whereby trying to change the
gp_deadzone_leftCVAR would in some instances change thegp_deadzone_rightCVAR instead. - All sprites, including the player’s weapon, will now be lit correctly when in a sector whose light level has been transfered from another sector. (An example of this is directly beyond the first door in MAP01 of Sunlust.)
- The following improvements have been made to HacX: Twitch ’n Kill support:
- The arms background in the status bar is now positioned correctly.
- There are no longer any green or blue blood splats.
- Obituaries are no longer displayed.
- The individual monster kill stats displayed using the
playerstatsCCMD are no longer incremented in either HacX: Twitch ’n Kill or Chex Quest. - Support has been added for Chex Quest 2: Flemoids Take Chextropolis.
- A bug has been fixed whereby when the player tried opening a locked door that required all six keys, the message displayed would indicate that only three keys were required.
- The external automap enabled using the
am_externalCVAR will now be recreated successfully when changing another CVAR that causes the graphics subsystem to be restarted. - The
vid_motionblurCVAR now has a value of eitheronoroffrather than a percentage, and isoffby default. The motion blur effect it enables now better matches the player’s turning speed regardless of the control method used. - The additional motion blur effect applied when the player is injured and the
r_shakescreenCVAR isonwill now only be applied when thevid_motionblurCVAR is alsoon. - The
gp_vibrateCVAR that toggles the vibration of XInput gamepads has now been replaced by two CVARs:gp_vibrate_damagefor the amount of vibration when the player is damaged, andgp_vibrate_weaponsfor the amount of vibration when the player fires their weapon. Both accept a value between0%and200%and are100%by default. - Gamepad buttons can now be bound to the
+back,+forward,+left,+right,+strafe,+strafeleftand+straferightactions. - Bound controls are now saved in the correct order in
doomretro.cfg. - “(BFG Edition)” is no longer added to the end of the window’s caption when playing a PWAD with the DOOM II: Hell On Earth (BFG Edition) IWAD.
- A bug has been fixed whereby the window’s position wouldn’t be correctly restored at startup.
- A texture has been corrected in MAP18 of
doom2.wad. - Follow mode can no longer be disabled while the
am_externalCVAR ison. - When using an automap function while the
am_externalCVAR ison, its message is now shown on the external automap rather than the main display. - Pressing a gamepad button bound to the
+clearmark,+followmode,+grid,+mark,+maxzoomor+rotatemodeactions now works as intended in the automap. - The
vid_scaleapiandvid_widescreenCVARs will now be reset correctly when using either theresetorresetallCCMDs.
