Friday, August 3, 2018
DOOM Retro v2.7

DOOM Retro v2.7 is now available. It may be downloaded here, and its release notes are as follows:

  • With John Romero’s express permission, E1M4B: Phobos Mission Control and E1M8B: Tech Gone Bad are now included with DOOM Retro. If either the DOOM Registered or The Ultimate DOOM IWADs are loaded, these maps may be played by entering map E1M4B or map E1M8B in the console.
  • DOOM Retro’s splash screen has been redesigned.
  • Extensive optimizations have been made to further improve the overall performance and stability of DOOM Retro.
  • The format of savegames has changed, breaking compatibility with previous versions 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 player can now jump once the new +jump action has been bound to a control using the bind CCMD.
  • Improvements have been made to BOOM-compatible translucent wall textures when the r_dither CVAR is on.
  • Further improvements have been made to the support of DEHACKED and MAPINFO lumps.
  • The console’s background has been given a slightly green tint and can now also be changed using the new con_backcolor CVAR. It is 12 by default.
  • The player is now also given all power-ups when entering give all in the console.
  • A bug has been fixed whereby entering give cellpack in the console would give the player a box of bullets instead.
  • The DOOM II monster exclusion bug present in Vanilla DOOM has been fixed.
  • The vid_widescreen CVAR can now be changed in the console when not playing a game.
  • The vid_capfps CVAR can now be set to a value less than 35.
  • Intermission and finale texts are now also output to the console.
  • The bottom of lost souls are now clipped when touching a liquid sector.
  • A bug has been fixed whereby the blood of monsters could be the wrong color in some rare instances.
  • The intensity of color on the screen can now be changed using the new r_color CVAR. It can be a value between 0% (completely grayscale) and 100% (the default). It is 100% when vanilla mode is enabled.
  • The default of the am_gridcolor CVAR has been changed from 7 to 6.
  • The default of the m_sensitivity CVAR has been changed from 32 to 16.
  • The default of the r_gamma CVAR has been changed from 0.75 to 0.90.
  • Improvements have been made to the effect when the player is near an exploding barrel and the r_shake_barrels CVAR is on.
  • The screen’s pillarboxes are now updated immediately when changing the vid_pillarboxes CVAR in the console.
  • A bug has been fixed whereby projectiles wouldn’t pass through some map decorations when the infiniteheight CVAR was off.
  • Restoring behavior present in Vanilla DOOM, lost souls will no longer pass through non-solid objects while attacking if the infiniteheight CVAR is on.
  • The mapstats CCMD now shows the total number of barrels in the current map.
  • Keycards and skull keys are now shown in the right hand corner of the widescreen HUD when the player has no armor.
  • The automap will now be shown in exactly the same colors as Vanilla DOOM when vanilla mode is enabled.
  • A bug has been fixed whereby entering an action as a parameter for the unbind CCMD wouldn’t unbind the controls that action was bound to.
  • If a gamepad with only one thumbstick is connected, movement will then be digital rather than analog and that one thumbstick will both turn the player left/right and move the player forward/back.
  • There is no longer any gap between the end of the player’s path and their arrow in the automap when the am_path CVAR is on.
  • SPACE can now be pressed to respawn the player, as well as advance the intermission and finale screens, even if the key isn’t bound to the +use action.
  • The direction the player is looking is no longer recentered vertically when they go through a teleport and the mouselook CVAR is on.
  • An obituary is now displayed when the player is crushed to death by a moving ceiling and the con_obituaries CVAR is on.
  • Whether sound effects are played in mono or stereo can now be changed using the new s_stereo CVAR. It is on by default and when vanilla mode is enabled.