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DOOM Retro v2.5
DOOM Retro v2.5 is now available. It may be downloaded here, and its release notes are as follows:
- Extensive optimizations have been made to further improve the overall performance and stability of DOOM Retro.
- Minor improvements have been made to DOOM Retro’s renderer.
- The gray elements in the alternate widescreen HUD now appear correctly in PWADs with custom
PLAYPALlumps. - Minor changes have been made to some elements in both the status bar and alternate widescreen HUD.
- A countdown bar is now displayed in the alternate widescreen HUD underneath the ammo bar when the player has a power-up that runs out.
- Mouselook can now be enabled using the new
mouselookCVAR. It isoffby default. (Please note that due to the addition of this feature, savegames created with previous versions of DOOM Retro are not compatible with this version.) - An
m_invertyaxisCVAR has also been implemented that toggles inverting the mouse’s vertical axis when using mouselook. It isoffby default. - Looking up and down using the gamepad’s right thumbstick has also been implemented, and is enabled when the new
mouselookCVAR isonas well. A newgp_invertyaxisCVAR can be used to invert the vertical axis of the gamepad’s right thumbstick. It isoffby default. - The following changes have been made to some of the stats displayed by the
playerstatsCCMD:- The
Shots Fired,Shots HitandWeapon Accuracystats are now calculated correctly. - The
Ammo,ArmorandHealthstats no longer increase when using thegiveCCMD or certain cheats. - The
Healthstat now increases when the player picks up a health bonus. - The number of barrels in the current map as part of the
Barrels explodedstat is now calculated correctly.
- The
- The following changes have been made to some of the stats displayed by the
mapstatsCCMD:- The
Damaging Sectorsstat now takes BOOM-compatible damaging sectors into account. - The
Pickupsstat is now calculated correctly.
- The
- Several compatibility fixes have been implemented for:
- Three new CVARs have been implemented to individually toggle the translucency of certain elements:
r_bloodsplats_translucency,r_hud_translucencyandr_shadows_translucency. They are allonby default. (Ther_translucencyCVAR remains to toggle the translucency of sprites and BOOM-compatible wall textures.) - The console’s background is now always translucent.
- Further improvements have been made to the support of
DEHACKEDandMAPINFOlumps. - The ability to have the player’s weapon recoil when fired can now be enabled using the new
weaponrecoilCVAR. (Mouselook also needs to be enabled using themouselookCVAR.) - The wallrunning exploit present in Vanilla DOOM is now fixed.
- The number of sound effects that can be played at the same time is now specified using the new
s_channelsCVAR. It can be between8and256, and is32by default. - The skull in the menu is no longer positioned incorrectly when certain PWADs with custom menu lumps are loaded.
- Minor changes have been made to text that is output to the console.
- The bottom of spectres are now clipped correctly when partially obscured by a higher sector.
- The player will now bleed fuzzy rather than red blood if injured while they have a partial invisibility power-up.
- The gold palette effect will no longer stay on the screen if the player picks up an item and dies at the same time.
- Red walls in the automap are now drawn thinner when the player zooms out far enough.
- If the
r_skycolorCVAR is set to a color rather thannone, that color will now be used to render the sky when ther_texturesCVAR isoff. - When exiting a map that has no monsters to kill and/or no items to pick up, the intermission screen will now show
100%kills and/or items instead of0%. - Kills will now be shown correctly on the intermission screen when playing either HacX: Twitch ’n Kill or Chex Quest.
- The
maplistCCMD will now work correctly when playing HacX: Twitch ’n Kill. - The name of the map will now be displayed on the intermission screen before starting MAP31 in DOOM II and MAP09 in DOOM II: No Rest For The Living.
- Monster corpses are now gibbed rather than just becoming a pool of blood splats when crushed by a lowering platform or door.
- Monster corpses spawned at the start of a map as decorations can now be crushed by a lowering platform or door.
- The
healthCVAR can now be reduced when freeze mode is on. - A bug has been fixed whereby blood splats could be black in some rare instances.
- Blood splats now render correctly when against the left edge of the screen.
- The default of the
r_bloodsplats_maxCVAR has been increased to65,536. - All blood splats are now restored when turning off vanilla mode.
- Barrels are no longer fullbright for the first two frames of their animation when exploding.
- A gradual lighting effect has been applied to sectors under crushing ceilings.
- The length of each frame in milliseconds is now displayed along with the number of frames per second when the
vid_showfpsCVAR ison. - The
episode,expansion,savegameandskilllevelCVARs are now integers rather than strings, and are no longer read-only. - If the
skilllevelCVAR is changed in the console, the skill level will be changed for the next map. - A warning is now displayed when changing the
nomonstersorpistolstartCCMDs, or ther_fixmaperrorsorskilllevelCVARs, indicating that the change won’t be effective until the next map is loaded. - The effects of using the
respawnitemsCCMD are now immediate, respawning all items picked up so far in the current map. - The
s_timiditycfgpathCVAR has been removed. - The effects of changing the
r_fixspriteoffsetsCVAR are now immediate. - The grid in the automap is now slightly darker.
