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DOOM Retro v5.4
DOOM Retro v5.4 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 built using v17.9.6 of Microsoft Visual Studio Community 2022.
- DOOM Retro now uses SDL v2.30.3.
- Minor changes have been made to further improve the overall performance and stability of DOOM Retro.
- Several changes have been made to text that is output to the console.
- A slightly brighter color is now chosen for the surrounding pillarboxes when displaying certain lumps from PWADs that are only 320 pixels wide and the
vid_widescreen
CVAR ison
. - A bug is fixed whereby grouping wasn’t being applied to the previous player message when displayed by pressing the ENTER key if both the
messages
andgroupmessages
CVARs wereon
. - Minor improvements have been made to certain animations on the intermission screen.
- The status bar now shows when the player has picked up both a keycard and a skull key of the same color by introducing support for BOOM’s
STKEYS6
,STKEYS7
andSTKEYS8
lumps. - Improvements have been made to drawing thing triangles in the automap when the
IDDT
cheat has been entered. - The underscores of the message displayed when the
IDBEHOLD
cheat has been entered now always line up. - The shadow cast by the status bar in the automap is now low detail when the
r_detail
CVAR islow
. - The color of the player stats shown in the automap when the
am_playerstats
CVAR ison
can now be changed using the newam_playerstatscolor
CVAR, which is4
by default. - These changes have been made to the support of
MAPINFO
lumps:- Scrolling skies are now supported if a value is specified with
SKY1
. ALLOWMONSTERTELEFRAGS = 0
now works on all maps.- A bug is fixed whereby map names wouldn’t be used in some instances.
- Scrolling skies are now supported if a value is specified with
- Minor improvements have been made to the parsing of
DEHACKED
lumps. - The status bar and widescreen HUD are now always correctly updated when the
give
ortake
CCMDs are used to give or take keycards and skull keys to or from the player. The order in which they are given has also improved. - The
DSSAWUP
sound effect is no longer heard in its entirety when the player equips their chainsaw. - If a sound effect lump in a PWAD is 0 bytes in size, now rather than playing the IWAD’s lump it replaces, nothing is played.
- Explosions now cast shadows if the
r_shadows
CVAR ison
. - These changes have been made to intermission text screens:
- A sound effect is now played when a key is pressed to advance the text.
- A crash no longer occurs if the text is too long.
- The F1 key no longer interrupts the splash screen if pressed.
- The console can no longer be opened while a menu confirmation message is displayed.
- Further improvements have been made to the position of player messages in some instances.
- These changes have been made to the load and save game menus:
- If any
STCFNxxx
lumps are present in a PWAD, the savegame descriptions are now correctly positioned vertically. - The correct savegame description is now always displayed in the confirmation message when pressing DEL to delete a savegame.
- If any
- The
mouselook
CVAR and the+mouselook
action have been renamedfreelook
and+freelook
. - These changes have been made when using the
resetall
CCMD:- A bug is fixed whereby certain actions bound to a mouse button weren’t being reset.
- The automap no longer closes if it was open.
- A bug is fixed whereby the sky wouldn’t be stretched if the
+freelook
action was bound to a button on a controller. - The text in the console has been brought in slightly from the left and right edges of the screen when the
vid_widescreen
CVAR ison
, and even more so on ultra-wide displays. - Improvements have been made to the position of some elements of the alternate widescreen HUD.
- The game may now be ended during intermission by either using the
endgame
CCMD in the console or selecting “End Game” in the options menu. - The number of keycards and skull keys the player picks up is now displayed by the
playerstats
CCMD. - The translucency of the trail of smoke behind rockets fired by the player and cyberdemons can now be toggled separately from other sprites by using the new
r_rockettrails_translucency
CVAR. This CVAR ison
by default andoff
when vanilla mode is enabled. - Boss actions now occur when using the
kill
CCMD in the console. - Improvements have been made to displaying the disk icon when the
r_diskicon
CVAR ison
. - Improvements have been made to the contents of files created using the
condump
CCMD. - Liquid sectors are now rendered correctly when their floor height is in line with the player’s view height and the
r_liquid_bob
CVAR ison
. - The
help
CCMD has been renamedwiki
. - Player messages no longer cast shadows when vanilla mode is enabled.
- An infinite amount of ammo for all of the player’s weapons can now be enabled by using the new
infiniteammo
CCMD.