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DOOM Retro v4.9
DOOM Retro v4.9 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:
- DOOM Retro is now built using v17.5.3 of Microsoft Visual Studio Community 2022.
- DOOM Retro now uses SDL v2.26.5.
- Several optimizations have been made to further improve the overall performance, stability and memory usage of DOOM Retro.
- Several changes have been made to text that is output to the console.
- When the
m_pointerCVAR ison:- The mouse pointer may now be used to move:
- The sliders in the options and sound volume menus.
- The text caret when entering a savegame description in the save game menu.
- Selecting menu items using the mouse pointer is now accurate when the
vid_widescreenCVAR isoff. - The mouse pointer is no longer shown on the help screen if the mouse is moved.
- The mouse pointer may now be used to move:
- The positions of
ON/OFFandHIGH/LOWin the options menu have been fixed in some instances. - A bug is fixed whereby when changing the
r_pickupeffectCVAR in the console, ther_damageeffectCVAR would be changed instead. - The player’s health, armor and ammo in both the status bar and widescreen HUD now animate when they change. This can be disabled by the new
animatedstatsCVAR, which isonby default andoffwhen vanilla mode is enabled. - These changes have been made to the alternate widescreen HUD:
- The position of the player’s health is now fixed when 0% and the
negativehealthCVAR isoff. - Every part of the HUD is now black, silhouetted against the bright background, when the player has an invulnerability power-up or the
r_texturesCVAR isoff. - The vertical positions of some of the weapon silhouettes have changed.
- Minor improvements have been made to the armor bar when the player has blue armor.
- The position of the player’s health is now fixed when 0% and the
- Crashes no longer occur when:
- Changing the
healthCVAR to0%or less. - Using the
takeCCMD to take more health from the player than they have.
- Changing the
- A bug is fixed whereby widescreen mode wouldn’t be restored correctly when turning vanilla mode off using the
vanillaCCMD. NEXTandSECRETNEXTnow work as intended inMAPINFOlumps.- Partial translucency effects when the
r_sprites_translucencyCVAR ison, and smoke that trails rockets when ther_rockettrailsCVAR ison, now appear again if a customPLAYPALlump is loaded. - The player’s “Health picked up” stat now updates correctly when the player picks up a soul sphere.
- A bug is fixed whereby the number of monsters in the map may have been wrong after loading a savegame in some instances.
- Blood splats are no longer overly bright when the
r_texturesCVAR isoff. - Masked midtextures with a brightmap specified in a
BRGHTMPSlump now display correctly when ther_brightmapsCVAR ison. - Bound controls are now grouped by type when saved in
doomretro.cfgand in the output of thebindlistCCMD. - The triangles in the automap that represent every blood splat, displayed when using the
IDDTcheat, are now slightly larger. - Blood is now shown when shooting a lost soul and the
r_bloodCVAR isred. - The movement of some sectors is now smoother when the
vid_capfpsCVAR is not35. - A bug is fixed whereby pressing a key or mouse button while a controller is rumbling could cause the rumble to continue indefinitely in some instances.
- These changes have been made to the fuzz effect applied to both the player’s weapon when they have a partial invisibility power-up, and to spectres:
- A crash no longer occurs if the sprite of a spectre touches the top of the screen.
- The effect is no longer frozen when freeze mode is on.
- The
vid_borderlesswindowCVAR is nowonby default. - The
vid_vsyncCVAR is nowoffby default. - Minor improvements have been made to translating certain words when the
englishCVAR isinternational. - Thing triangles no longer move in the automap when the
IDDTcheat has been entered and freeze mode is on.
