Wednesday, December 8, 2021
0
DOOM Retro v4.4.1

DOOM Retro v4.4.1 is now available to download as either a 32 or 64-bit Windows app. Here’s a list of what’s changed since the last version:

  • Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
  • Minor improvements have been made to the support of MBF21-compatible maps and mods.
  • Minor improvements have been made to the support of DEHACKED lumps.
  • The screen now flashes green as the player’s radiation shielding suit power-up runs out while they also have a berserk power-up and their fists equipped.
  • Minor changes have been made to text that is output to the console.
  • If the player takes an hour or more to finish a map, “SUCKS” is now positioned correctly on the intermission screen.
  • Some elements in the options menu are now positioned correctly for certain PWADs.
  • A bug is fixed whereby music wouldn’t play correctly in some instances if the s_musicvolume CVAR was set high enough.
Friday, December 3, 2021
0
DOOM Retro v4.4

DOOM Retro v4.4 is now available to download as either a 32 or 64-bit Windows app. Here’s a list of what’s changed since the last version:

  • DOOM Retro is now compiled using v17.0.2 of Microsoft Visual Studio Community 2022.
  • DOOM Retro now uses SDL v2.0.18.
  • Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
  • DOOM Retro now supports MBF21-compatible maps and mods.
  • DOOM Retro no longer crashes at startup when trying to load a PWAD containing a PNG lump.
  • A bug is fixed whereby .deh, .bex and .cfg files wouldn’t load if selected in the WAD launcher.
  • If the player makes a typo when entering a filename in the WAD launcher, and DOOM Retro is unable to find what they intended, that text now remains when the launcher reopens so the player may easily correct it.
  • The file midiproc.exe that allows the volume of MIDI music to be adjusted independently of the sound effects volume is no longer necessary and therefore no longer distributed with DOOM Retro.
  • The volume of non-MIDI music has been lowered to be consistent with the volume of MIDI music.
  • Several changes have been made to text that is output to the console.
  • Minor changes have been made to the positioning of the input and branding in the console.
  • Further improvements have been made to the support of Chex Quest, Freedoom, REKKR and REKKR: Sunken Land.
  • The r_berserkintensity CVAR is renamed r_berserkeffect and is now 3 rather than 2 by default.
  • The red effect when the player is injured can now be toggled using the new r_damageeffect CVAR, which is both on by default and when vanilla mode is enabled.
  • The red effect when the player is injured is now also smoother when the new r_damageeffect CVAR is on.
  • The red effect when the player is killed is now more prominent when the new r_damageeffect CVAR is on.
  • If the player is injured when the r_blood CVAR is green and the new r_damageeffect CVAR is on, the screen now flashes green.
  • The gold effect when the player picks up an item can now be toggled using the new r_pickupeffect CVAR, which is both on by default and when vanilla mode is enabled.
  • The green effect when the player has a radiation shielding suit power-up can now be toggled using the new r_radsuiteffect CVAR, which is both on by default and when vanilla mode is enabled. If this CVAR is off, the screen flashes green to indicate when the power-up is about to run out.
  • Fixing a possible oversight in Vanilla DOOM, if the player picks up a megasphere when they have 200% green armor, that armor is now upgraded to blue armor.
  • The player no longer grunts when trying to open a door that is currently open.
  • The player now smoothly slides against two-sided textures.
  • Minor improvements have been made to the alternate widescreen HUD.
  • Things altered in DEHACKED lumps will now always behave correctly.
  • Scrolling skies specified in MAPINFO lumps are now smoother.
  • The number of times the automap is opened by the player is now displayed by the playerstats CCMD.
  • Player messages are now always grouped in the console, regardless of the time between them, when the groupmessages CVAR is on.
  • The behavior of friendly monsters has improved. They no longer always crowd the player when there are no other monsters nearby.
  • Thing triangles in the automap that represent MBF-compatible helper dogs are now the correct size again when using the IDDT cheat.
Friday, October 15, 2021
0
DOOM Retro v4.3

DOOM Retro v4.3 is now available to download as either a 32 or 64-bit Windows app. Here’s a list of what’s changed since the last version:

  • DOOM Retro is now compiled using v16.11.5 of Microsoft Visual Studio Community 2019.
  • Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
  • When DOOM Retro is run for the first time, the WAD launcher will now look for installations of The Ultimate DOOM and DOOM II: Hell On Earth purchased and downloaded using the Bethesda.net Launcher.
  • The WAD launcher will now display and launch files with an .IWAD or .PWAD extension.
  • Minor changes have been made to the splash screen.
  • Minor changes have been made to text that is output to the console.
  • Minor improvements have been made to the console’s autocomplete feature.
  • Further improvements have been made to the support for REKKR.
  • Support has also been added for the commercial release, REKKR: Sunken Land.
  • A new am_playerstats CVAR has been implemented that toggles player stats in the automap. When this CVAR is on, the number of monsters the player has killed, the items they have picked up and the secrets they have found will be displayed while the automap is open. This CVAR is both off by default and when vanilla mode is enabled.
  • The distance the player has traveled in the current map is now displayed in the top right corner of the external automap when the am_path CVAR is on.
  • Rotating the automap is now smoother when the am_rotate CVAR is on.
  • All lines in the automap will now be displayed correctly when the player has used the IDDT cheat.
  • A bug has been fixed whereby some sound effect lumps in the WAV format wouldn’t play at all.
  • The following changes have been made when a monster is crushed to death by a lowering ceiling:
    • Cacodemons, barons of hell and hell knights will now leave gibs.
    • All gibs will now be green if the r_blood CVAR is green.
    • The gibs of spectres will now be red if the r_blood CVAR is red or nofuzz.
    • An obituary is now displayed in the console when the con_obituaries CVAR is on.
  • The title in the automap has been moved slightly in some instances.
  • A dead player’s negative health will now be displayed in the status bar as it is in the widescreen HUD.
  • The items that monsters drop when they are killed will now also move slightly if walked over when the r_corpses_nudge CVAR is on.
  • The number of monsters resurrected is now displayed by the playerstats CCMD.
  • The “monsters killed by infighting” stat is now reset at the start of each map as intended.
  • A bug has been fixed whereby the facebackcolor CVAR wouldn’t be reset to its default of 5 if vanilla mode was enabled.
  • The background of the player’s face will now be a better size when the facebackcolor CVAR is a value other than its default of 5.
  • When vanilla mode is enabled, any timer set using the timer CCMD will now be reset to 0, rather than being disabled altogether.
  • The external automap will now be displayed correctly when the vid_borderlesswindow CVAR is off.
  • The vid_scaleapi CVAR is now “direct3d” by default.
  • Minor improvements have been made to the support of MAPINFO lumps.
  • Blood splats are now translucent when the r_translucency CVAR is on and the r_textures CVAR is off.
  • Turning left and right using a gamepad is now smoother.
  • A bug has been fixed whereby switching from a window to fullscreen by pressing ALT + ENTER would affect the aspect ratio if the vid_borderlesswindow CVAR was off.
  • Translucent things now cast more translucent shadows.
  • Dithered lighting is now cast on BOOM-compatible translucent wall textures.
  • Things on scrolling floors will no longer continue to move while the menu is open.
  • When the player drops down from a great height, their weapon will no longer move too far downwards when the weaponbounce CVAR is on.
Sunday, September 19, 2021
0
DOOM Retro v4.2.3

DOOM Retro v4.2.3 is now available to download as either a 32 or 64-bit Windows app. Here’s a list of what’s changed since the last version:

  • DOOM Retro is now compiled using v16.11.3 of Microsoft Visual Studio Community 2019.
  • Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
  • The splash screen’s animation is now smoother.
  • Minor changes have been made to the font used in the console, and the player messages in the alternate widescreen HUD.
  • Minor changes have been made to text that is output to the console.
  • Further improvements have been made to the support for Chex Quest, Freedoom and REKKR.
  • The bounce of the player’s weapon when dropping down from a greater height is now slightly slower when the weaponbounce CVAR is on.
  • When clicking a mouse button that is bound to the +screenshot action, the screen will now flash and a sound will now be heard.
  • The console’s background will no longer be affected when entering the vanilla CCMD.
  • A fade transition is now applied after saving a game in the save game menu and the fade CVAR is on.
  • Further improvements have been made to when the player’s view should be lowered if the r_liquid_lowerview CVAR is on.
  • A bug has been fixed whereby the title in the automap could be positioned incorrectly in some rare instances.
  • The player’s arrow will now be positioned correctly in the automap when the am_rotate CVAR is on and the am_followmode CVAR is off.
  • The following changes have been made when the am_path CVAR is on:
    • The player’s path in the automap will now still be updated when either freeze mode or no clipping mode is enabled.
    • The player’s path will now be positioned correctly in the automap when the am_rotate CVAR is on and the am_followmode CVAR is off.
    • The distance the player has traveled in the current map is now displayed in the top right corner of the automap.
  • A bug has been fixed whereby the timer displayed when using the timer CCMD could be positioned incorrectly in some rare instances.
  • The size of the crosshair has been reduced when the crosshair CVAR is cross and the r_detail CVAR is low.
  • The message displayed when entering the IDMYPOS cheat will now be visible when the fade CVAR is on.
  • The sky will now be stretched if the weaponrecoil CVAR is on and the r_screensize CVAR is 8.
  • Sprites in liquid sectors now bob correctly when the player is first spawned into a map and the r_liquid_bob CVAR is on.
Friday, September 3, 2021
0
DOOM Retro v4.2.2

DOOM Retro v4.2.2 is now available to download as either a 32 or 64-bit Windows app. Here’s a list of what’s changed since the last version:

  • Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
  • The menu’s background animation is now smoother.
  • Further improvements have been made to the support for REKKR.
  • A bug has been fixed whereby the automap wouldn’t be updated as the player moves around while it is open.
Wednesday, September 1, 2021
0
DOOM Retro v4.2.1

DOOM Retro v4.2.1 is now available to download as either a 32 or 64-bit Windows app. Here’s a list of what’s changed since the last version:

  • DOOM Retro is now compiled using v16.11.2 of Microsoft Visual Studio Community 2019.
  • 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.
  • The framerate will no longer drop to 35 frames per second if the game is paused, or the menu or console is open.
  • A slight dithered effect is now applied to fade transitions when the fade CVAR is on.
  • A fade transition will now always be applied when exiting the help screen and the fade CVAR is on.
  • Translucency is now applied to megaspheres when the r_translucency CVAR is on.
  • The following changes have been made when the r_shake_damage CVAR is greater than 0% and god mode is enabled:
    • The maximum amount of time the screen will shake when the player is attacked has been reduced.
    • The screen will no longer shake if the player is in a sector with special 16 (“Damage -10% or -20% health”) or 4 (“Damage -10% or -20% health and light blinks (0.5 sec.)”).
  • Improvements have been made to the clipping of the bottom of sprites when in liquid and the r_liquid_clipsprites CVAR is on.
  • A bug has been fixed whereby an action couldn’t be bound to or unbound from the ; key using the bind and unbind CCMDs.
  • The background of the player’s face will now be positioned correctly when the facebackcolor CVAR is a value other than its default of 5 and the vid_widescreen CVAR is on.
  • Zooming in and out of the automap is now more responsive.
  • The M_LGTTL and M_SGTTL lumps will now be used as the titles in the load and savegame menus if replaced in a PWAD.
  • Further improvements have been made to the support for Chex Quest.
  • Further improvements have been made to the support for REKKR.
  • A bug has been fixed whereby par times weren’t being displayed on the intermission screen in some instances.
Thursday, August 12, 2021
0
DOOM Retro v4.2

DOOM Retro v4.2 is now available to download as either a 32 or 64-bit Windows app. Here’s a list of what’s changed since the last version:

  • DOOM Retro is now compiled using v16.11.0 of Microsoft Visual Studio Community 2019.
  • DOOM Retro now uses SDL v2.0.16.
  • Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
  • The following changes have been made to the dithered lighting cast when the r_ditheredlighting CVAR is on:
    • The dithered lighting cast on textures is now more consistent regardless of the player’s viewing angle.
    • Dithered lighting is now also cast on sprites.
    • Dithered lighting is now cast when the r_detail CVAR is low.
    • Dithered lighting is now cast on BOOM-compatible translucent wall textures if the r_translucency CVAR is off.
  • The text in the console has been brought in from the left and right edges of the screen when the vid_widescreen CVAR is on.
  • Minor changes have been made to the character set used in the console.
  • Several changes have been made to text that is output to the console.
  • Minor improvements have been made to the console’s autocomplete feature.
  • The following changes have been made to the support for REKKR:
    • rekkrsa.wad is now treated as an IWAD (that is, DOOM.WAD will no longer be automatically loaded with it).
    • The correct monster and weapon names are now used in obituaries in the console when the con_obituaries CVAR is on.
    • Sorrows and skelly bellies will now only bleed red blood.
    • Gamepads will no longer vibrate when the axe is equipped and idle, and the gp_vibrate_weapons CVAR is on.
  • A bug has been fixed whereby any palette effects wouldn’t be restored when unpausing a game by pressing the ESC key rather than PAUSE key.
  • The alwaysrun CVAR can now be toggled by pressing the CAPSLOCK key while on the title screen.
  • The fading of player messages onto and off of the screen is now smoother in some instances when the fade CVAR is on.
  • A fade transition will now be applied when changing the r_brightmaps CVAR, or any CVARs that change a color, when the fade CVAR is on.
  • Corpses and dropped items will no longer perpetually slide back and forth on the floor in some rare instances.
  • The maximum number of blood splats that can be spawned when a corpse slides on the floor and the r_corpses_slide CVAR is on, has now been reduced.
  • The number of monsters killed due to infighting is now displayed by the playerstats CCMD.
  • The colors of doors in the automap that are unlocked using a keycard or skull key can now be changed using the new am_reddoorcolor, am_yellowdoorcolor and am_bluedoorcolor CVARs. These CVARs are 160 by default (such that there is no apparent difference until one of them is changed), and 231 when vanilla mode is enabled.
  • Minor improvements have been made to rendering the automap when the player has a computer area map power-up.
  • The following changes have been made to the external automap when the am_external CVAR is on:
    • When the F key is pressed to turn follow mode off, the player may now pan around the external automap as intended.
    • The mouse wheel will no longer zoom in/out of the external automap, and instead only cycle through the player’s weapons.
  • A bug has been fixed whereby the player’s weapon wouldn’t always be lit correctly when fired.
  • A previously implemented feature that caused monsters to not be fullbright when firing and facing away from the player now works correctly.
  • Spectres will now always be rendered correctly when freeze mode is on.
  • More fixes have been applied to certain maps when the r_fixmaperrors CVAR is on.
  • Minor changes have been made to the positioning of some elements in the widescreen HUD.
  • Changing the r_screensize CVAR in the console will now also change the vid_widescreen CVAR as necessary.
  • The following changes have been made when on the intermission screen:
    • The playerstats and mapstats CCMDs will now work.
    • Pressing the ENTER key while the menu or console are also open will no longer trigger the intermission screen.
  • The +weapon1 to +weapon7 actions can now be bound to a mouse button using the bind CCMD.
  • The effect applied when the player is in a damaging sector and the r_shake_damage CVAR is greater than 0% is now no longer applied when god mode is enabled.
  • A bug has been fixed whereby the “Damage received” stat viewed using the playerstats CCMD would continue to update when god mode was on.
  • The toggle CCMD now supports CVARs that accept multiple values. The value of these CVARs will increment by 1, and if their maximum value is reached, will wrap to their minimum.
Monday, June 21, 2021
0
DOOM Retro v4.1.3

DOOM Retro v4.1.3 is now available to download as either a 32 or 64-bit Windows app. Here’s a list of what’s changed since the last version:

  • Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
  • A bug has been fixed whereby some CVARs wouldn’t be initialized correctly when DOOM Retro was run for the first time.
  • Player messages will now fade onto the screen when the fade CVAR is on.
  • Minor changes have been made to text that is output to the console.
  • The background will now be displayed correctly when resizing the window during intermission.
  • The framerate will now be properly capped at 35 frames per second, rather than just interpolation being disabled, when the vid_capfps CVAR is 35.
  • The framerate will now drop to 35 frames per second if the game is paused, or the menu or console is open.
  • The following changes have been made to the external automap when the am_external CVAR is on:
    • The F key can now be pressed to toggle follow mode.
    • Fade transitions will no longer be applied to the main display when pressing some keys to control the external automap and when the fade CVAR is on.
Friday, June 18, 2021
0
DOOM Retro v4.1.2

DOOM Retro v4.1.2 is now available to download as either a 32 or 64-bit Windows app. Here’s a list of what’s changed since the last version:

  • DOOM Retro is now compiled using v16.10.2 of Microsoft Visual Studio Community 2019.
  • Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
  • The height of the console during a game has been increased to allow two additional lines of text.
  • A fade transition will now be applied when changing the r_fov CVAR in the console and when the fade CVAR is on.
  • Minor changes have been made to text that is output to the console.
  • Obituaries will now be grouped again in the console, but only when the groupmessages CVAR is on.
  • The mapping errors that are fixed when the r_fixmaperrors CVAR is on are no longer applied to the maps in DOOM (Shareware).
Sunday, June 13, 2021
0
DOOM Retro v4.1.1

DOOM Retro v4.1.1 is now available to download as either a 32 or 64-bit Windows app. Here’s a list of what’s changed since the last version:

  • DOOM Retro is now compiled using v16.10.1 of Microsoft Visual Studio Community 2019.
  • Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
  • The smoke trailing behind rockets fired by the player and cyberdemons when the r_rockettrails CVAR is on is now displayed correctly when the r_textures CVAR is off.
  • A fade transition will now be applied when changing the r_detail or r_playersprites CVARs in the console and when the fade CVAR is on.
  • Minor changes have been made to text that is output to the console.
  • The following changes have been made to the external automap when the am_external CVAR is on:
    • Player messages will now always be displayed correctly.
    • The external automap will now be hidden while the menu or help screen is open on the main display.
    • The 0 key can now be pressed to toggle maximum zoom.
    • If the +zoomin and +zoomout actions are rebound from the + and keys, the external automap may be zoomed in and out.
  • Player messages will now fade off the screen while the console is open and the fade CVAR is on.
  • Player messages now fade off the screen smoother in the alternate widescreen HUD when the fade CVAR is on.
  • If a filename is specified using the condump CCMD, .txt will be added to the filename if it has no extension, and the resulting file will now be saved in the console subfolder.
Saturday, June 5, 2021
0
DOOM Retro v4.1

DOOM Retro v4.1 is now available to download as either a 32 or 64-bit Windows app. Here’s a list of what’s changed since the last version:

  • DOOM Retro is now compiled using v16.10 of Microsoft Visual Studio Community 2019.
  • Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
  • The correct credits screen will now be displayed in all instances.
  • Minor changes have been made to text that is output to the console.
  • The lighting applied to all walls, floors and ceilings in a map is now dithered. This may be toggled using the new r_ditheredlighting CVAR, which is on by default and off when vanilla mode is enabled.
  • Dithered lighting is much smoother, while still using the same 256-color palette.
  • The r_dither CVAR has been deprecated. BOOM-compatible translucent wall textures can no longer be dithered.
  • The smoke trailing behind rockets fired by the player and cyberdemons when the r_rockettrails CVAR is on has been redesigned.
  • The smoke trailing behind rockets fired by the player will no longer spawn too close to their face, obscuring their view, when they hold down a control bound to the +fire action to fire multiple rockets.
  • The following changes have been made to player messages:
    • The grouping of identical player messages can now be toggled using the new groupmessages CVAR, which is on by default and off when vanilla mode is enabled.
    • Player messages are no longer grouped if more than 4 seconds apart.
    • Player messages now fade off the screen smoother when the fade CVAR is on.
    • A bug has been fixed whereby player messages wouldn’t completely fade off of the screen if the console was open and the fade CVAR was on.
  • Any momentum applied to the player will now be removed when enabling freeze mode.
  • Minor improvements have been made to the support of Chex Quest and HacX: Twitch ’n Kill.
  • The power-up sound effect will no longer be played if the player picks up a berserk power-up and they already have one.
  • The player will no longer make a noise if they drop down from a ledge when either freeze mode or no clipping mode is enabled.
  • A bug has been fixed whereby the alert sounds of cyberdemons or spider masterminds wouldn’t be played.
  • The maximum number of blood splats that can be spawned when a corpse slides on the floor and the r_corpses_slide CVAR is on, is now based on its size.
  • A bug has been fixed whereby blood splats could be the wrong color in some instances.
  • Invulnerability and partial invisibility power-ups will now respawn when the respawnitems CCMD is used.
  • Minor changes have been made to the shadows cast by monsters when the r_shadows CVAR is on.
  • Blood splats are now slightly more translucent when the r_bloodsplats_translucency CVAR is on.
  • The shaking effect applied when the player is in a damaging sector and the r_shake_damage CVAR is greater than 0% is now still applied when god mode is enabled.
  • If the WAD file entered manually in the WAD launcher isn’t found, and DOOM Retro then successfully guesses what was intended by finding the nearest match, the wad CVAR will now be updated.
  • The r_hud CVAR is now off by default.
  • The default of the r_bloodsplats_max CVAR has now been doubled to 131,072, and is now also set to 0 when vanilla mode is enabled.
  • A new toggle CCMD has been implemented that can be used to toggle the value of CVARs between on and off.
  • The translucency of item and teleport fogs is now additive when the r_translucency CVAR is on.
  • After loading a savegame, a crash will no longer occur if a blood splat is removed because the sector it is on becomes liquid.
  • The effects of changing the vid_borderlesswindow CVAR in the console are now immediate.
  • The transitions between some screens when the fade CVAR is on are now smoother.
  • Minor improvements have been made to the support of DEHACKED lumps.
Friday, April 30, 2021
0
DOOM Retro v4.0.9

DOOM Retro v4.0.9 is now available to download as either a 32 or 64-bit Windows app. Here’s a list of what’s changed since the last version:

  • Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
  • Minor improvements have been made to some title screens.
  • Minor changes have been made to text that is output to the console.
  • A dead player’s negative health will now always be positioned correctly in the widescreen HUD.
  • A crash will no longer occur during the finale at the end of the third episode of DOOM.
  • The r_blood CVAR is now nofuzz by default.
  • A bug has been fixed whereby the r_hud CVAR would be left on when changing the r_screensize CVAR in the console in some instances.
  • A sound is now made when changing the r_screensize CVAR in the console.
Friday, April 16, 2021
0
DOOM Retro v4.0.8

DOOM Retro v4.0.8 is now available to download as either a 32 or 64-bit Windows app. Here’s a list of what’s changed since the last version:

  • DOOM Retro is now compiled using v16.9.4 of Microsoft Visual Studio Community 2019.
  • Minor changes have been made to text that is output to the console.
  • The condump CCMD will no longer continue to dump every line of text that is output to the console after it is entered.
  • Minor improvements have been made to the DMENUPIC lump.
  • Minor changes have been made to the help screen displayed using the F1 key.
  • A bug has been fixed whereby the console couldn’t be opened using the ~ key on certain keyboards.
  • The player will no longer be spawned into a map such that they could be stuck in the ceiling.
  • Player messages will now quickly fade off of the screen if the fade CVAR is on when the alternate widescreen HUD is displayed.
  • The vid_showfps CVAR can now be on at startup if set in a .cfg file that is either loaded using the WAD launcher or specified on the command-line.
  • Dead monsters may now be spawned again using the spawn CCMD.
  • A bug has been fixed whereby things with the MF_BOUNCES flag wouldn’t explode.
  • More fixes have been applied to certain maps when the r_fixmaperrors CVAR is on.
  • -shot may be now be used as an alternative to -shotdir on the command-line.
  • A bug has been fixed whereby corpses wouldn’t gib correctly in some rare instances if the r_corpses_gib CVAR was on.
Friday, April 2, 2021
0
DOOM Retro v4.0.7

DOOM Retro v4.0.7 is now available to download as either a 32 or 64-bit Windows app. Here’s a list of what’s changed since the last release:

  • Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
  • DOOM Retro is now compiled using v16.9.3 of Microsoft Visual Studio Community 2019.
  • Even wider versions of the title, credits, intermission and finale screens will now be used on ultra-wide displays when the vid_widescreen CVAR is on.
  • DOOM Retro’s window can now be resized properly if the vid_fullscreen CVAR is off and the vid_widescreen CVAR is on.
  • Minor changes have been made to text that is output to the console.
  • The F5 key may now be used to toggle the graphic detail while the automap is open and the status bar is visible (that is, when the r_screensize CVAR is less than 8).
  • Player messages will now quickly fade off of the screen if the fade CVAR is on.
  • The messages CVAR is now on by default.
  • Any screen shake will now be canceled when warping to another map using the IDCLEV cheat or loading a savegame in some instances.
  • The credits screen will now be displayed for the same amount of time as the title screen.
  • The correct title screen is now displayed when playing DOOM (Shareware), Final DOOM: The Plutonia Experiment or Final DOOM: TNT - Evilution.
  • The id Software logo is no longer missing from certain title screens.
  • The correct credits screen is now displayed for the registered version of DOOM.
  • Vanilla DOOM’s notorious blockmap bug has now finally been fixed.
  • Par times are now shown on the intermission screen when playing Chex Quest.
  • A bug has been fixed whereby some sound effect lumps in the WAV format wouldn’t play correctly.
  • The pitch of sounds made by monster projectiles are no longer randomized if the s_randompitch CVAR is on.
  • The player’s weapon sprite is no longer cut off when reloading the super shotgun after firing it, and if the vid_widescreen CVAR is on and the r_screensize CVAR is 8.
  • Minor improvements have been made to the support of Freedoom: Phase 2.
Sunday, March 14, 2021
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DOOM Retro v4.0.6

DOOM Retro v4.0.6 is now available to download as either a 32 or 64-bit Windows app. Here’s a list of what’s changed since the last one:

  • Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
  • DOOM Retro is now compiled using v16.9.1 of Microsoft Visual Studio Community 2019.
  • DOOM Retro now recognizes the following alternative names for the IWADs it supports: DOOMU.WAD, BFGDOOM.WAD, DOOMBFG.WAD, DOOMUNITY.WAD, DOOM2F.WAD, BFGDOOM2.WAD, DOOM2BFG.WAD, DOOM2UNITY.WAD, PLUTONIAUNITY.WAD and TNTUNITY.WAD.
  • A bug has been fixed whereby certain lumps that are only 320 pixels wide wouldn’t be positioned correctly in some instances if the vid_widescreen CVAR was on.
  • Minor improvements have been made to the color chosen for the surrounding pillarboxes when certain lumps from a PWAD that are only 320 pixels wide are displayed and the vid_widescreen CVAR is on.
  • A wider version of the DMENUPIC lump will now be displayed, and the menu will automatically open at startup again, when playing the BFG Edition of DOOM II: Hell On Earth.
  • Minor changes have been made to text that is output to the console.
  • An obituary will now be displayed in the console if the con_obituaries CVAR is on and:
    • A barrel explodes because of another barrel’s explosion.
    • A corpse is gibbed by a nearby barrel or rocket explosion.
  • Minor improvements have been made to the support of Freedoom: Phase 1, Freedoom: Phase 2 and HacX: Twitch ’n Kill.
  • Minor improvements have been made to the support of DEHACKED lumps.
  • A bug has been fixed whereby some characters in the automap title wouldn’t be displayed correctly in some instances.
Friday, March 5, 2021
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DOOM Retro v4.0.5

DOOM Retro v4.0.5 is now available to download as either a 32 or 64-bit Windows app. Here’s a list of what’s changed since the last one:

  • DOOM Retro is now compiled using v16.9 of Microsoft Visual Studio Community 2019.
  • Minor changes have been made to text that is output to the console.
  • The finale at the end of the third episode of DOOM is now displayed correctly.
  • You may no longer toggle widescreen using the + and keys, or open the help screen using the F1 key, when on an intermission or finale screen.
  • Certain fade transitions are now applied to the finales of both DOOM and DOOM II: Hell On Earth when the fade CVAR is on.
  • When displaying certain lumps from a PWAD that are only 320 pixels wide, and the vid_widescreen CVAR is on, the color of the surrounding pillarboxes will now be based on the most used color along the left and right edges of those lumps, rather than always be black.
  • A bug has been fixed whereby the wrong credits screen would be displayed in some instances.
  • The background of the help screen displayed using the F1 key now won’t animate.
Friday, February 26, 2021
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DOOM Retro v4.0.4

DOOM Retro v4.0.4 is now available to download as either a 32 or 64-bit Windows app. Here’s a list of what’s changed since the last one:

  • DOOM Retro is now compiled using v16.8.6 of Microsoft Visual Studio Community 2019.
  • SSAA (supersampling anti-aliasing) is now still applied if the r_detail CVAR is low, the r_supersampling CVAR is on, but the r_lowpixelsize CVAR is not its default of 2×2.
  • The r_lowpixelsize CVAR can no longer be 1×1.
  • Further improvements have been made in supporting older, non-widescreen displays.
  • Minor changes have been made to text that is output to the console.
  • Minor changes have been made to the help screen displayed using the F1 key.
  • Minor improvements have been made to the status bar when the r_detail CVAR is high.
  • The spacing of the map title in the automap has been improved.
  • The corpses of monsters will now still be spawned at the start of a map when the nomonsters CCMD has been entered in the console, or the -nomonsters parameter has been specified on the command-line.
  • The effects of changing the con_edgecolor CVAR in the console are now immediate.
  • The following changes have been made when a pain elemental spawns a lost soul:
    • If a lost soul is spawned outside of a map, an obituary will no longer appear in the console if the con_obituaries CVAR is on.
    • The lost souls are now included in the stats displayed by the playerstats CCMD, and on the intermission screen once the player has finished a map.
  • The correct background is now displayed on the intermission screen when playing the 4th episode of The Ultimate DOOM.
  • The menu will no longer automatically open at startup when playing the BFG Edition of DOOM II: Hell On Earth.
  • A bug has been fixed whereby the wrong TITLEPIC lump would be displayed in some instances.
Friday, February 19, 2021
0
DOOM Retro v4.0.3

DOOM Retro v4.0.3 is now available to download as either a 32 or 64-bit Windows app. Here’s a list of what’s changed since the last one:

  • Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
  • DOOM Retro will no longer crash on older, non-widescreen displays.
  • A fade transition will now be applied when using the am_path CVAR in the console to toggle the player’s path in the automap and the fade CVAR is on.
  • Gamepads will now briefly vibrate during startup to indicate they are connected and support vibration, if any of the gp_vibrate_barrels, gp_vibrate_damage or gp_vibrate_weapons CVARs are greater than 0%.
  • Player messages and the widescreen HUD are now slightly less translucent when the r_hud_translucency CVAR is on.
  • Minor changes have been made to some player messages.
  • The following changes have been made to DOOM II’s cast sequence:
    • The player now appears again.
    • The spectre will now always be positioned correctly while dying.
    • The double shotgun sound can now be heard again.
Friday, February 12, 2021
0
DOOM Retro v4.0.2

DOOM Retro v4.0.2 is now available to download as either a 32 or 64-bit Windows app. Here’s a list of what’s changed since the last one:

  • Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
  • The following changes have been made to the external automap:
    • A bug has been fixed whereby the automap wouldn’t be drawn correctly after changing the am_external CVAR in the console.
    • Map titles are now displayed again in the external automap.
    • The external automap now displays correctly when the menu is open.
    • The zoom level is now reset when the external automap is opened.
    • The 0 key can no longer be pressed to toggle maximum zoom if the external automap is open.
  • The automap title and all player messages are now full scale when the r_screensize CVAR is 8 and the r_althud CVAR is off.
  • The automap will now be displayed correctly if it is open while adjusting the screen size in the options menu.
  • Player messages are now slightly more translucent when the r_hud_translucency CVAR is on.
  • Fade transitions will now be applied in the following instances when the fade CVAR is on:
    • When pressing the 0 key in the automap to toggle maximum zoom.
    • When using the r_textures CVAR in the console to toggle textures.
    • When the player picks up an invulnerability power-up.
    • When the player picks up a computer area map power-up and the automap is open.
  • The IDDT cheat can no longer be entered when playing using the Nightmare! skill level.
Friday, February 5, 2021
0
DOOM Retro v4.0.1

DOOM Retro v4.0.1 is now available to download as either a 32 or 64-bit Windows app. Here’s a list of what’s changed since the last one:

  • A bug has been fixed whereby sprites would be incorrectly drawn in front of masked midtextures in some instances.
  • The external automap now displays correctly when the am_external CVAR is on.
  • Minor changes have been made to text that is output to the console.
  • Music will now play again when loading a savegame created using DOOM Retro v3.6 or v3.6.1.
  • If the player starts a new game from the menu while playing E1M4B: Phobos Mission Control or E1M8B: Tech Gone Bad, the correct map will now be loaded.
Sunday, January 31, 2021
0
DOOM Retro v4.0

DOOM Retro v4.0 is now available to download as either a 32 or 64-bit Windows app. Here’s a list of what’s changed since the last one:

  • DOOM Retro now uses SDL v2.0.14.
  • DOOM Retro now uses the Windows Audio Session API (WASAPI) rather than the deprecated DirectSound API. Sound effects are now louder and clearer than before.
  • Minor improvements have been made to DOOM Retro’s splash screen.
  • Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
  • Non-QWERTY keyboards are now properly supported.
  • DOOM Retro now has improved support for wide and ultra-wide displays:
    • When the r_screensize CVAR is 7 and the vid_widescreen CVAR is on, a new widescreen mode complete with status bar will be displayed that horizontally fills displays of any aspect ratio.
    • When the r_screensize CVAR is changed to it’s new maximum value of 8, a widescreen mode with an optional HUD instead of a status bar, and a greater vertical field of view, will now be displayed.
    • You may still press the + and keys during a game to toggle these new widescreen modes.
    • The + and keys may now also be pressed on the title screen to toggle widescreen mode.
    • Certain official widescreen assets, such as those for the title screen and status bar, will now be displayed if the vid_widescreen CVAR is on.
    • The default of the vid_windowsize CVAR has been changed from 768×480 to 854×480.
  • The following changes have been made to support the IWADs from the latest rereleases of The Ultimate DOOM and DOOM II: Hell On Earth on Steam:
    • The WAD launcher will now look for these new IWADs when DOOM Retro is run for the first time.
    • The par times for E1M8, E2M8 and E3M8 have changed.
  • A crash will no longer occur when trying to display a patch with a height greater than 200 pixels. These patches will now be cropped instead.
  • Centered messages are now better centered vertically.
  • The player’s gender identity can now be specified using the new playergender CVAR. It can be male, female or other, and is male by default. If the playername CVAR is changed from its default of “you” as well, the pronouns used in several player messages and obituaries will be affected.
  • The following changes have been made to the menu:
    • A subtle scanline effect is now applied to the menu’s background.
    • When opening the menu during a game, a brief deceleration effect is now applied to the player’s rotating view in the menu’s background.
    • A bug has been fixed whereby the sky in the menu’s background wouldn’t be stretched correctly in some instances when the mouselook CVAR was on.
    • Navigation of the main menu will now behave correctly when there are no savegames for the currently loaded IWAD or PWAD.
    • A bug has been fixed whereby using the left mouse button to navigate the menu could cause the player to continuously fire when starting a new game.
    • The F5 key may now be pressed to toggle the graphic detail while the menu is open.
    • Screenshots may now be taken while entering a savegame description in the save game menu.
  • If the player has their fists equipped, a berserk power-up, and god mode is enabled, the screen will no longer flash red when they are attacked.
  • Monsters may now walk under other flying monsters when the infiniteheight CVAR is off.
  • The following changes have been made to the console:
    • The scrollbar now extends to the top of the screen.
    • The scrollbar’s grip is now translucent.
    • A slight shadow is applied to the text along the top of the console.
    • Minor changes have been made to text that is output to the console.
    • Long lines of text will now always wrap to the next line rather than be truncated.
    • Timestamps during the hour after midnight will now be displayed correctly.
  • The following changes have been made to the automap:
    • A bug has been fixed whereby marks in the automap would reappear in wrong positions when panning far enough to the left or right.
    • Panning in the automap is now restricted to the dimensions of the current map when the am_rotate CVAR is on.
    • The player arrow is now slightly more translucent when the player has a partial invisibility power-up.
    • Thing triangles will no longer be affected by frame interpolation when the IDDT cheat has been entered, the console is open, and the vid_capfps CVAR is not 35.
    • Fade transitions will now be applied when performing various actions in the automap when the fade CVAR is on.
    • A smaller crosshair is now displayed when the am_followmode CVAR is off.
    • The player’s path is now thinner when the am_path CVAR is on.
  • The correct CREDIT lump is now displayed when finishing any of the first four episodes of The Ultimate DOOM, and SIGIL has been automatically loaded.
  • The intermission screens displayed once the player has finished a map will now always transition correctly when the fade CVAR is on.
  • The wipe CVAR has been renamed to melt.
  • Fade transitions will now be applied when a melt transition normally would, but the melt CVAR is off and the fade CVAR is on.
  • The default of the s_musicvolume CVAR has been increased from 67% to 100%.
  • Further improvements have been made to the support of both DEHACKED and UMAPINFO lumps.
  • DeHackEd support has been extended further to allow for an additional 200 sound effects (numbered 500 to 699, and named DSFRE000 to DSFRE199).
  • Music that has been changed because of a MUSINFO lump is now remembered in savegames.
  • The player’s health and ammo will now only flash in the widescreen HUD (or change color in the alternate widescreen HUD) when less than 10.
  • More blood is spawned when the player is injured.
  • Minor improvements have been made to the rendering of blood splats in some instances.
  • The movement of lifts is now smoother in some instances.
  • Improvements have been made in determining if the player or a monster is standing in liquid or not.
  • Monsters will no longer unnecessarily drop from high ledges.
  • The current map’s music will no longer restart when loading a savegame for the same map.
  • Music will no longer continue to play if DOOM Retro crashes.
  • Player messages are now slightly translucent again when the r_hud_translucency CVAR is on and the vid_widescreen CVAR is off, but not while vanilla mode is enabled.
  • SSAA (supersampling anti-aliasing) is now applied to the help screen’s background when the F1 key is pressed.
  • Minor improvements have been made to the status bar when the r_detail CVAR is high.
  • The bezel around the player’s view when the r_screensize CVAR is less than 7 is now only displayed if either all or none of the relevant graphics have been replaced in a PWAD.
  • The number of times the player uses their fists and chainsaw are now displayed by the playerstats CCMD. The player’s fists and chainsaw may now also then be displayed as their Favorite weapon.
  • More fixes have been applied to certain maps when the r_fixmaperrors CVAR is on.
  • The crosshair will now be larger when the crosshair CVAR is cross or dot, and the r_detail CVAR is low.
  • Improvements have been made to the fuzz effect of the player’s weapon when they have a partial invisibility power-up.
  • A spectre now appears again in DOOM II’s cast sequence.
  • A bug has been fixed whereby the player would move slightly slower when using a gamepad rather than the keyboard.
  • The +console action may now be bound to a control on a gamepad.
  • Improvements have been made when the player uses the kill CCMD to commit suicide.
  • The blood of barons of hell and hellknights is slightly lighter.