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DOOM Retro v5.6
DOOM Retro v5.6 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 v17.12.3 of Microsoft Visual Studio Community 2022.
- DOOM Retro now uses SDL v2.30.10.
- Several changes 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.
- Minor improvements have been made to text autocompleted in the console by pressing the TAB key.
- A bug is fixed whereby textures wouldn’t load from a PWAD in some rare instances.
- These changes have been made when a PWAD is loaded that has a custom character set:
- The message displayed when the player finds a secret is now gold if the
secretmessages
CVAR ison
. - The message displayed when using the
IDCLEV
cheat ormap
CCMD to warp to a secret map is now gold. - The title in the automap is now gold if the map is a secret map.
- The title in the automap now has a drop shadow.
- The message displayed when the player finds a secret is now gold if the
- A bug is fixed whereby the screen wasn’t being immediately updated after changing the
r_hud
CVAR in the console. - The health of the player when they are dead if the
negativehealth
CVAR ison
no longer affects voodoo dolls. - Extensive improvements have been made to the support of Legacy Of Rust:
- Partial support has been introduced for the new ID24 specification so that:
- The sky in some maps is now on fire.
- An animated intermission screen is now displayed when finishing a map.
- Maps are now denoted as “ExMy” rather than “MAPxx” in the automap.
- Stats for killing banshees, ghouls, mindweavers, shocktroopers, tyrants and vassagos, for picking up fuel, and for firing the incinerator and calamity blade, are now all displayed by the
playerstats
CCMD. - A fuel can icon now appears in the widescreen HUD when the player has their incinerator or calamity blade equipped.
- Fire from the player’s incinerator and calamity blade is now randomly mirrored and translucent.
- DOOM Retro’s higher resolution status bar is now displayed, with “FUEL” replacing “CELL”, rather than the
STBAR
lump inID1.WAD
. - The help screen has been updated to include the incinerator and calamity blade.
- The positions of shadows cast by some monsters have improved.
- The new monsters no longer bob up and down when in a liquid sector.
- Adaptive translucency is now applied to projectiles fired by ghouls when the
r_sprites_translucency
CVAR ison
. - A bug is fixed whereby the calamity blade was inflicting too much damage.
- Partial support has been introduced for the new ID24 specification so that:
- A bug is fixed whereby Andrew Hulshult’s IDKFA soundtrack wasn’t being played in some maps when
extras.wad
was autoloaded. - The volume of MP3 and Ogg Vorbis music lumps has increased slightly.
- Minor improvements have been made to the support of Master Levels, SIGIL, Chex Quest, Chex Quest 2, Ancient Aliens and Back To Saturn X E2: Tower In The Fountain Of Sparks.
- These changes have been made to the support of
MAPINFO
lumps:- The order in which multiple
MAPINFO
lumps are loaded is now correct. EPISODE
is now parsed in more instances.- Up to 10 episodes can now be specified using
EPISODE
and will display correctly in the episode menu.
- The order in which multiple
- These changes have been made to the support of
DEHACKED
lumps:- A bug is fixed whereby a line wouldn’t be parsed in some instances if the previous line was blank.
- If the fists or chainsaw are replaced using
WEAPON
, that weapon can now consume ammo. - Blood splats are no longer spawned if the states of blood have been changed.
- The fake contrast applied to walls at different angles is now more varied.
- A bug is fixed whereby the player’s aim was slightly lower when the
freelook
CVAR wason
and ther_screensize
CVAR was8
. - These changes have been made to the alternate widescreen HUD:
- The weapon silhouette now accurately reflects the pickup sprite for each weapon.
- Certain elements have now either shifted position, increased in size and/or cast a slight shadow.
- The health bar no longer flashes white while it is red and the player picks up some health.
- Pressing the PRINTSCREEN key no longer advances the finale.
- The mouse wheel can no longer be used to advance DOOM II’s cast sequence.
- The amount of ammo the player has is no longer momentarily translucent in the widescreen HUD at the start of each map if the
animatedstats
CVAR ison
. - These changes have been made to the help screen:
- A bug is fixed whereby the help screen wouldn’t be fully displayed when the
vid_widescreen
CVAR wasoff
. - The
TITLEPIC
lump is now always used as the help screen’s background when not playing a game. - The help screen now displays better in some PWADs that have custom
PLAYPAL
lumps.
- A bug is fixed whereby the help screen wouldn’t be fully displayed when the
- Using the mouse pointer to move the scroll bar in the console is now more responsive when the
m_pointer
CVAR ison
. - Drop shadows are now always displayed correctly for all elements on the intermission screen.
- A bug is fixed whereby the wrong
INTERPIC
lump would be displayed in some instances. - The
vid_widescreen
CVAR no longer resets tooff
at startup if-nosplash
is used on the command-line. - A bug is fixed whereby the z-coordinates of things bobbing in liquid sectors were altered upon loading a savegame when the
r_liquid_bob
CVAR wason
. - Very short sprites are no longer clipped in liquid sectors when the
r_liquid_clipsprites
CVAR ison
. - These changes have been made to the automap:
- Aspect ratio correction is now applied. This feature can be toggled off using the new
am_correctaspectratio
CVAR, which ison
by default andoff
when vanilla mode is enabled. - In the original DOOM, if the player moved around while the automap was open, walls seen by the player for the first time weren’t mapped. This behavior can now be restored by disabling the new
am_dynamic
CVAR, which ison
by default andoff
when vanilla mode is enabled. - The automap now displays correctly when zooming out in very large maps.
- The grid now always covers the entire screen when the
am_rotatemode
CVAR ison
. - A bug is fixed whereby the player’s path would stop being drawn after the player teleported and the
am_rotatemode
CVAR wasoff
. - A bug is also fixed whereby the player’s path would display incorrectly at the start of a map in some instances.
- Aspect ratio correction is now applied. This feature can be toggled off using the new
- The fuzz effect from spectres and the partial invisibility power-up now:
- Doesn’t cause the status bar to bleed into the player’s view while the console is open.
- Freezes along with everything else when freeze mode is enabled.
- Flying monsters no longer nudge corpses beneath them when the
r_corpses_nudge
CVAR ison
. - Scrolling textures are now smoother when the
vid_capfps
CVAR is a value other than35
. - The interpolation of moving floors and ceilings is now smoother in some instances when the
vid_capfps
CVAR is a value other than35
. - Semi-colons are now parsed correctly when using the
alias
CCMD in the console. - All actions can now be bound to a second key using the
bind
CCMD in the console. - If the key bound to the
+followmode
action is bound to another action, pressing that key now works outside of the automap. - Maps that use BOOM’s
WATERMAP
lump are now supported. - A bug is fixed whereby the next map wouldn’t load after displaying a text screen during intermission in some rare instances.
- The
episode
CVAR is now reset to its default if the WAD loaded in the launcher is different than last time. - Minor improvements have been made to the support for MBF21-compatible WADs.
- A bug is fixed whereby Wolfenstein SS were replaced by zombiemen at the start of each map in some rare instances.
- The behavior of lost souls spawned by pain elementals is now consistent with the original DOOM II.
- The drop shadows of menu items displayed using a
DBIGFONT
lump no longer overlap. - Torched trees no longer bob when in liquid sectors.
- The player and monsters now traverse liquid sectors at different heights better.