Friday, December 2, 2016
DOOM Retro v2.3.7

DOOM Retro v2.3.7 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.
  • Minor changes have been made to text that is output to the console.
  • A message is now displayed when using the IDCLEVxy cheat in the console.
  • The average frames per second will no longer be shown when the vid_showfps CVAR is on and the game is paused or the menu is open.
  • The lumps in doomretro.wad that are used for the alternate HUD can now be replaced by lumps in a PWAD.
  • When the r_shadows CVAR is on and the vid_capfps CVAR is a value other than 35, the shadows of monsters are now interpolated along with the movement of the monsters themselves.
  • The BFG Edition of doom2.wad will now be identified as an IWAD in the console, even though it has been incorrectly marked as a PWAD.
  • The number of barrels exploded is now displayed when using the playerstats CCMD.
  • The number of monsters, pickups and decorations, as well as the number of liquid and damaging sectors, are now displayed when using the mapstats CCMD.
  • The choice of colors used in the numerous translucent effects in DOOM Retro has been improved.
  • BOOM-compatible translucent wall textures are now drawn using a dithering effect. This can be disabled using the new r_dither CVAR.
  • Instead of being set to the currently selected item in the corresponding menu, the episode, expansion, savegame and skilllevel CVARs are now set to read-only strings of the episode, expansion, savegame and skill level for the current game.
  • The player’s path in the automap, enabled using the am_path CVAR, will no longer be recorded while the player is in “no clipping mode”.
  • Corpses will no longer perpetually shift back and forth over sector boundaries with small height differences.
  • The effect of changing the r_brightmaps CVAR from off to on is now immediate, and doesn’t require DOOM Retro to be restarted.
  • A bug has been fixed whereby the brightmap of the SW1STON2 and SW2STON2 switch textures wouldn’t be applied correctly in DOOM but would in DOOM II.
  • The following changes have been made to the spawn CCMD:
    • A crash will no longer occur when trying to spawn certain decorations and pickups that don’t exist in DOOM but do in DOOM II.
    • Hanging decorations are now spawned on the ceiling.
    • Things will now be in the same state they would be if they were spawned when the map started.
  • The “floating skull rock” decoration now casts a shadow when the r_shadow CVAR is on.
  • A crash will no longer occur when using the give CCMD to try to give the player the plasma rifle, BFG-9000 or cells in DOOM Shareware, or the super shotgun in DOOM.
  • A bug has been fixed whereby when the s_randommusic CVAR was on, random music would attempt to start playing at the start of a map but then stop, and the game would become almost completely unresponsive.
  • When the s_randommusic CVAR is on, the random music chosen at the start of a map will now loop rather than different music starting to play after the first finishes.