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DOOM Retro v4.5
DOOM Retro v4.5 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 version:
- DOOM Retro is now compiled using v17.2.2 of Microsoft Visual Studio Community 2022.
- DOOM Retro now uses SDL v2.0.22.
- Extensive optimizations have been made to further improve the overall performance and stability of DOOM Retro.
- Moving the mouse to turn the player is now even smoother.
- Several changes have been made to text that is output to the console.
- Minor improvements have been made to the console’s autocomplete feature.
- Minor changes have been made to the menu’s background.
- The following changes have been made to the external automap:
- The display used to show the external automap can now be specified using the new
am_displayCVAR, which is2by default. - Zooming in and out of the external automap is now only possible if the
+zoominand+zoomoutactions are rebound from the + and - keys.
- The display used to show the external automap can now be specified using the new
- The player’s stats shown in the automap when the
am_playerstatsCVAR isonare now positioned correctly if there are no monsters in the map. - Text displayed in the top right of the screen while the automap is open is now slightly more translucent.
- The colors of keycards and skull keys in the automap when the
IDDTcheat is used can now be changed using the newam_redkeycolor,am_yellowkeycolorandam_bluekeycolorCVARs. These CVARs are all112by default (the same as theam_thingcolorCVAR) and when vanilla mode is enabled. - When a pain elemental spawns a lost soul, the number of monsters the player has left to kill now increases as intended.
- Blood splats are no longer spawned when a lost soul is killed using the
killCCMD. - Bullet puffs are now positioned correctly when shooting at a lost soul and the
r_bloodCVAR isnone. - The
am_followmodeCVAR no longer changes when enabling vanilla mode using thevanillaCCMD. - Changing the
r_fovCVAR from its default of90° is now effective again when thevid_widescreenCVAR isoff. - The effects of changing the
r_corpses_mirroredandr_mirroredweaponsCVARs in the console are now immediate. - The following changes have been made when the player enters a cheat:
- The display of the cheat in the console is now redacted.
- The cheat is now skipped in the console’s input history when pressing the ↑ or ↓ keys.
- A warning is now displayed in the console indicating that the player has cheated.
- Fade effects are no longer applied when entering most cheats if the
fadeCVAR ison. - More time has been given to the player to enter the
IDBEHOLDxcheat.
- The pausing and then resuming of any liquid sectors in view when opening and then closing the console is now smoother.
- Improvements have been made in determining whether something is in liquid or not.
- Dithering is no longer applied to fade transitions if both the
fadeandr_ditheredlightingCVARs areon. - The branding in the console is now positioned correctly again when the
vid_widescreenCVAR ison. - The swirl of liquid sectors when the
r_liquid_swirlCVAR isonhas been slowed down slightly to better sync with their bob when ther_liquid_bobCVAR is alsoon. - The player’s currently equipped weapon can now be changed using the new
weaponCVAR. It can befists,chainsaw,pistol,shotgun,supershotgun,chaingun,rocketlauncher,plasmarifleorbfg9000. - The bobbing of power-ups when the
r_floatbobCVAR isonis no longer affected if the ceiling above them is too low. - The following changes have been made to blood splats:
- Extensive optimizations have been made to the rendering of blood splats.
- The amount of blood splats rendered no longer depends on their distance from the player.
- Blood splats now retain their random shades of color if the
r_bloodCVAR is changed in the console. - The translucency of blood splats when the
r_texturesCVAR isoffnow depends on ther_bloodsplats_translucencyCVAR rather than ther_translucencyCVAR. - Blood splats are now left on the floor as intended if blood falls on a moving sector.
- Centered messages are now spaced better vertically.
- The player’s face in the status bar and widescreen HUD now always looks forward while the console is open.
- Displaying the player’s health as less than
0%when they die can now be toggled using the newnegativehealthCVAR, which isonby default andoffwhen vanilla mode is enabled. - When the player tries to open a locked door that they don’t have the keycard or skull key for, that key now flashes in the status bar as it already does in the widescreen HUD. This feature can also now be disabled using the new
flashkeysCVAR, which isonby default andoffwhen vanilla mode is enabled. - A timer set using the
timerCCMD can now be turned off by usingoffas a parameter. - Minor improvements have been made to how MBF-compatible helper dogs are displayed.
- The following improvements have been made to the support of MBF21-compatible WADs:
- The
DMGIGNOREDandFULLVOLSOUNDSflags now work correctly. - The
JumpIfFlagsSet,AddFlagsandRemoveFlagscode pointers now work correctly. - The player can now walk over certain linedefs in E2M7: Spawning Vats again.
- The
- The “automap opened” stat shown by the
playerstatsCCMD is now reset at the start of each map as intended. - The
playerstatsCCMD now displays how many monsters have been telefragged and also how many have respawned. - The following improvements have been made to obituaries displayed in the console then the
con_obituariesCVAR ison:- Obituaries are now displayed whenever the player or a monster is telefragged.
- Obituaries displayed when a corpse is gibbed now indicate the monster is dead.
- A crash no longer occurs when:
- An arch-vile is attacked while resurrecting a monster.
- The player telefrags a monster.
- The player’s plasma rifle is now lit correctly when fired.
- The
mapCCMD can now be used to warp the player to maps up toE9M99andMAP99. - The
mapstatsCCMD now displays how many linedefs have line specials in the current map. - Commander Keens are no longer spawned at the start of a map when the
nomonstersCCMD has been entered in the console, or the-nomonstersparameter has been specified on the command-line. - The following changes have been made to the support of
MAPINFOlumps:compat_lightcan now be used so when a light level changes to the highest light level found in neighboring sectors, the search is made only for the first tagged sector, like in Vanilla DOOM.nograduallightingcan now be used to disable the effects of ther_graduallightingCVAR.compat_vileghostscan now be used instead ofcompat_coprsegibs.
- The following changes have been made to the support of
DEHACKEDlumps:- A bug is fixed whereby the bounding box of monsters wouldn’t change when using
Width. REDTOBLUEandREDTOGREENnow work.- If Wolfenstein SS or Commander Keen are changed, and a new
Nameisn’t specified, “monster” will be used in their obituaries in the console. - Multiple
DEHACKEDlumps are now parsed in the correct order.
- A bug is fixed whereby the bounding box of monsters wouldn’t change when using
- Flying monsters now spawn at the correct height when using the
spawnCCMD. - Sliding corpses can now nudge other corpses when the
r_corpses_nudgeCVAR ison. - Corpses in liquid sectors can now be nudged again when the
r_corpses_nudgeCVAR ison. - Minor improvements have been made to the sliding of decorative corpses and barrels that are too close to an edge.
- Now only the alert and death sounds of cyberdemons and spider masterminds are at full volume.
- Savegame descriptions in the console and player messages are no longer truncated when loading or saving a game.
- Further improvements have been made to the support of Freedoom: Phase 1 and Freedoom: Phase 2.
- The window is now positioned correctly when changing the
vid_windowposCVAR tocenteredin the console and thevid_fullscreenCVAR isoff. - A bug is fixed whereby when the window regains focus, input could be disabled in some instances.
- Blood splats are no longer removed when using the
removeCCMD to remove all corpses. - Brightmaps are now applied to more textures when the
r_brightmapsCVAR ison. - Pressing a mouse button bound to the
+leftaction will now cause the player to turn left rather than right.
