Sunday, November 4, 2018
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DOOM Retro v2.7.4

DOOM Retro v2.7.4 is now available. It may be downloaded here (a 64-bit version is here), and its release notes are as follows:

  • DOOM Retro now uses SDL v2.0.9, SDL_mixer v2.0.4 and SDL_image v2.0.4.
  • When DOOM Retro is opened for the first time, the WAD launcher will now try to find a common DOOM or DOOM II installation.
  • 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.
  • Further improvements have been made to the console’s autocomplete feature.
  • The fuzz effect of spectres, as well as the player’s weapon when they have a partial invisibility power-up, are now paused when freeze mode is on.
  • The fuzz effect of spectres is now rendered correctly when the player has an invulnerability power-up.
  • The sky will now be rendered correctly when the r_skycolor CVAR is a value other than none and the player has an invulnerability power-up.
  • Further improvements have been made to the support of DEHACKED and MAPINFO lumps.
  • The player’s weapon will now bounce slightly when they drop down from a greater height. This can be disabled using the new weaponbounce CVAR, which is on by default and off when vanilla mode is on.
  • Monsters will no longer infight if no target mode is on and the player dies.
  • If the +alwaysrun action is bound to the CAPSLOCK key, then that key will now be toggled on or off as necessary when DOOM Retro’s window gains or loses focus, and not just when it is closed.
  • Any screen shake or palette effect will now be canceled when pressing F7 to end a game, or F9 to quicksave a game.
  • The F12 key can now be bound to an action using the bind CCMD.
  • The following changes have been made to vanilla mode:
    • Certain controls that weren’t present in Vanilla DOOM will now be unbound.
    • The right mouse button will be bound to the +strafe action.
    • The automap’s grid is now turned off since it was off by default and its state was never saved in Vanilla DOOM.
  • Minor improvements have been made to DOOM Retro’s renderer.
  • The player’s weapon will now rise more smoothly at the start of a map.
  • If the original music of DOOM or DOOM II is being played in a map, then the music’s composer, Bobby Prince, is now displayed by the mapstats CCMD.
  • The console will now automatically close when a cheat is entered.
  • When the tossdrop CVAR is on, if a monster is killed and then drops an item, some of the corpse’s momentum is now also applied to that item.
  • A bug has been fixed whereby the am_allmapfdwallcolor CVAR was used instead of the am_allmapwallcolor CVAR to draw solid walls in the automap when the player had a computer area map power-up.
  • Brightmaps have now been applied to the SW2GARG, SW2LION and SW2SATYR textures when the r_brightmaps CVAR is on.
  • The correct obituary will now be displayed in the console when the player dies on molten rock.
  • If both the r_althud and vid_widescreen CVARs are on, and the automap is open, both player messages and the map’s title will now be displayed using DOOM Retro’s alternate character set.
  • A bug has been fixed whereby gridlines in the top and bottom right corners of the automap weren’t being displayed in some instances when the am_grid CVAR was on.
  • The secret maps will no longer be included when entering map last, map next or map random in the console.
  • If a CCMD that requires one or more parameters is entered in the console without those parameters, a description of that CCMD will now be displayed.
  • Savegames will now be saved in the correct folder when playing Freedoom: Phase 1 or Freedoom: Phase 2.
  • The behavior of the -savedir command-line parameter has changed. Savegames will now be placed directly in the folder specified, rather than in a subfolder based on the name of the WAD loaded.
  • -save may be now be used as an alternative to -savedir on the command-line.
  • A bug has been fixed whereby the player’s path in the automap wasn’t being shown correctly if both the am_path CVAR and no clipping mode were on.
  • If the player has more than one power-up, the countdown bar in the alternate widescreen HUD will now always show the power-up that will run out first.
  • If an SFX lump in a PWAD is in an unrecognized format, the original lump in the IWAD will be played instead.
  • The +use action can no longer be used if the autouse CVAR is on.
  • Items dropped by monsters when they are killed will now be rendered correctly if dropped on a moving platform and the vid_capfps CVAR is a value other than 35.
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