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DOOM Retro v5.3
DOOM Retro v5.3 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 v17.9.2 of Microsoft Visual Studio Community 2022.
- DOOM Retro now uses SDL v2.30.0 and SDL_mixer v2.8.0.
- Changes have been made to DOOM Retro’s splash screen.
- Several changes have been made to further improve the overall performance and stability of DOOM Retro.
- Support has been added for maps with compressed, extended nodes.
- A warning is now displayed in the console at startup if a lump in a PWAD is an unsupported PNG image, since trying to display it would cause DOOM Retro to crash.
- Minor changes have been made to text that is output to the console.
- Improvements have been made when the player moves using a controller.
- A bug is fixed whereby corpses weren’t being nudged whenever the player or a monster walked over them and the
r_corpses_nudgeCVAR wason. - The blood splats spawned around a corpse at the start of each map when the
r_corpses_morebloodCVAR isonare no longer spawned outside of the map if the corpse happens to be too close to a wall. - These changes have been made when entering the
IDCLEVcheat:- If it is used to restart the current map, the player message displayed is now always correct.
- If invalid parameters are entered, such as if
IDCLEV01is entered while playing DOOM instead of DOOM II, the player no longer equips their fists because the 1 key was pressed.
- The
IDMUScheat now works as intended. - The thing triangles of spectres in the automap are now translucent when the
IDDTcheat has been entered. - Improvements have been made to parsing custom monster names in
DEHACKEDlumps. - These changes have been made to the support of
MAPINFOlumps:BOSSACTIONnow always works as intended.NEXTandSECRETNEXTnow always work as intended.- Custom episodes greater than episode 4 now work as intended when playing DOOM.
- A crash no longer occurs during the finale when playing DOOM II and
ENDGAME = TRUEis present.
- If the music lumps
D_E4M1toD_E4M9are found in a PWAD, they are now heard when playing maps in episode 4 of DOOM. - These changes have been made to the weapon silhouettes in the alternate widescreen HUD:
- The
DRHUDWP0lump can now be changed in a PWAD to display a weapon silhouette when the player has their fists equipped. - If any of the player weapon sprites have changed in a PWAD, the weapon silhouettes can now be displayed if the
DRHUDWP0toDRHUDWP8lumps are also changed.
- The
- Several improvements have been made to the position, translucency and truncation of player messages and the current map’s title in the automap.
- When playing DOOM (Shareware), files no longer attempt to autoload from the
autoloadfolder during startup. - A bug is fixed whereby the presence of
SIGIL_SHREDS.WADin theautoloadfolder would cause a crash in some instances. - Restoring a lesser known feature from the original DOOM, pressing the ENTER key now displays the previous player message if the
messagesCVAR ison. Also, pressing the ENTER key while a player message is displayed will now hide that message. - Further improvements have been made to the support of Freedoom: Phase 1 and Freedoom: Phase 2.
- Solid walls now always clip correctly against the left and top edges of the automap.
- The puffs of smoke that trail behind rockets fired by the player and cyberdemons when the
r_rockettrailsCVAR isonare now randomly mirrored. - The
spawnCCMD no longer spawns something if the ceiling in front of the player is too low. - The stairs in MAP30: Last Call of Final DOOM: TNT - Evilution now rise up to their correct heights.
- A bug is fixed whereby the player’s view angle would be slightly off after they teleported.
- Both the player and monsters can no longer move under corpses hanging from the ceiling if the
infiniteheightCVAR ison. - The number of power-ups the player picks up is now displayed by the
playerstatsCCMD. - The use of
DEHACKEDandMAPINFOlumps is now displayed by themapstatsCCMD. - A bug is fixed whereby the screen would glitch slightly as the player exited a map if the
vid_scaleapiCVAR wasdirect3d11. - The
vid_scaleapiCVAR is nowdirect3d9by default. - Minor improvements have been made to the position and translucency of several elements on the intermission screen.
- The total amount of time played is now displayed in the console each time the player exits a map.
- The amount the screen shakes when the player receives damage has been reduced if the
r_shake_damageCVAR is greater than0%. - These changes have been made when using the
killCCMD in the console:- The distance a monster slides upon their death, and the amount of blood splats that are spawned, are now consistent regardless of the size of the monster.
- Friendly monsters no longer affect the total number of monsters killed in the current map.
- A bug is fixed whereby invalid obituaries would be displayed in some instances.
- Entering
explode barrelsin the console now works as intended. - Entering
explode missilesin the console now also explodes any projectiles that the player has fired.
