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Releases: bradharding/doomretro

DOOM Retro v5.8

13 Oct 21:30

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  • 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.wad or SIGIL_V1_23.wad if 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_brightmaps CVAR is on.
  • 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 +path action with the bind CCMD in the console.
  • The length of the player’s path in the automap can now be changed using the new am_pathlength CVAR. This CVAR can be short, medium (the default), long or endless.
  • Moving the mouse now pans around the automap when follow mode is off. This feature can be disabled using the new am_mousepanning CVAR, which is on by default and off when 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_lowerview CVAR is on.
  • These changes have been made to the support of MAPINFO lumps:
    • If AUTHOR is 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 new am_author CVAR, which is on by default and off when vanilla mode is enabled.
    • NOJUMP and NOFREELOOK now always work as intended.
    • LABEL is now supported.
    • A bug is fixed whereby music wouldn’t be randomized when the s_randommusic CVAR was on and custom music was specified using MUSIC.
    • A bug is fixed whereby BOSSACTION wouldn’t be parsed in some rare instances.
  • The music now updates immediately when changing the s_randommusic CVAR 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_textures CVAR is off.
    • 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 DRHUDWP1 lump can now be replaced in a PWAD to change the silhouette of the player’s pistol.
  • 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_pointer CVAR is on, has improved.
  • The framerate is now capped at 60 FPS when the menu is open and the vid_vsync CVAR is on.
  • These changes have been made to the crosshair:
    • The default value of the crosshaircolor CVAR has changed from 4 (white) to 112 (green).
    • The crosshair is now slightly more opaque when the r_hud_translucency CVAR is on.
    • The crosshair now becomes brighter when the player is firing their weapon and the r_hud_translucency CVAR is off.
    • The crosshair is now larger and consistent regardless of the value of the r_detail CVAR.
    • Several new crosshair styles are available. As well as the existing cross and dot, the crosshair CVAR can now be set to angle, bigcross, circle, bigcircle, chevron, chevrons or arcs.
    • The crosshair can now be replaced in a PWAD by including DRXHAIR1 to DRXHAIR9 lumps.
    • The crosshair now remains on the screen while the console is open.
  • The crosshair in the automap when am_followmode is off is now also slightly larger.
  • The number of decorations in the map displayed by the mapstats CCMD is now more accurate.
  • A crash no longer occurs when the player has a partial invisibility power-up and the r_textures CVAR is off.
  • 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_START and TX_END markers 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_timestamps CVAR, which is on by default.
    • Their format can now be changed using the new con_timestampformat CVAR, which can be set to standard (the default, and which now displays whether it is AM or PM), or military.
  • The color of the console’s edge can now be changed using the new con_edgecolor CVAR, which can be auto (the default), or 0 to 255. Also, the color of DOOM Retro’s logo is now black if the color chosen is too bright.
  • The warninglevel CVAR has been renamed con_warninglevel.
  • The player’s health now updates when they are resurrected and the negativehealth CVAR is on.
  • The health CVAR can now be set to 0% when the negativehealth CVAR is on.
  • The maplist CCMD now lists the author for each map.
  • Mouse buttons bound to the +rotatemode action now work as intended.
  • The times displayed on the intermission screen, when the am_playerstats CVAR is on, and when the timer CCMD 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

01 Aug 22:23

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  • 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_showfps CVAR is on.
  • The distance the player travels, displayed in the automap when the am_path CVAR is on, and by the playerstats CCMD, 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 releasenotes CCMD 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 DEHACKED lumps wouldn’t be parsed correctly in some rare instances.
  • BRGHTMPS lumps are now always parsed if included in a PWAD.
  • Helper dogs spawned using the spawn CCMD in the console are now colored correctly when a custom PLAYPAL lump 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_percolumnlighting CVAR is on.
  • 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

03 Jul 20:52

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  • 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 BRGHTMPS lump 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_althudfont CVAR, which is on by 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 autoswitch CVAR, which is on by default and when vanilla mode is enabled.
  • Controls can now be bound to the +fists, +chainsaw, +pistol, +shotgun, +supershotgun, +chaingun, +rocketlauncher, +plasmarifle and +bfg9000 actions using the bind CCMD in the console.
  • Improvements have been made to when the mouse wheel is bound to an action other than +nextweapon or +prevweapon.
  • A bug is fixed whereby the CREDITS lump 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 DRHUDKEY and DRHUDSKU are now positioned better in the alternate widescreen HUD if replaced in a PWAD.
  • Performance has improved slightly when the vid_capfps CVAR is 35.

DOOM Retro v5.7

13 Jun 19:35

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  • 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_widescreen CVAR is on.
  • 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.WAD and placed in the autoload folder.
  • Additional PWADs will now autoload alongside SIGIL, SIGIL II and No Rest For The Living by placing them in the relevant autoload subfolder.
  • A crash no longer occurs at startup if -autoload or -autoloaddir is used on the command-line.
  • The savegames subfolder of Freedoom: Phase 1 has been renamed from freedoom to freedoom1.
  • Per-column lighting is now cast on sprites using the new r_percolumnlighting CVAR, which is on by default and off when 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 kill CCMD.
  • These changes have been made to the support of DEHACKED lumps:
    • The MBF-compatible codepointer A_LineEffect now works correctly with non-repeatable line specials.
    • The MBF21-compatible codepointer A_RadiusDamage now always inflicts damage as intended.
    • Weapons that use the MBF21-compatible codepointers A_WeaponProjectile, A_WeaponBulletAttack and A_WeaponMeleeAttack now recoil if fired when the weaponrecoil CVAR is on.
    • A bug is fixed whereby things spawned using the MBF21-compatible codepointer A_SpawnObject couldn’t be made translucent.
    • Retro bits = MOREBLOOD can now be used to spawn blood splats around a thing with a custom sprite at the start of a map when the r_corpses_moreblood CVAR is on.
    • A bug is fixed whereby the last line of DEHACKED lumps wasn’t being parsed.
  • 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 SKYDEFS lump:
      • 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.
  • The IDMUS cheat 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 mapstats CCMD 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_widescreen CVAR no longer resets to off at startup if -warp is used on the command-line.
  • A bug is fixed whereby all shootable things, and not just monsters, would be hidden when using the nomonsters CCMD or if -nomonsters was used on the command-line.
  • The mouse wheel can now be bound to actions other than +nextweapon and +prevweapon using the wheelup and wheeldown controls with the bind CCMD in the console.
  • A bug is fixed whereby the +prevweapon action 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 BRGHTMPS lump no longer remove the translucency of translucent wall textures.
    • Sky textures specified using an ANIMATED lump 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 WATERMAP lump.
  • A bug is fixed whereby the sky wouldn’t render correctly in some rare instances when the weaponrecoil CVAR was turned on in the console.
  • The support for Direct 3D 11 has been removed. The vid_scaleapi CVAR can no longer be set to direct3d9 or direct3d11, but direct3d instead.
  • The positioning of tall skies has improved in some instances when the freelook CVAR is off.
  • Improvements have been made to fixing the offsets of sprites when the r_fixspriteoffsets CVAR is on.
  • Playing sound effects in full as things are removed from a map can now be disabled using the new s_fullsfx CVAR, which is on by default and off when 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_fall CVAR, which is on by default and off when vanilla mode is enabled.
  • The vid_showfps CVAR no longer resets to off at startup.
  • A bug is fixed whereby the play CCMD wouldn’t play music lumps in some instances.

DOOM Retro v5.6.2

18 Jan 09:14

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  • 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_shadows CVAR was on.
  • 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 save CCMD now always works as intended.
  • The r_detail and r_lowpixelsize CVARs 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_clipsprites CVAR is on.
  • The vertical offsets of the sprites of cacodemons, lost souls and pain elementals have improved when the r_fixspriteoffsets CVAR is on.
  • Minor improvements have been made to the fuzz effect applied to spectres.
  • The vid_scaleapi CVAR is now back to direct3d9 by default.
  • These changes have been made to the support of DEHACKED lumps:
    • Retro bits = CRUSHABLE now works as intended.
    • The Hit points of decorative corpses have been changed from 0 back to 1000 by default.
  • A bug is fixed whereby monsters wouldn’t be alerted to the player firing their weapon in some rare instances.

v5.6.1

04 Jan 04:31

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  • 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_ConsumeAmmo code pointer no longer consume ammo when fired if infinite ammo is enabled using the infiniteammo CCMD.
  • Animated skies defined using the ID24-compatible SKYDEFS lump are now fully supported.
  • Improvements have been made to the clipping of sprites in liquid sectors when the r_liquid_clipsprites CVAR is on.
  • The correct INTERPIC lump 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.WAD and the r_fixmaperrors CVAR is on.

DOOM Retro v5.6

10 Dec 05:06

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  • 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 is on.
    • The message displayed when using the IDCLEV cheat or map 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.
  • 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 is on 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 in ID1.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 is on.
    • A bug is fixed whereby the calamity blade was inflicting too much damage.
  • 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.
  • 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 was on and the r_screensize CVAR was 8.
  • 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 is on.
  • 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 was off.
    • 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.
  • Using the mouse pointer to move the scroll bar in the console is now more responsive when the m_pointer CVAR is on.
  • 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 to off 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 was on.
  • Very short sprites are no longer clipped in liquid sectors when the r_liquid_clipsprites CVAR is on.
  • 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 is on by default and off 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 is on by default and off 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 is on.
    • A bug is fixed whereby the player’s path would stop being drawn after the player teleported and the am_rotatemode CVAR was off.
    • A bug is also fixed whereby the player’s path would display incorrectly at the start of a map in some instances.
  • 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 is on.
  • Scrolling textures are now smoother when the vid_capfps CVAR is a value other than 35.
  • The interpolation of moving floors and ceilings is now smoother in some instances when the vid_capfps CVAR is a value other than 35.
  • 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.

DOOM Retro v5.5.1

11 Aug 03:25

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  • 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_widescreen CVAR is off now 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 episode and skilllevel CVARs 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 frame and Bits = NOBLOOD specified in a DEHACKED lump, and the r_blood_gibs CVAR is on.
  • These changes have been made to the support of MAPINFO lumps:
    • A bug is fixed whereby a MAPINFO lump wouldn’t be parsed at all in some instances.
    • Actions specified using BOSSACTION now always trigger as intended.
    • INTERTEXT = CLEAR is now parsed.
    • Up to 9 episodes can now be specified using EPISODE and will display correctly in the episode menu.
  • 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_pointer CVAR was on and the vid_widescreen CVAR was off.
  • 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.wad is found alongside DOOM.WAD or DOOM2.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 STTMINUS lump used in the status bar and widescreen HUD when the negativehealth CVAR is on and 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 playername CVAR is now limited to 16 characters.
  • Blood splats now move with everything else on BOOM-compatible scrolling floors.
  • If the +alwaysrun action is bound to the CAPSLOCK key, and the alwaysrun CVAR is on, the CAPSLOCK key is now toggled off when the console is opened, and then toggled back on when it closes.

DOOM Retro v5.5

25 Jul 23:33

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  • 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_mirroredweapons CVAR no longer affects the random colors of marine corpses when the r_corpses_color CVAR is on.
  • These changes have been made to the support of MAPINFO lumps:
    • A bug is fixed whereby map names wouldn’t be parsed correctly in some instances.
    • EPISODE is now parsed correctly in more instances.
    • Newline characters in INTERTEXT and INTERTEXTSECRET strings are now parsed.
  • These changes have been made to the support of DEHACKED lumps:
    • The values specified using Initial health and Initial bullets will now be used at the start of each map if the pistolstart CCMD or -pistolstart command-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.
  • 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_weapons CVAR is on.
    • A bug is fixed whereby the player would continually turn to their right if the joy_analog CVAR was off (including when vanilla mode was enabled).
    • Hotplugging controllers now always works.
    • Pressing the left thumbstick of a controller is no longer bound to the +alwaysrun action by default.
    • Controllers no longer rumble if the mouse or keyboard are being used by the player instead.
  • The aspect ratio of the display when in widescreen mode can now be forced by changing the new vid_aspectratio CVAR from its default auto to 16:9, 16:10, 21:9 or 32:9.
  • Pressing the ENTER key to close the help screen no longer causes the previous player message to be displayed.
  • The save and load CCMDs can now be used to save and load games by specifying numbers 1 to 8.
  • The player’s currently equipped weapon is now translucent when they have a partial invisibility power-up and the r_textures CVAR is off.
  • 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_gibs CVAR, which is on by default and off when vanilla mode is enabled.
  • The playername CVAR 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 IDBEHOLDL cheat.
  • 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 menuhighlight CVAR, which is on by default and off when vanilla mode is enabled.
    • Shadows cast by items in the menu can now be disabled using the new menushadow CVAR, which is on by default and off when vanilla mode is enabled.
    • The episode, expansion and skilllevel CVARs are now always updated whenever the selected episode, expansion or skill level are changed in the menu.
    • DBIGFONT lumps are now supported. This will allow more menu items to be displayed in the correct font, and CONSOLE... 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_bob CVAR is on.
  • The screen’s brightness can now be adjusted using the new vid_brightness CVAR. This CVAR can be between -100% and 100%, and is 0% by default and when vanilla mode is enabled.
  • The screen’s contrast can now be adjusted using the new vid_contrast CVAR. This CVAR can be between -100% and 100%, and is 0% 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_green and vid_blue CVARs. These CVARs can be between -100% and 100%, and are 0% by default and when vanilla mode is enabled.
  • The r_saturation CVAR is renamed vid_saturation, is now a value between -100% and 100% and is 0% by default.
  • The vid_scaleapi CVAR is now direct3d11 by default.
  • The map title in the automap is now always positioned correctly when the am_external CVAR is on.
  • Additional brightness can now be applied to all of the lighting in the current map using the new r_levelbrightness CVAR. This CVAR can be between 0% and 100%, and is 0% by default and when vanilla mode is enabled.
  • The infiniteammo and regenhealth CCMDs 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_pointer CVAR is on.
  • Minor changes have been made to text in the status bar and alternate widescreen HUD.
  • The r_shake_damage CVAR is now a value of on or off and is on by default. Improvements have been made to the shake effect when this CVAR is on.
  • A confirmation message is now displayed when entering the endgame CCMD 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_pickup CVAR is on.
  • 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

02 May 05:48

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  • 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.