Wednesday, September 1, 2021
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.