Releases: bradharding/doomretro
Releases · bradharding/doomretro
DOOM Retro v5.8
- DOOM Retro is now built using v17.14.16 of Microsoft Visual Studio Community 2022.
- DOOM Retro now uses SDL v2.32.10.
- 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.
- Support has been added for version 1.23 of John Romero’s SIGIL by autoloading
SIGIL_V1_23_REG.wadorSIGIL_V1_23.wadif found. - The backgrounds of the intermission screens in SIGIL and SIGIL II are now widescreen.
- Additional brightmaps have been added to Legacy Of Rust when the
r_brightmapsCVAR ison. - The player’s path in the automap can now easily be toggled on and off by pressing the P key. This can be rebound to another key using the new
+pathaction with thebindCCMD in the console. - The length of the player’s path in the automap can now be changed using the new
am_pathlengthCVAR. This CVAR can beshort,medium(the default),longorendless. - Moving the mouse now pans around the automap when follow mode is off. This feature can be disabled using the new
am_mousepanningCVAR, which isonby default andoffwhen vanilla mode is enabled. - The movement of the player into and out of liquid sectors is now smoother in some instances when the
r_liquid_lowerviewCVAR ison. - These changes have been made to the support of
MAPINFOlumps:- If
AUTHORis specified, the author of the map is now displayed in the console when the map starts, and in the automap. This feature can be disabled in the automap using the newam_authorCVAR, which isonby default andoffwhen vanilla mode is enabled. NOJUMPandNOFREELOOKnow always work as intended.LABELis now supported.- A bug is fixed whereby music wouldn’t be randomized when the
s_randommusicCVAR wasonand custom music was specified usingMUSIC. - A bug is fixed whereby
BOSSACTIONwouldn’t be parsed in some rare instances.
- If
- The music now updates immediately when changing the
s_randommusicCVAR in the console. - These changes have been made to the alternate widescreen HUD:
- Changes have been made so that the color, translucency and drop shadow of all elements are now consistent, particularly when the player has an invulnerability power-up or the
r_texturesCVAR isoff. - A bug is fixed whereby the wrong keys would flash when trying to open a BOOM-compatible locked door that requires all six keys.
- The
DRHUDWP1lump can now be replaced in a PWAD to change the silhouette of the player’s pistol.
- Changes have been made so that the color, translucency and drop shadow of all elements are now consistent, particularly when the player has an invulnerability power-up or the
- Barrels now appear in the background when the menu is open.
- Navigating the menu using the thumbsticks on a controller, and using the mouse when the
m_pointerCVAR ison, has improved. - The framerate is now capped at 60 FPS when the menu is open and the
vid_vsyncCVAR ison. - These changes have been made to the crosshair:
- The default value of the
crosshaircolorCVAR has changed from4(white) to112(green). - The crosshair is now slightly more opaque when the
r_hud_translucencyCVAR ison. - The crosshair now becomes brighter when the player is firing their weapon and the
r_hud_translucencyCVAR isoff. - The crosshair is now larger and consistent regardless of the value of the
r_detailCVAR. - Several new crosshair styles are available. As well as the existing
crossanddot, thecrosshairCVAR can now be set toangle,bigcross,circle,bigcircle,chevron,chevronsorarcs. - The crosshair can now be replaced in a PWAD by including
DRXHAIR1toDRXHAIR9lumps. - The crosshair now remains on the screen while the console is open.
- The default value of the
- The crosshair in the automap when
am_followmodeisoffis now also slightly larger. - The number of decorations in the map displayed by the
mapstatsCCMD is now more accurate. - A crash no longer occurs when the player has a partial invisibility power-up and the
r_texturesCVAR isoff. - A bug is fixed whereby the flash of the super shotgun could be misaligned in some rare instances.
- Textures with widths that are not powers of two are now rendered correctly.
- Support has been added for textures between
TX_STARTandTX_ENDmarkers in PWADs. - These changes have been made to the timestamps in the console:
- They are now more accurate.
- They can now be disabled using the new
con_timestampsCVAR, which isonby default. - Their format can now be changed using the new
con_timestampformatCVAR, which can be set tostandard(the default, and which now displays whether it is AM or PM), ormilitary.
- The color of the console’s edge can now be changed using the new
con_edgecolorCVAR, which can beauto(the default), or0to255. Also, the color of DOOM Retro’s logo is now black if the color chosen is too bright. - The
warninglevelCVAR has been renamedcon_warninglevel. - The player’s health now updates when they are resurrected and the
negativehealthCVAR ison. - The
healthCVAR can now be set to0%when thenegativehealthCVAR ison. - The
maplistCCMD now lists the author for each map. - Mouse buttons bound to the
+rotatemodeaction now work as intended. - The times displayed on the intermission screen, when the
am_playerstatsCVAR ison, and when thetimerCCMD is used, now show the number of milliseconds. - Per-pixel translucency is now removed from sprites that are replaced in a PWAD.
DOOM Retro v5.7.2
- DOOM Retro is now built using v17.14.10 of Microsoft Visual Studio Community 2022.
- A graph is now displayed along with the number of frames per second when the
vid_showfpsCVAR ison. - The distance the player travels, displayed in the automap when the
am_pathCVAR ison, and by theplayerstatsCCMD, has improved in accuracy. - A message is now displayed in the console when the player upgrades from an earlier version of DOOM Retro.
- A new
releasenotesCCMD has been implemented that opens a list of what’s changed since the last version of DOOM Retro in the default browser. - A bug is fixed whereby
DEHACKEDlumps wouldn’t be parsed correctly in some rare instances. BRGHTMPSlumps are now always parsed if included in a PWAD.- Helper dogs spawned using the
spawnCCMD in the console are now colored correctly when a customPLAYPALlump is used. - Solid, non-shootable sprites now appear in the background when the menu is open.
- Per-column lighting is now only cast on monsters when the
r_percolumnlightingCVAR ison. - A bug is fixed whereby pressing a mouse button would perform other unbound actions in some rare instances.
- Minor improvements have been made to the support of ID24 line specials.
DOOM Retro v5.7.1
- DOOM Retro is now built using v17.14.7 of Microsoft Visual Studio Community 2022.
- A bug is fixed whereby pressing SPACE to accelerate the intermission screen wouldn’t always work.
- Brightmaps specified using a
BRGHTMPSlump in a PWAD now combine with the default brightmaps, rather than replace them. - Displaying messages in the alternate font when the alternate HUD is displayed can now be toggled off using the new
r_althudfontCVAR, which isonby default. - 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 monsters could telefrag other monsters.
- Automatically switching your weapon when picking up a new one or better ammo can now be toggled off using the new
autoswitchCVAR, which isonby default and when vanilla mode is enabled. - Controls can now be bound to the
+fists,+chainsaw,+pistol,+shotgun,+supershotgun,+chaingun,+rocketlauncher,+plasmarifleand+bfg9000actions using thebindCCMD in the console. - Improvements have been made to when the mouse wheel is bound to an action other than
+nextweaponor+prevweapon. - A bug is fixed whereby the
CREDITSlump wouldn’t be displayed during the title sequence of DOOM II. - The player can now pick up more than one of the same type of key card or skull key.
- Randomness is no longer applied to the angle of non-shootable things.
- The
DRHUDKEYandDRHUDSKUare now positioned better in the alternate widescreen HUD if replaced in a PWAD. - Performance has improved slightly when the
vid_capfpsCVAR is35.
DOOM Retro v5.7
- DOOM Retro is now built using v17.14.5 of Microsoft Visual Studio Community 2022.
- DOOM Retro now uses SDL v2.32.8, SDL_mixer v2.8.1 and SDL_image v2.8.8.
- 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.
- Very long player messages now wrap to a second line when the
vid_widescreenCVAR ison. - Minor improvements have been made to the support of Back To Saturn X E1: Get Out Of My Stations and Back To Saturn X E2: Tower In The Fountain Of Sparks.
- John Romero’s SIGIL II will now autoload correctly if named
SIGIL2.WADand placed in theautoloadfolder. - Additional PWADs will now autoload alongside SIGIL, SIGIL II and No Rest For The Living by placing them in the relevant
autoloadsubfolder. - A crash no longer occurs at startup if
-autoloador-autoloaddiris used on the command-line. - The
savegamessubfolder of Freedoom: Phase 1 has been renamed fromfreedoomtofreedoom1. - Per-column lighting is now cast on sprites using the new
r_percolumnlightingCVAR, which isonby default andoffwhen vanilla mode is enabled. - A bug is fixed whereby pressing SPACE to accelerate the intermission screen wouldn’t always work.
- Blood splats no longer spawn when lost souls are killed using the
killCCMD. - These changes have been made to the support of
DEHACKEDlumps:- The MBF-compatible codepointer
A_LineEffectnow works correctly with non-repeatable line specials. - The MBF21-compatible codepointer
A_RadiusDamagenow always inflicts damage as intended. - Weapons that use the MBF21-compatible codepointers
A_WeaponProjectile,A_WeaponBulletAttackandA_WeaponMeleeAttacknow recoil if fired when theweaponrecoilCVAR ison. - A bug is fixed whereby things spawned using the MBF21-compatible codepointer
A_SpawnObjectcouldn’t be made translucent. Retro bits = MOREBLOODcan now be used to spawn blood splats around a thing with a custom sprite at the start of a map when ther_corpses_morebloodCVAR ison.- A bug is fixed whereby the last line of
DEHACKEDlumps wasn’t being parsed.
- The MBF-compatible codepointer
- These changes have been made to ID24 compatibility:
- Flats can now be offset and rotated using line specials 2,048 to 2,056.
- Music can now be changed using line specials 2,057 to 2,068 and 2,087 to 2,098.
- The player’s inventory can now be reset when exiting a map using line specials 2,069 to 2,074.
- Colormaps can now be applied to individual sectors using line specials 2,075 to 2,081.
- These changes have been made to the support for the
SKYDEFSlump:- Skies can now be scaled using
scalex. - The inverted screen effect is now always applied to the sky when the player has an invulnerability power-up.
- Fire skies defined using this lump now aren’t rendered when vanilla mode is enabled.
- Skies can now be specified using
flatmapping. This fixes the sky in the hole the player falls into at the end of MAP20 in DOOM II.
- Skies can now be scaled using
- The
IDMUScheat can now be used in the console when not playing a game. - Cheats now become redacted when entered in the console before pressing ENTER.
- A crash no longer occurs when using the
mapstatsCCMD in the console in some rare instances. - A bug is fixed whereby the console would open when using the mouse pointer to adjust sliders in the options menu.
- The
vid_widescreenCVAR no longer resets tooffat startup if-warpis used on the command-line. - A bug is fixed whereby all shootable things, and not just monsters, would be hidden when using the
nomonstersCCMD or if-nomonsterswas used on the command-line. - The mouse wheel can now be bound to actions other than
+nextweaponand+prevweaponusing thewheelupandwheeldowncontrols with thebindCCMD in the console. - A bug is fixed whereby the
+prevweaponaction wouldn’t work if bound to a key. - These changes have been made to the support for Final DOOM: The Plutonia Experiment and TNT - Evilution:
- Custom map names now always display correctly when playing a PWAD.
- PWADs placed in the autoload folder are now always automatically loaded.
- These changes have been made to BOOM compatibility:
- Brightmaps specified using a
BRGHTMPSlump no longer remove the translucency of translucent wall textures. - Sky textures specified using an
ANIMATEDlump now animate. - The offsets of scrolling floor and ceiling textures are now remembered in savegames.
- The correct player message is now always displayed when trying to open a generalized locked door.
- Improvements have been made to the colors used in the
WATERMAPlump.
- Brightmaps specified using a
- A bug is fixed whereby the sky wouldn’t render correctly in some rare instances when the
weaponrecoilCVAR was turnedonin the console. - The support for Direct 3D 11 has been removed. The
vid_scaleapiCVAR can no longer be set todirect3d9ordirect3d11, butdirect3dinstead. - The positioning of tall skies has improved in some instances when the
freelookCVAR isoff. - Improvements have been made to fixing the offsets of sprites when the
r_fixspriteoffsetsCVAR ison. - Playing sound effects in full as things are removed from a map can now be disabled using the new
s_fullsfxCVAR, which isonby default andoffwhen vanilla mode is enabled. - The volume of MP3 and Ogg Vorbis music lumps has increased slightly.
- The player’s controller now rumbles when they land after a fall using the new
joy_rumble_fallCVAR, which isonby default andoffwhen vanilla mode is enabled. - The
vid_showfpsCVAR no longer resets tooffat startup. - A bug is fixed whereby the
playCCMD wouldn’t play music lumps in some instances.
DOOM Retro v5.6.2
- DOOM Retro is now built using v17.12.4 of Microsoft Visual Studio Community 2022.
- Changes have been made to further improve the overall stability of DOOM Retro.
- A bug is fixed whereby a sprite’s shadow would be positioned incorrectly in some rare instances when the
r_shadowsCVAR wason. - Minor improvements have been made to the support of Back To Saturn X E2: Tower In The Fountain Of Sparks and Smooth DOOM MBF21.
- The
saveCCMD now always works as intended. - The
r_detailandr_lowpixelsizeCVARs no longer affect the appearance of the menu’s background. - A bug is fixed whereby colored blood would turn red after opening and closing the menu.
- Further improvements have been made to the clipping of sprites in liquid sectors when the
r_liquid_clipspritesCVAR ison. - The vertical offsets of the sprites of cacodemons, lost souls and pain elementals have improved when the
r_fixspriteoffsetsCVAR ison. - Minor improvements have been made to the fuzz effect applied to spectres.
- The
vid_scaleapiCVAR is now back todirect3d9by default. - These changes have been made to the support of
DEHACKEDlumps:Retro bits = CRUSHABLEnow works as intended.- The
Hit pointsof decorative corpses have been changed from0back to1000by default.
- A bug is fixed whereby monsters wouldn’t be alerted to the player firing their weapon in some rare instances.
v5.6.1
- DOOM Retro now uses SDL v2.30.11 and SDL_image v2.8.4.
- Changes have been made to further improve the overall stability of DOOM Retro.
- Minor changes have been made to text that is output to the console.
- An error is no longer displayed when trying to load the BFG Edition of DOOM II: Hell On Earth.
- Weapons that use the MBF21-compatible
A_ConsumeAmmocode pointer no longer consume ammo when fired if infinite ammo is enabled using theinfiniteammoCCMD. - Animated skies defined using the ID24-compatible
SKYDEFSlump are now fully supported. - Improvements have been made to the clipping of sprites in liquid sectors when the
r_liquid_clipspritesCVAR ison. - The correct
INTERPIClump is now always displayed when playing a PWAD for Final DOOM: The Plutonia Experiment or TNT - Evilution. - A soft lock no longer occurs in MAP05: The Waste Tunnels when playing v1.666 of
DOOM2.WADand ther_fixmaperrorsCVAR ison.
DOOM Retro v5.6
- 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
secretmessagesCVAR ison. - The message displayed when using the
IDCLEVcheat ormapCCMD 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_hudCVAR in the console. - The health of the player when they are dead if the
negativehealthCVAR isonno 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
playerstatsCCMD. - 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
STBARlump 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_translucencyCVAR 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.wadwas 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
MAPINFOlumps:- The order in which multiple
MAPINFOlumps are loaded is now correct. EPISODEis now parsed in more instances.- Up to 10 episodes can now be specified using
EPISODEand will display correctly in the episode menu.
- The order in which multiple
- These changes have been made to the support of
DEHACKEDlumps:- 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
freelookCVAR wasonand ther_screensizeCVAR 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
animatedstatsCVAR 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_widescreenCVAR wasoff. - The
TITLEPIClump 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
PLAYPALlumps.
- 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_pointerCVAR ison. - Drop shadows are now always displayed correctly for all elements on the intermission screen.
- A bug is fixed whereby the wrong
INTERPIClump would be displayed in some instances. - The
vid_widescreenCVAR no longer resets tooffat startup if-nosplashis 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_bobCVAR wason. - Very short sprites are no longer clipped in liquid sectors when the
r_liquid_clipspritesCVAR 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_correctaspectratioCVAR, which isonby default andoffwhen 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_dynamicCVAR, which isonby default andoffwhen 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_rotatemodeCVAR ison. - A bug is fixed whereby the player’s path would stop being drawn after the player teleported and the
am_rotatemodeCVAR 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_nudgeCVAR ison. - Scrolling textures are now smoother when the
vid_capfpsCVAR is a value other than35. - The interpolation of moving floors and ceilings is now smoother in some instances when the
vid_capfpsCVAR is a value other than35. - Semi-colons are now parsed correctly when using the
aliasCCMD in the console. - All actions can now be bound to a second key using the
bindCCMD in the console. - If the key bound to the
+followmodeaction is bound to another action, pressing that key now works outside of the automap. - Maps that use BOOM’s
WATERMAPlump 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
episodeCVAR 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
DBIGFONTlump no longer overlap. - Torched trees no longer bob when in liquid sectors.
- The player and monsters now traverse liquid sectors at different heights better.
DOOM Retro v5.5.1
- DOOM Retro now uses SDL v2.30.6.
- Minor changes have been made to text that is output to the console.
- Player messages that don’t fit on the screen when the
vid_widescreenCVAR isoffnow wrap to a second line rather than being truncated with an ellipsis. - These changes have been made when loading a savegame:
- The date and time a savegame was saved, and whether it has changed the skill level, is now displayed in the console.
- The
episodeandskilllevelCVARs are now updated as necessary. - A bug is fixed whereby certain floor heights, ceiling heights and wall texture offsets could be slightly off after loading a savegame in some rare instances.
- A crash no longer occurs when killing something that has both an
Exploding frameandBits = NOBLOODspecified in aDEHACKEDlump, and ther_blood_gibsCVAR ison. - These changes have been made to the support of
MAPINFOlumps:- A bug is fixed whereby a
MAPINFOlump wouldn’t be parsed at all in some instances. - Actions specified using
BOSSACTIONnow always trigger as intended. INTERTEXT = CLEARis now parsed.- Up to 9 episodes can now be specified using
EPISODEand will display correctly in the episode menu.
- A bug is fixed whereby a
- A bug is fixed whereby the player wouldn’t telefrag monsters.
- The player now equips their fists if they pick up a berserk power-up and they already have one.
- Player and voodoo doll corpses can now trigger line specials again.
- A bug is fixed whereby the mouse pointer couldn’t be used to move the text caret or scroll bar in the console when the
m_pointerCVAR wasonand thevid_widescreenCVAR wasoff. - These changes have been made in response to id Software’s rerelease of DOOM and DOOM II during QuakeCon on August 8, 2024:
- When DOOM Retro is run for the first time, the WAD launcher will now also look for the IWADs included with installations of this release.
- A bug is fixed whereby several wrong lumps would be displayed when loading a PWAD alongside the new DOOM or DOOM II IWADs.
- Several compatibility fixes have been implemented for Legacy Of Rust.
- If
extras.wadis found alongsideDOOM.WADorDOOM2.WAD, it is now autoloaded, and Andrew Hulshult’s IDKFA soundtrack is played instead of the regular MIDI music.
- Minor improvements have been made to the support of REKKR and REKKR: Sunken Land.
- The
STTMINUSlump used in the status bar and widescreen HUD when thenegativehealthCVAR isonand the player is dead, is now positioned correctly in instances where its vertical offset is missing. - A bug is fixed whereby a string CVAR couldn’t be changed in the console to the same string but with a different case.
- The length of the
playernameCVAR is now limited to 16 characters. - Blood splats now move with everything else on BOOM-compatible scrolling floors.
- If the
+alwaysrunaction is bound to the CAPSLOCK key, and thealwaysrunCVAR ison, the CAPSLOCK key is now toggled off when the console is opened, and then toggled back on when it closes.
DOOM Retro v5.5
- DOOM Retro is now built using v17.10.5 of Microsoft Visual Studio Community 2022.
- DOOM Retro now uses SDL v2.30.5.
- Several 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.
- The mouse no longer has any effect on DOOM Retro’s window when it doesn’t have focus.
- Changing the
r_mirroredweaponsCVAR no longer affects the random colors of marine corpses when ther_corpses_colorCVAR ison. - These changes have been made to the support of
MAPINFOlumps:- A bug is fixed whereby map names wouldn’t be parsed correctly in some instances.
EPISODEis now parsed correctly in more instances.- Newline characters in
INTERTEXTandINTERTEXTSECRETstrings are now parsed.
- These changes have been made to the support of
DEHACKEDlumps:- The values specified using
Initial healthandInitial bulletswill now be used at the start of each map if thepistolstartCCMD or-pistolstartcommand-line parameter are used. - A bug is fixed whereby the health of spiderdemons would always be 3,000 even if a value was specified using
Hit points.
- The values specified using
- These changes have been made to the support for controllers:
- Improvements have been made to the rumbling of controllers when the player uses certain weapons and the
joy_rumble_weaponsCVAR ison. - A bug is fixed whereby the player would continually turn to their right if the
joy_analogCVAR wasoff(including when vanilla mode was enabled). - Hotplugging controllers now always works.
- Pressing the left thumbstick of a controller is no longer bound to the
+alwaysrunaction by default. - Controllers no longer rumble if the mouse or keyboard are being used by the player instead.
- Improvements have been made to the rumbling of controllers when the player uses certain weapons and the
- The aspect ratio of the display when in widescreen mode can now be forced by changing the new
vid_aspectratioCVAR from its defaultautoto16:9,16:10,21:9or32:9. - Pressing the ENTER key to close the help screen no longer causes the previous player message to be displayed.
- The
saveandloadCCMDs can now be used to save and load games by specifying numbers1to8. - The player’s currently equipped weapon is now translucent when they have a partial invisibility power-up and the
r_texturesCVAR isoff. - A bug is fixed, present in the original DOOM, whereby sprites wouldn’t be rendered if the sector they were in wasn’t in the player’s line of sight.
- Sprites also no longer disappear when drawn against the left and right edges of ultra-wide displays.
- A small amount of blood is now sprayed when a monster is gibbed. This can be disabled using the new
r_blood_gibsCVAR, which isonby default andoffwhen vanilla mode is enabled. - The
playernameCVAR is now“”rather than“you”by default. - A bug is fixed whereby the ammo the player had for their equipped weapon wasn’t displayed in the widescreen HUD while they were dead.
- The power-up bar is now displayed in the alternate widescreen HUD when the player enters the
IDBEHOLDLcheat. - These changes have been made to the menu:
- Minor improvements have been made to the highlighting of items selected in the menu.
- The highlighting of items selected in the menu can now be disabled using the new
menuhighlightCVAR, which isonby default andoffwhen vanilla mode is enabled. - Shadows cast by items in the menu can now be disabled using the new
menushadowCVAR, which isonby default andoffwhen vanilla mode is enabled. - The
episode,expansionandskilllevelCVARs are now always updated whenever the selected episode, expansion or skill level are changed in the menu. DBIGFONTlumps are now supported. This will allow more menu items to be displayed in the correct font, andCONSOLE...to be displayed in the options menu, in some instances.- These changes have been made to the load and save game menus:
- The text caret in the save game menu is now larger and flashes quicker.
- A bug is fixed whereby the text caret could become momentarily stuck at the end of a truncated savegame description in some instances.
- To be consistent with every other menu, pressing a key that corresponds with the first letter of a savegame description now navigates to that savegame slot.
- The sound effect heard when opening and closing the console by pressing the ~ key is now slightly louder.
- Further improvements have been made to rendering liquid sectors when the
r_liquid_bobCVAR ison. - The screen’s brightness can now be adjusted using the new
vid_brightnessCVAR. This CVAR can be between-100%and100%, and is0%by default and when vanilla mode is enabled. - The screen’s contrast can now be adjusted using the new
vid_contrastCVAR. This CVAR can be between-100%and100%, and is0%by default and when vanilla mode is enabled. - The screen’s red, green and blue levels can now be adjusted using the new
vid_red,vid_greenandvid_blueCVARs. These CVARs can be between-100%and100%, and are0%by default and when vanilla mode is enabled. - The
r_saturationCVAR is renamedvid_saturation, is now a value between-100%and100%and is0%by default. - The
vid_scaleapiCVAR is nowdirect3d11by default. - The map title in the automap is now always positioned correctly when the
am_externalCVAR ison. - Additional brightness can now be applied to all of the lighting in the current map using the new
r_levelbrightnessCVAR. This CVAR can be between0%and100%, and is0%by default and when vanilla mode is enabled. - The
infiniteammoandregenhealthCCMDs can no longer be entered when a game isn’t being played. - The color of the bottom edge of the console now changes to reflect the color of the digits in the status bar, (or in some cases, the text in the menu), if the relevant lumps have been replaced by the currently loaded PWAD.
- The mouse pointer may now be used to move the scroll bar in the console when the
m_pointerCVAR ison. - Minor changes have been made to text in the status bar and alternate widescreen HUD.
- The
r_shake_damageCVAR is now a value ofonoroffand isonby default. Improvements have been made to the shake effect when this CVAR ison. - A confirmation message is now displayed when entering the
endgameCCMD in the console. - A bug is fixed whereby a controller’s left thumbstick would be too sensitive while the player was running.
- A minor improvement has been made to the rumble of controllers when the player picks something up and the
joy_rumble_pickupCVAR ison. - A bug is fixed whereby advancing the intermission screen wouldn’t work in some instances.
- A crash no longer occurs if a texture is missing a patch.
DOOM Retro v5.4
- 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_widescreenCVAR 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
messagesandgroupmessagesCVARs 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,STKEYS7andSTKEYS8lumps. - Improvements have been made to drawing thing triangles in the automap when the
IDDTcheat has been entered. - The underscores of the message displayed when the
IDBEHOLDcheat has been entered now always line up. - The shadow cast by the status bar in the automap is now low detail when the
r_detailCVAR islow. - The color of the player stats shown in the automap when the
am_playerstatsCVAR isoncan now be changed using the newam_playerstatscolorCVAR, which is4by default. - These changes have been made to the support of
MAPINFOlumps:- Scrolling skies are now supported if a value is specified with
SKY1. ALLOWMONSTERTELEFRAGS = 0now 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
DEHACKEDlumps. - The status bar and widescreen HUD are now always correctly updated when the
giveortakeCCMDs 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
DSSAWUPsound 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_shadowsCVAR 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
STCFNxxxlumps 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
mouselookCVAR and the+mouselookaction have been renamedfreelookand+freelook. - These changes have been made when using the
resetallCCMD:- 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
+freelookaction 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_widescreenCVAR 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
endgameCCMD 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
playerstatsCCMD. - 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_translucencyCVAR. This CVAR isonby default andoffwhen vanilla mode is enabled. - Boss actions now occur when using the
killCCMD in the console. - Improvements have been made to displaying the disk icon when the
r_diskiconCVAR ison. - Improvements have been made to the contents of files created using the
condumpCCMD. - Liquid sectors are now rendered correctly when their floor height is in line with the player’s view height and the
r_liquid_bobCVAR ison. - The
helpCCMD 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
infiniteammoCCMD.