Sunday, May 29, 2022
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DOOM Retro v4.5.1

DOOM Retro is intentionally minimalistic in its approach, and does a few things differently if
 compared with other modern DOOM source ports. Open the ¥ DOOM Retro Wiki for details.

DOOM Retro v4.5.1 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:

  • Minor changes have been made to the menu’s background.
  • A crash no longer occurs when the r_ditheredlighting CVAR is off.
  • Obituaries displayed when a monster is killed by an explosion are now correct.
  • Minor improvements have been made to the color chosen for the surrounding pillarboxes when certain lumps from a PWAD that are only 320 pixels wide are displayed and the vid_widescreen CVAR is on.
  • Blood splats are no longer spawned when using the kill CCMD to kill a spectre, or if the r_corpses_moreblood CVAR is off.
Saturday, May 28, 2022
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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_display CVAR, which is 2 by default.
    • Zooming in and out of the external automap is now only possible if the +zoomin and +zoomout actions are rebound from the + and - keys.
  • The player’s stats shown in the automap when the am_playerstats CVAR is on are 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 IDDT cheat is used can now be changed using the new am_redkeycolor, am_yellowkeycolor and am_bluekeycolor CVARs. These CVARs are all 112 by default (the same as the am_thingcolor CVAR) 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 kill CCMD.
  • Bullet puffs are now positioned correctly when shooting at a lost soul and the r_blood CVAR is none.
  • The am_followmode CVAR no longer changes when enabling vanilla mode using the vanilla CCMD.
  • Changing the r_fov CVAR from its default of 90° is now effective again when the vid_widescreen CVAR is off.
  • The effects of changing the r_corpses_mirrored and r_mirroredweapons CVARs 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 fade CVAR is on.
    • More time has been given to the player to enter the IDBEHOLDx cheat.
  • 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 fade and r_ditheredlighting CVARs are on.
  • The branding in the console is now positioned correctly again when the vid_widescreen CVAR is on.
  • The swirl of liquid sectors when the r_liquid_swirl CVAR is on has been slowed down slightly to better sync with their bob when the r_liquid_bob CVAR is also on.
  • The player’s currently equipped weapon can now be changed using the new weapon CVAR. It can be fists, chainsaw, pistol, shotgun, supershotgun, chaingun, rocketlauncher, plasmarifle or bfg9000.
  • The bobbing of power-ups when the r_floatbob CVAR is on is 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_blood CVAR is changed in the console.
    • The translucency of blood splats when the r_textures CVAR is off now depends on the r_bloodsplats_translucency CVAR rather than the r_translucency CVAR.
    • 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 new negativehealth CVAR, which is on by default and off when 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 flashkeys CVAR, which is on by default and off when vanilla mode is enabled.
  • A timer set using the timer CCMD can now be turned off by using off as 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 DMGIGNORED and FULLVOLSOUNDS flags now work correctly.
    • The JumpIfFlagsSet, AddFlags and RemoveFlags code pointers now work correctly.
    • The player can now walk over certain linedefs in E2M7: Spawning Vats again.
  • The “automap opened” stat shown by the playerstats CCMD is now reset at the start of each map as intended.
  • The playerstats CCMD 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_obituaries CVAR is on:
    • 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 map CCMD can now be used to warp the player to maps up to E9M99 and MAP99.
  • The mapstats CCMD 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 nomonsters CCMD has been entered in the console, or the -nomonsters parameter has been specified on the command-line.
  • The following changes have been made to the support of MAPINFO lumps:
    • compat_light can 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.
    • nograduallighting can now be used to disable the effects of the r_graduallighting CVAR.
    • compat_vileghosts can now be used instead of compat_coprsegibs.
  • The following changes have been made to the support of DEHACKED lumps:
    • A bug is fixed whereby the bounding box of monsters wouldn’t change when using Width.
    • REDTOBLUE and REDTOGREEN now work.
    • If Wolfenstein SS or Commander Keen are changed, and a new Name isn’t specified, “monster” will be used in their obituaries in the console.
    • Multiple DEHACKED lumps are now parsed in the correct order.
  • Flying monsters now spawn at the correct height when using the spawn CCMD.
  • Sliding corpses can now nudge other corpses when the r_corpses_nudge CVAR is on.
  • Corpses in liquid sectors can now be nudged again when the r_corpses_nudge CVAR is on.
  • 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_windowpos CVAR to centered in the console and the vid_fullscreen CVAR is off.
  • 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 remove CCMD to remove all corpses.
  • Brightmaps are now applied to more textures when the r_brightmaps CVAR is on.
  • Pressing a mouse button bound to the +left action will now cause the player to turn left rather than right.
Saturday, March 19, 2022
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DOOM Retro v4.4.10

DOOM Retro v4.4.10 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:

  • 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.
  • Minor changes have been made to text that is output to the console.
  • The obituary displayed when a monster kills themselves by exploding a barrel is now correct when the con_obituaries CVAR is on.
  • The movement of the mouse now always affects the direction the menu’s background spins.
  • The following improvements have been made to the automap:
    • The automap will now update correctly again if the player moves around while it is open.
    • Text displayed in the top right of the screen while the automap is open is now less translucent.
    • A subtle shadow is now applied to the bottom edge of the automap when the r_screensize CVAR is 7 or less.
  • The following improvements have been made to the remove CCMD:
    • Item and teleport fogs now appear for all things that are removed.
    • Corpses will now be removed along with everything else when the everything parameter is used.
    • A type of item may now be specified as a parameter. For example, remove healthbonuses will remove all health bonuses from the map.
  • Compatibility fixes have been implemented that add blood splats to decorative corpses, and correct the offsets of sprites, in Ancient Aliens.
  • If the player picks up multiples of the same item, and they are all in exactly the same position, the resulting message and gold effect will now be the same as if they picked up only one item.
  • If the r_fov CVAR is changed from its default of 90°, it is now only effective when the vid_widescreen CVAR is on.
Monday, March 14, 2022
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DOOM Retro v4.4.9

DOOM Retro v4.4.9 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 compiled using v17.1.1 of Microsoft Visual Studio Community 2022.
  • Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
  • The amount of blood splats drawn now decreases the further away they are from the player.
  • Blood and bullet puffs are now translucent when the r_textures CVAR is off and the r_translucency CVAR is on.
  • Minor changes have been made to text that is output to the console.
  • The player and monsters will now move between two liquid sectors of differing heights smoothly again.
  • Sprites in liquid sectors now bob correctly if in view when the player is first spawned into a map and the r_liquid_bob CVAR is on.
  • The main menu now displays correctly when certain PWADs with custom menu lumps are loaded.
  • All sound effects now stop playing the moment either the menu or console are opened, or the game is paused.
  • The red effect when the player is injured now fades if the menu is opened.
  • The red effect when the player is injured now fades quicker than before if the console is opened.
  • Use of the mouse is no longer lost if the external automap is shown on another display when the am_external CVAR is on.
  • The new explode CCMD is now used instead of the kill CCMD to explode all barrels or missiles in the map.
  • There is also a new remove CCMD that may be used to remove all items, decorations, corpses, bloodsplats, or everything in the map.
  • Long player messages are now centered rather than truncated when the r_screensize CVAR is 7 and the vid_widescreen CVAR is on.