Saturday, November 2, 2019
0
DOOM Retro v3.1

Attention, marine! DOOM Retro does a few things differently to other DOOM source ports,
and is intentionally minimalist in its design. Report to the DOOM Retro Wiki for all the intel.

DOOM Retro v3.1 is now available, in both 32 and 64-bit varieties. Its release notes are as follows:

  • Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
  • DOOM II: Hell On Earth’s IWAD no longer needs to be the BFG Edition for nerve.wad to be automatically loaded if found.
  • Minor changes have been made to the character set used in the console.
  • Minor changes have been made to text that is output to the console.
  • The effects of the autotilt CVAR are now disabled while the freeze or no clipping modes are on.
  • The default value of am_gridcolor has been changed from 6 to 111, making the automap’s grid a slightly lighter gray.
  • If a berserk power-up was previously taken away from the player using the take CCMD, they may no longer equip their fists if they have a chainsaw.
  • The pistol may now be taken away from and given back to the player using the take and give CCMDs.
  • The thing triangles in the automap representing dogs will now be the correct size when using the IDDT cheat.
  • The player will no longer reload their super shotgun after firing their last two shells.
  • A bug has been fixed whereby not all monsters near the player would infight once the player died and the infighting CVAR was on.
  • Further improvements have been made to the support for Noiser’s DOOM 4 VANILLA.
  • The z-coordinate displayed by the IDMYPOS cheat now accommodates for when the player is in liquid and the r_liquid_lowerview CVAR is on.
  • A bug has been fixed whereby a flying monster could fall out of the air if over a moving, liquid sector in some instances.
  • The horizontal and vertical sensitivity of a gamepad’s thumbsticks can now both be adjusted individually. The gp_sensitivity CVAR has been replaced by the new gp_sensitivity_horizontal and gp_sensitivity_vertical CVARs. Each CVAR is a value between 0 and 128, and 64 by default.
  • If a friendly dog is returning to the player, they will now drop from any height regardless of how far they are away.
  • Monsters and items can no longer be spawned outside of the map if the player is too close to a wall when using the spawn CCMD.
  • A bug has been fixed whereby bobbing power-ups wouldn’t move on BOOM-compatible scrolling sectors in some instances if the r_floatbob CVAR was on.
  • The correct sound is now played when a BOOM-compatible generalized door opens or closes at normal speed.
  • Linedefs with specials but no sectors tagged are now handled better.
Advertisement
Advertisement