Thursday, May 2, 2024
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DOOM Retro v5.4

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

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 is on.
  • 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 and groupmessages CVARs were on.
  • 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 and STKEYS8 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 is low.
  • The color of the player stats shown in the automap when the am_playerstats CVAR is on can now be changed using the new am_playerstatscolor CVAR, which is 4 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.
  • 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 or take 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 is on.
  • 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.
  • The mouselook CVAR and the +mouselook action have been renamed freelook 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 is on, 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 is on by default and off 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 is on.
  • 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 is on.
  • The help CCMD has been renamed wiki.
  • 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.
Sunday, March 3, 2024
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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_nudge CVAR was on.
  • The blood splats spawned around a corpse at the start of each map when the r_corpses_moreblood CVAR is on are 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 IDCLEV cheat:
    • 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 IDCLEV01 is entered while playing DOOM instead of DOOM II, the player no longer equips their fists because the 1 key was pressed.
  • The IDMUS cheat now works as intended.
  • The thing triangles of spectres in the automap are now translucent when the IDDT cheat has been entered.
  • Improvements have been made to parsing custom monster names in DEHACKED lumps.
  • These changes have been made to the support of MAPINFO lumps:
    • BOSSACTION now always works as intended.
    • NEXT and SECRETNEXT now 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 = TRUE is present.
  • If the music lumps D_E4M1 to D_E4M9 are 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 DRHUDWP0 lump 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 DRHUDWP0 to DRHUDWP8 lumps are also changed.
  • 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 autoload folder during startup.
  • A bug is fixed whereby the presence of SIGIL_SHREDS.WAD in the autoload folder 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 messages CVAR is on. 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_rockettrails CVAR is on are now randomly mirrored.
  • The spawn CCMD 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 infiniteheight CVAR is on.
  • The number of power-ups the player picks up is now displayed by the playerstats CCMD.
  • The use of DEHACKED and MAPINFO lumps is now displayed by the mapstats CCMD.
  • A bug is fixed whereby the screen would glitch slightly as the player exited a map if the vid_scale_api CVAR was direct3d11.
  • The vid_scale_api CVAR is now direct3d9 by 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_damage CVAR is greater than 0%.
  • These changes have been made when using the kill CCMD 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 barrels in the console now works as intended.
  • Entering explode missiles in the console now also explodes any projectiles that the player has fired.
Friday, January 12, 2024
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DOOM Retro v5.2.1

DOOM Retro v5.2.1 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:

  • DOOM Retro is now built using v17.8.4 of Microsoft Visual Studio Community 2022.
  • DOOM Retro now uses Direct3D 11 by default rather than Direct3D 9 to scale every frame on the screen, resulting in a considerable boost in performance. The vid_scaleapi CVAR can now be direct3d9, direct3d11, opengl or software.
  • IT, S3M, XM and MOD music lumps now play again.
  • These changes have been made in the automap:
    • The player’s path is now drawn correctly if the am_path CVAR is on and they have just teleported.
    • A controller’s left and right shoulder buttons can now be held down to zoom in and out.
    • The subtle shadow cast by the status bar is now only visible when the am_backcolor CVAR is its default of 0.
    • Minor improvements have been made to drawing marks added by pressing the M key.
  • The con_obituaries CVAR has been renamed to just obituaries.
  • When the r_rockettrails CVAR is on:
    • A bug is fixed whereby no smoke was trailing behind rockets fired by the player and cyberdemons.
    • Smoke trailing behind rockets fired by cyberdemons won’t be spawned if certain states or sprites have been changed in a DEHACKED lump.
  • A sound effect is now played when using a control that has been bound to the toggle CCMD.