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DOOM Retro v4.8
DOOM Retro v4.8 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 built using v17.5.1 of Microsoft Visual Studio Community 2022.
- DOOM Retro now uses SDL v2.26.3, SDL_mixer v2.6.3 and SDL_image v2.6.3.
- Extensive optimizations have been made to further improve the overall performance, stability and memory usage of DOOM Retro.
- When DOOM Retro is run for the first time, the WAD launcher will now also look for the IWADs included with installations of DOOM Eternal.
- The id Software logo has been removed from the title screen to be consistent with the latest rereleases of DOOM and DOOM II.
- Extensive changes have been made to text that is output to the console.
- Many additional characters, including those with diacritics, have been added to the font set used in the console.
- Alt codes may now be entered in the console.
- These changes have been made when opening and closing the console using the ~ key:
- A subtle sound effect now plays.
- The console now scrolls to and from the top of the screen, rather than fading in and out, when on the title screen.
- The console’s scrolling animation is now slightly faster.
- The scrollbar now displays correctly when the
r_screensize
CVAR is less than7
.
- Minor improvements have been made to the text that can be autocompleted in the console by pressing the TAB key.
- Each press of the TAB key to autocomplete text entered in the console can now be undone by pressing CTRL + Z.
- Pressing the HOME key in the console no longer scrolls past the top of the console in some instances.
- Scrolling up and down in the console using the PGUP and PGDN keys now gets faster the longer the keys are held down.
- Thousands-delimiting commas may now be used when changing the value of certain CVARs in the console.
- The
toggle
CCMD now only works with boolean CVARs. - When the
m_pointer
CVAR ison
:- The mouse wheel may now be used to scroll among menu items again.
- If the mouse pointer is hidden, pressing a mouse button without moving the mouse now opens the menu from the title screen, or selects the currently highlighted item if the menu is open.
- The fade effect when opening the menu is now slightly faster than closing it when the
fade
CVAR ison
. - Minor improvements have been made to the menu’s background when the
r_detail
CVAR islow
. - Two additional savegame slots are now available in the load and save game menus.
- A random sound effect now plays when quitting the game by entering the
quit
CCMD in the console or pressing ALT + F4. - Improvements have been made to parsing
BRGHTMPS
lumps. - These changes have been made to the
playerstats
CCMD:- The number of times the player loads a savegame is now displayed.
- The number of monsters gibbed by the player is now displayed.
- The number of cells the player has picked up is no longer displayed when playing DOOM (Shareware).
- The number of times the player has died is now corrected when they are resurrected using either the
resurrect
CCMD or theIDDQD
cheat.
- These improvements have been made to the support for
DEHACKED
lumps:- Cheats that have been changed are now also able to be entered in the console.
- Specifying a weapon name will no longer cause a crash.
- A bug is fixed whereby par times wouldn’t be changed in some instances.
- These improvements have been made to the support for
UMAPINFO
lumps:- The finale’s background will now display correctly if
interbackdrop
specifies a larger patch rather than a 64×64 flat texture. secretnext
now works as intended.
- The finale’s background will now display correctly if
- DOOM’s stimpacks and medikits no longer appear in Chex Quest.
- Minor improvements have been made to the support of REKKR.
- The player’s health, armor and ammo are now displayed better in the status bar and widescreen HUD if they start with a
1
. - The widescreen HUD is now brought in from the left and right edges of ultra-wide displays.
- Many changes have been made to the alternate widescreen HUD:
- The position of the player’s health is now fixed when 0%.
- Improvements have been made to the display of the armor bar when the player has blue armor, and also when the player has a blue keycard or skull key.
- An empty ammo bar is now displayed if the player has their fists or chainsaw equipped.
- The number of notches in the ammo bar no longer doubles when the player has a backpack. Instead, if the player has more than the usual maximum amount of ammo for their currently equipped weapon, a second bar overlaps the first to show the difference.
- Several elements have been moved slightly.
- Several elements are now slightly less translucent.
- A bug is fixed whereby the silhouette of the player’s currently equipped weapon wouldn’t be displayed in some rare instances.
- When the
r_hud_translucency
CVAR isoff
:- The player’s health, armor and ammo now flash when they change.
- The white elements of the HUD are now not as bright.
- The armor icon is now a darker gray when the player has no armor.
- The armor bar is now a darker green when the player has 100% armor or less.
- The power-up bar now updates when depleting.
- The truncation of player messages when the
vid_widescreen
CVAR isoff
has improved in some instances. - The position of player messages, and the map’s title in the automap, has improved in some instances.
- The vertical positions of the monsters’ shadows in DOOM II’s cast sequence have improved when the
r_shadows
CVAR ison
. - The position of text displayed in the top right of the screen has improved in some instances.
- The correct map now opens when entering
map phobosmissioncontrol
ormap techgonebad
in the console. - Minor improvements have been made to translating certain words, as well as the status bar, when the
english
CVAR isinternational
. - The fuzz effect applied to both the player’s weapon when they have a partial invisibility power-up, and to spectres, has been redesigned to be more pixelated.
- Certain partial translucency effects when the
r_sprites_translucency
CVAR ison
are no longer applied if a customPLAYPAL
lump is present in a PWAD. - When the
r_rockettrails
CVAR ison
:- The smoke trailing behind rockets fired by the player and cyberdemons is now a lighter gray.
- Smoke now doesn’t trail behind rockets fired by the player and cyberdemons if a custom
PLAYPAL
lump is present in a PWAD. - The smoke trailing behind homing missiles fired by revenants is now the same as the smoke behind rockets fired by the player and cyberdemons, but not if a custom
PLAYPAL
lump is present in a PWAD.
- The LEDs on DualShock 4 and DualSense and DualSense Edge controllers now turn red again when connected.
- When the
vid_fullscreen
CVAR isoff
:- The status bar and widescreen HUD are now displayed better when the window is resized to be very narrow.
- The mouse pointer is now displayed while the console is open.
- The mouse pointer is now hidden before the screen goes black at startup when the
vid_fullscreen
CVAR ison
. - A crash no longer occurs when displaying patches taller than 200 pixels.
- The disk icon displayed in the top right of the screen when the
r_diskicon
CVAR ison
is now double the size when ther_detail
CVAR islow
. - The player’s view no longer bounces once they land after a fall if either no clipping mode or freeze mode are enabled.
- The player’s health, armor, ammo and weapon are no longer reset by the
resetall
CCMD. - The
kill
CCMD can no longer be used to kill the player if either god mode or buddha mode are enabled, or if they have an invulnerability power-up. - The BOOM-compatible line special of 251 (“Scroll floor according to line vector”) now works correctly if used with a liquid sector and the
r_liquid_current
CVAR ison
. - The underscores in the message displayed by entering the
IDBEHOLD
cheat now always align correctly again. - The shadows cast by the corpses of monsters spawned at the start of the map are now positioned better when the
r_shadows
CVAR ison
. - If the
ammo
CVAR is changed in the console to be greater than the maximum ammo for the player’s currently equipped weapon and they don’t have a backpack, they are now given one. - The console no longer closes when the
ammo
,armor
orhealth
CVARs are changed, unless necessary. - When the
autouse
CVAR ison
:- The automatic use of doors and switches is now more responsive.
- The player no longer grunts repeatedly when standing in front of a locked door that they don’t have the key for, or a reusable switch that has just been turned on.
- A player message now only appears once when the player is standing in front of a locked door that they don’t have the key for.
- The player may now still use the
+use
action. - The automatic use of doors and switches no longer occurs when no clipping mode is enabled.
- The randomization of decorations that animate in a map has improved in some instances when the
r_randomstartframes
CVAR ison
. - When the
pistolstart
CCMD or-pistolstart
command-line parameter are used:- Games are now still autosaved if the
autosave
CVAR ison
, and autoloaded if theautoload
CVAR ison
. - A warning is now displayed in the console at the start of each map indicating the player now has “100% health, no armor, and only a pistol with 50 bullets”.
- The 100% health and 50 bullets can no longer be changed in a
DEHACKED
lump.
- Games are now still autosaved if the