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Extensive optimizations have been made to further improve the overall performance and stability of DOOM Retro.
Changes have been made to the animation of DOOM Retro’s logo on the splash screen.
A mouse pointer is now displayed while the menu is open, and the mouse is moved, that can be used to select menu items. It may be disabled by the new m_pointer CVAR, which is on by default and off when vanilla mode is enabled.
Extensive changes have been made to text that is output to the console.
A bug is fixed whereby one or more lines of text at the top the console wouldn’t be completely displayed.
Minor improvements have been made to the console’s autocomplete feature.
Minor improvements have been made to the help screen displayed by pressing the F1 key.
CCMDs in the console that can only be used while playing a game, or while the player is alive, may now be entered at any time, and a description of the CCMD along with a warning about their usage is displayed.
The colors of certain elements of the console have been improved.
The game is now paused as intended when the window loses focus.
These changes have been made to the external automap:
It now goes to black rather than dark blue while the help screen is displayed.
00:00 is no longer displayed in the top right corner before a game is started if the am_playerstats CVAR is on.
The vertical position of the current map’s title in the automap has changed in some instances.
A bug is fixed whereby the current map’s title in the automap would be positioned incorrectly after adjusting the screen size in the options menu in some instances.
These changes have been made when pressing the F9 key to quickload a savegame:
The load game menu now opens if the game hasn’t been saved yet.
The background of the confirmation message now displays correctly.
There is no longer a misplaced fade transition when pressing the Y key and the fade CVAR is on.
The horizontal position of the title in the options and sound volume menus has improved in some instances.
The shadows of the red text used in the menu have improved slightly.
A fade transition is now applied when opening the sound volume menu in the options menu if the fade CVAR is on.
A fade transition is no longer applied when toggling the graphic detail, either in the options menu or by pressing the F5 key, if the fade CVAR is on.
When toggling widescreen mode by pressing the + key, the player’s vertical field of view now zooms in slightly.
An english CVAR has been implemented that toggles the use of American or International English. It can be either american or international, and is american by default and when vanilla mode is enabled.
To allow greater precision, the joy_sensitivity_horizontal, joy_sensitivity_vertical and m_senstivity CVARs can now be changed to non-integer values.
Turning the r_corpses_mirrored or r_mirroredweapons CVARs on in the console now works correctly.
The effects of changing the r_randomstartframes CVAR in the console are now immediate.
A NOMIRROREDCORPSE flag can now be used in a thing’s Retro bits in DEHACKED lumps to force a monster’s corpse not to be randomly mirrored even if the r_corpses_mirrored CVAR is on.
These changes have been made to the BFG Edition and latest rerelease of DOOM and DOOM II:
The TITLEPIC lump from The Ultimate DOOM is no longer used as the title screen of DOOM.
DOOM is no longer referred to as The Ultimate DOOM in the window’s caption or in the console.
The DMENUPIC lump is no longer used as the title screen of DOOM II.
Unless replaced in a PWAD, all stimpacks, medikits and berserk power-ups now always show a red cross, rather than a green cross or a pill.
Even though it can’t be played, the fourth episode of DOOM is now displayed in the episode menu of DOOM (Shareware).
The horizontal position of player messages has now improved, and is consistent when toggling widescreen.
Any player message is now cleared when opening the automap.
Player messages are no longer displayed when a voodoo doll picks something up.
The position of text displayed in the top right of the screen has improved when the vid_widescreen CVAR is off.
When loading a savegame that was saved using certain previous versions of DOOM Retro, all blood splats are now displayed correctly.
When to spawn blood splats around a decoration while the r_corpses_moreblood CVAR is on has now improved if the decoration’s sprite is replaced in a PWAD.
A bug is fixed whereby the wrong M_DOOM lump was displayed in the main menu in some instances.
Minor improvements have been made when adjusting the music volume.
The MIDI device used to play music is now displayed in the console at startup.
Bullet puffs are now spawned again when barrels are shot at.
The vertical position of blood and bullet puffs spawned is now more random.
The player’s view now shakes when they punch something and have a berserk power-up. This feature may be toggled using the new r_shake_berserk CVAR, which is on by default and off when vanilla mode is enabled.
A bug is fixed whereby game controllers wouldn’t rumble when the player punched a monster and the joy_rumble_damage CVAR was on.
A crash no longer occurs if the save CCMD is bound to a control using the bind CCMD.
The corpses of monsters no longer all slide in the same direction when using the kill CCMD to kill them.
The obituary displayed in the console when the player is killed by a damaging sector that isn’t liquid is now fixed.
Any input in the console is now cleared when a cheat is entered while the console is closed.
Improvements have been made to the synchronization of animated wall textures and flats.
The brightmap of the COMPUTE1 texture has improved when the r_brightmaps CVAR is on.
Brightmaps are no longer applied to the SLADRIP1, SLADRIP2 and SLADRIP3 textures when the r_brightmaps CVAR is on.
A bug is fixed whereby masked midtextures could in some instances be rendered incorrectly while the player had a light amplification visor power-up.
The r_skycolor CVAR has been removed.
The default of the am_pathcolor CVAR is now 89.
Blood splats are now displayed in the automap as very small triangles when using the IDDT cheat. Their color can be changed using the new am_bloodsplatcolor CVAR, which is 124 by default and 0 when vanilla mode is enabled.
The color of corpses in the automap when using the IDDT cheat can be changed using the new am_corpsecolor CVAR, which is 116 by default and 112 when vanilla mode is enabled.
Several improvements have been made to the size and angle of thing triangles in the automap when using the IDDT cheat.
The player is now given double ammo again when entering the IDFA and IDKFA cheats.
These changes have been made to the playergender CVAR:
It can now be changed and its values displayed correctly again in the console.
A value of nonbinary is now used rather than other.
Controls are no longer reset to their defaults when vanilla mode is enabled using the vanilla CCMD.
These changes have been made to the vid_capfps CVAR:
Its minimum value is now 35 rather than 10.
A bug is fixed whereby it couldn’t be set to off in the console.
These changes have been made to the widescreen HUD:
All numbers are now monospaced, appearing the same way as they appear in the status bar.
The amount of ammo the player has no longer flashes when switching weapons.
The player’s health no longer flashes when less than 10% while buddha mode is enabled.
These changes have been made to the alternate widescreen HUD:
The notches are now slightly less translucent.
The left and right edges of the health and ammo bars are now slightly brighter.
The portions of the player’s health and armor greater than 100% are now slightly brighter in the health and armor bars.
The player’s health, armor and ammo now flash when they change.
The player’s health no longer turns red when less than 10% while buddha mode is enabled.
There are no longer any anomalies in E1M4B: Phobos Mission Control when the r_fixmaperrors CVAR is on.
Fixes have been made to some textures in MAP31: Wolfenstein when the r_fixmaperrors CVAR is on.
These changes have been made to the support of MAPINFO lumps:
compat_floormove can now be used to allow floors to move up past their ceilings, and ceilings to move down past their floors, like in Vanilla DOOM.
compat_useblocking can now be used to cause any line with a special to intercept the player’s use action and not allow any lines behind it to trigger, like in Vanilla DOOM.
The use of allowmonstertelefrags has improved.
The player’s angle and position are now displayed in the top right of the screen, rather than as a persistent player message, when the IDMYPOS cheat is entered.
A -solonet command-line parameter has been implemented that toggles all things usually intended for multiplayer to spawn at the start of each map, and the player to respawn when they die.
A sucktime CVAR has been implemented that sets the amount of time in hours the player must complete the current map before “SUCKS!” is shown on the intermission screen. This also affects the output from the am_playerstats CVAR and the playerstats CCMD. If this CVAR is 0, “SUCKS!” is never shown. This CVAR is 1 by default and when vanilla mode is enabled.
The intermission screen now pauses as intended when the menu or console is open, or the game is paused.
The artist and title of the currently playing music are now displayed by the mapstats CCMD when playing DOOM (Shareware) or DOOM II: No Rest For The Living.
Everything spawned by a monster spawner (such as during MAP30: Icon Of Sin) now counts towards the player’s stats.
The upward momentum applied to items dropped by monsters once they are killed has increased when the tossdrop CVAR is on.
A warning is now displayed in the console at startup when a control is unbound from an action because it is already bound to another action.