Saturday, November 2, 2019
DOOM Retro v3.1

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 The gp_sensitivity CVAR has been replaced by the new gp_sensitivity_horizontal and gp_sensitivity_vertical CVARs.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.