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Releases: bradharding/doomretro

DOOM Retro v5.0.7

21 Oct 03:36
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  • A crash no longer occurs when a spectre touches the bottom of the screen in some instances.
  • Minor changes have been made to text that is output to the console.
  • Minor improvements have been made to the border of the menu’s background.
  • The help screen is now shown when pressing the F1 key while playing the registered version of DOOM.
  • A bug is fixed whereby stairs rising up from the floor wouldn’t rise to their correct height in some instances.
  • Changing the vid_capfps CVAR to 35 now caps the framerate at 35 FPS again.
  • If the vid_capfps CVAR is off or greater than 60, and the vid_vsync CVAR is off, the framerate is now capped at 60 FPS when on the title screen, in the menu, in the console, or the game is paused.
  • The frames per second are now displayed in the menu when the vid_showfps CVAR is on.
  • Minor improvements have been made to determining when to lower the player’s view if the r_liquid_lowerview CVAR is on.
  • A bug is fixed whereby entering kill monsters in the console could then affect splash damage to the player.

DOOM Retro v5.0.6

14 Oct 01:01
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  • DOOM Retro is now built using v17.7.5 of Microsoft Visual Studio Community 2022.
  • DOOM Retro now uses Direct3D 11 rather than Direct3D 9 when the vid_scaleapi CVAR is direct3d, resulting in a considerable boost in performance.
  • The handling of errors caused by SDL has improved.
  • The capping of the framerate when the vid_capfps CVAR is not 35 has improved.
  • Minor changes have been made to text that is output to the console.
  • The ALT key can no longer be used to open the menu from the title screen.
  • Item and teleport fogs no longer appear when using the spawn CCMD in the console while freeze mode is on.
  • A crash no longer occurs when the player explodes a barrel using their BFG-9000 in some instances and the con_obituaries CVAR is on.
  • Minor improvements have been made to the support for DEHACKED lumps.
  • The “Games loaded” stat now updates correctly in the output of the playerstats CCMD.
  • A bug is fixed whereby PWADs wouldn’t autoload when placed in the autoload folder.

DOOM Retro v5.0.5

07 Oct 02:49
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  • DOOM Retro now uses SDL v2.28.4.
  • Minor changes have been made to text that is output to the console.
  • Minor changes have been made to the branding in the console.
  • The if CCMD works with boolean CVARs again.
  • Blood splats are now visible in the top half of the player’s view if not completely obscured by the map’s geometry.
  • If the player enters kill player in the console while buddha mode is enabled, their health is now reduced to 1%.
  • SIGIL.WAD is no longer autoloaded if a PWAD is loaded that contains an E1M1 lump.
  • If SIGIL.WAD or NERVE.WAD have been placed in the autoload folder:
    • They are now loaded before any other PWADs in the autoload folder,
    • But not if the PWADs already loaded contain any conflicting lumps.
  • NERVE.WAD now loads correctly if specified using the -file parameter on the command-line.
  • Minor improvements have been made to the highlight effect in the menu in some rare instances.
  • A bug is fixed whereby music changer objects would no longer work once loading a savegame.

DOOM Retro v5.0.4

30 Sep 03:21
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  • These changes have been made when gibbing a corpse and the r_corpses_gib CVAR is on:
    • Gibbing already gibbed corpses now always works as intended.
    • Certain gibbed corpses spawned at the start of the map can now be gibbed further.
    • Obituaries are no longer displayed in the console for when a corpse is gibbed.
    • Gibbed corpses are now only randomly mirrored if the r_corpses_mirrored CVAR is also on.
  • The intermission and finale screens now pause if DOOM Retro’s window loses focus.
  • The player no longer continues to move across the map if moving when the automap is opened and the am_followmode CVAR is off.
  • A bug is fixed whereby the amount of cells the player had would be brighter than usual in the widescreen HUD when their BFG-9000 was equipped.
  • The player’s view is no longer affected when walking over certain linedefs in liquid sectors and the r_liquid_lowerview CVAR is on.
  • Buckethead’s music is now heard when playing SIGIL if SIGIL_SHREDS.WAD happens to be loaded before SIGIL.WAD at startup.
  • Obituaries displayed in the console when the player explodes a barrel using their BFG-9000 are now always correct.

DOOM Retro v5.0.3

23 Sep 19:48
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  • Further improvements have been made when toggling widescreen using the + and keys while the menu is open.
  • Minor improvements have been made to the help screen shown when pressing the F1 key.
  • A crash no longer occurs when moving the mouse while the help screen is open.
  • A bug is fixed whereby some elements in the menu would only cast their shadow on the left side of the screen in some instances.
  • A warning is now displayed in the console if a savegame couldn’t be deleted in the save or load game menus when pressing the DEL key.

DOOM Retro v5.0.2

22 Sep 20:18
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  • Minor changes have been made to text that is output to the console.
  • The values of all CVARs that have been changed from their defaults are now highlighted when entering the cvarlist CCMD in the console.
  • Pressing the ENTER key now closes the console if nothing has been typed in.
  • These changes have been made to voodoo dolls:
    • They now move at the correct speed when on very slow scrolling floors.
    • The angle they face no longer changes once they teleport.
  • A bug is fixed whereby the BFG-9000’s secondary projectiles would fire off in the wrong direction in some instances.
  • The english CVAR now uses a value of british rather than international.
  • Several improvements have been made to translating certain words when the english CVAR is british.
  • Gibbed corpses now gib even more when reacting to further splash damage if the r_corpses_gib CVAR is on.
  • The vertical position of an arch-vile’s shadow when the r_shadows CVAR is on has improved.
  • A crash no longer occurs when pressing certain keys while the help screen is open.
  • The player’s health, armor and ammo in the alternate widescreen HUD will now quickly count up from zero when entering a map if the animatedstats CVAR is on.
  • A bug is fixed whereby the melee attack of monsters specified in DEHACKED lumps wouldn’t work if they used thing types 150 to 249.
  • The vertical positions of the text on the intermission screen have improved.
  • The vertical positions of the monsters’ shadows in DOOM II’s cast sequence have improved when the r_shadows CVAR is on.

DOOM Retro v5.0.1

16 Sep 00:41
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  • A crash no longer occurs when loading a savegame from a DSDHacked-compatible WAD.
  • A bug is fixed whereby no music or sound effects would play when opening DOOM Retro for the first time after installing it.
  • Panning around the automap using a controller’s left thumbstick when the am_followmode CVAR is off now works as intended.
  • These changes have been made when playing Smooth DOOM MBF21:
    • Bullet casings no longer disappear and leave blood splats on the floor.
    • Blood splats now appear around corpses spawned at the start of a map when the r_corpses_moreblood CVAR is on.
  • The savegame CVAR is now:
    • Updated when deleting a savegame in the save or load game menus using the DEL key.
    • No longer updated if the player cancels entering a savegame description in the save game menu.
  • A bug is fixed whereby WADs placed in the autoload folder were causing a “W_GetNumForName: PLAYPAL not found!” error at startup.

DOOM Retro v5.0

15 Sep 01:23
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  • DOOM Retro is now built using v17.7.4 of Microsoft Visual Studio Community 2022.
  • DOOM Retro now uses SDL v2.28.3.
  • Extensive optimizations have been made to further improve the overall performance and stability of DOOM Retro.
  • Any .cfg files placed in the autoload folder are now autoloaded when DOOM Retro starts.
  • DOOM Retro now parses any response files specified on the command-line.
  • When using the WAD launcher to load a PWAD, if that PWAD doesn’t contain any conflicting maps, SIGIL.WAD or NERVE.WAD will now still be autoloaded if found.
  • E1M4B: Phobos Mission Control and E1M8B: Tech Gone Bad are no longer available if either E1M4 or E1M8 have been replaced by a PWAD.
  • These changes have been made to the support for DEHACKED lumps:
    • Support has been added for DSDHacked, allowing an unlimited number of things, states, sprites and sound effects.
    • A bug is fixed whereby custom monsters wouldn’t bleed in some instances.
  • Minor changes have been made to DOOM Retro’s splash screen.
  • Extensive 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.
  • The caret may now be repositioned in the console’s input using the mouse pointer when the m_pointer CVAR is on.
  • The effects of changing the r_gamma and r_color CVARs are now applied to DOOM Retro’s splash screen.
  • The r_color CVAR has been renamed r_saturation, and can now be set to a value over 100% to a maximum of 200%, allowing colors on the screen to be oversaturated.
  • A crash no longer occurs when trying to display certain patches greater than 200 pixels in height.
  • These changes have been made to the menu:
    • Menu entries are now subtly highlighted when selected.
    • Improvements have been made when toggling widescreen using the + and keys while the menu is open.
    • The fade to black when quitting DOOM Retro from the menu is no longer affected by the player having either a berserk or radiation shielding suit power-up.
    • Minor improvements have been made to the edges of the menu’s background.
    • The skull cursor is no longer positioned incorrectly in the main menu in some rare instances.
    • When navigating the menu using the mouse pointer if the m_pointer CVAR is on:
      • The episode, expansion, savegame and skilllevel CVARs are now only updated when necessary.
      • The precision of selecting menu items has improved.
      • The Nightmare! skill level can now always be selected.
      • Clicking outside of the selected savegame slot when entering text in the save game menu now works as expected.
      • The mouse pointer now becomes visible after having just used a controller to navigate the menu.
    • “New Game” is now selected in the main menu after deleting the only savegame in the save or load game menus using the DEL key.
    • Minor improvements have been made to the vertical positioning of elements in the load and save game menus.
    • The skull cursor’s eyes are now always on while entering a savegame description in the save game menu.
    • The F5 key can no longer be used to toggle the graphic detail while the menu is open and a game isn’t being played.
    • The console can now be opened using the ~ key while the menu is open.
    • The console can now also be opened by selecting the new “Console” entry in the options menu.
    • The shadows cast by the sliders in the options menu have improved in some rare instances.
    • The positions of ON/OFF and HIGH/LOW in the options menu have been fixed in some instances.
    • Right-clicking the mouse or pressing the BACKSPACE key on the title screen no longer opens the menu.
  • The r_supersampling CVAR has been renamed r_antialiasing and is now off by default.
  • Minor changes have been made to the help screen shown when pressing the F1 key.
  • The r_lowpixelsize CVAR can now also be set to 1×2 or 2×1.
  • A bug is fixed whereby sometimes the player wouldn’t pick up an item in a liquid sector when the r_liquid_clipsprites CVAR was on.
  • The player’s view is no longer affected when walking over certain linedefs in a liquid sector and the r_liquid_lowerview CVAR is on.
  • Improvements have been made to equipping either the chainsaw or fists when the player presses the 1 key.
  • When a monster is killed in a liquid sector and the r_liquid_clipsprites CVAR is on:
    • The monster’s death animation is now at a consistent height.
    • The item they drop is no longer clipped before it reaches the liquid if the tossdrop CVAR is on.
  • A bug is fixed whereby the player’s field of view would sometimes be wrong when changing the r_fov CVAR.
  • Minor improvements have been made to the support of REKKR: Sunken Land.
  • Floors and ceilings far away from the player are now rendered better.
  • The sprites of multiple things that occupy the same coordinates now appear in the correct order, and also no longer flicker in some instances.
  • The bobbing of sprites in liquid sectors can now be toggled using the new r_liquid_bobsprites CVAR, which is on by default and off when vanilla mode is enabled. This is separate to the existing r_liquid_bob CVAR, which now only toggles the bobbing of the liquid sectors themselves.
  • Walls that have been incorrectly marked as two-sided are now rendered as intended.
  • When the IDCLEV cheat has been entered and vanilla mode is enabled, the player now starts the map with 100% health, no armor, and only a pistol with 50 bullets.
  • A slightly darker 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, present in the original DOOM, whereby stairs rising up from the floor would fail in some rare instances.
  • If regenerating health is enabled using the regenhealth CCMD, a sound is now played and the “Health picked up” stat is updated every second the player’s health increases by 1% until it is 100% again.
  • Several improvements have been made to the player’s health in the status bar when they are dead and the negativehealth CVAR is on.
  • The r_althud CVAR is now off by default again.
  • These changes have been made to the widescreen HUD:
    • The translucency has been reduced slightly when the r_hud_translucency CVAR is on.
    • Several improvements have been made to the flashing of the player’s health, armor and ammo when they change.
  • All lines in the automap can now be anti-aliased by enabling the new am_antialiasing CVAR, which is off by default and when vanilla mode is enabled.
  • The player’s crosshair when the crosshair CVAR is on, as well as the crosshair in the automap when the am_followmode CVAR is off, are no longer visible in the background while the console is open.
  • These improvements have been made to the support for MBF21-compatible WADs:
    • The A_RadiusDamage codepointer now correctly uses Args1 rather than Args2 for the amount of damage inflicted.
    • Things spawned using the A_SpawnObject codepointer now inherit the blood color of the spawner.
  • These improvements have been made to the support for MAPINFO lumps:
    • A bug is fixed whereby many compatibility flags weren’t being parsed correctly.
    • MAPINFO lumps from other PWADs are now parsed if either NERVE.WAD or SIGIL.WAD are also loaded.
    • episode is now parsed correctly.
    • bossaction is now parsed.
    • The compat_stairs and compat_zombie compatibility flags are now parsed.
  • Friendly monsters spawned using the spawn CCMD now follow the player into the next map.
  • The mouse pointer is no longer displayed on the intermission or finale screens when the player moves the mouse and the m_pointer CVAR is on.
  • When the mouselook CVAR is on:
    • Minor improvements have been made when the player aims vertically.
    • The player can now see slightly further when looking up or down.
    • A crash no longer occurs if a blood splat happens to touch the top of the screen while the player is looking down.
    • The vertical direction the player is looking is no longer reset in the help screen’s background when pressing the F1 key.
  • Blood splats far away from the player no longer flicker in some instances.
  • The text in the automap is now always positioned correctly when the am_external CVAR is on.
  • The default value of the am_gridcolor CVAR is now 6 instead of 111.
  • The player no longer exits the map if they are dead when a timer set using the timer CCMD runs out.
  • Support has been added for the lumps STFXDTH0 to STFXDTH9. If included in a PWAD, the player’s face in the status bar now animates when they are gibbed. This is a feature revived from the old 3DO, Jaguar and PSX DOOM ports.
  • The accompanying readme file for the currently loaded PWAD can now be displayed by entering the new readme CCMD in the console.
  • These extensive changes have been made when using a controller:
    • Using a controller in the menu is now more responsive.
    • The right trigger can now be used to select menu items.
    • The left and right thumbsticks, as well as the directional pad, can now be used to scroll the output in the console.
      ...
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DOOM Retro v4.9.2

11 May 23:00
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  • DOOM Retro is now built using v17.5.5 of Microsoft Visual Studio Community 2022.
  • Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
  • DOOM Retro’s window caption now always includes the text “DOOM Retro”.
  • Changes have been made to text that is output to the console.
  • Minor improvements have been made to the text that can be autocompleted in the console by pressing the TAB key.
  • The menu’s background is now rendered correctly if DOOM Retro’s window is extremely wide.
  • Adjusting the sliders in the options and sound volume menus using the mouse pointer is now more responsive when the m_pointer CVAR is on.
  • Widescreen mode can now be toggled using the + and keys while the menu is open.
  • The sucktime CVAR now shows as being off when set to 0, and now has a maximum value of 24 hours.
  • The time displayed on the intermission screen is now positioned better if the player takes more than an hour to complete a map and the sucktime CVAR is greater than its default of 1 hour.
  • The map’s title in the automap is now gold if the player is in the secret map of DOOM II: No Rest For The Living.
  • When the flashkeys CVAR is on:
    • Flashing keycards and skull keys are now positioned correctly in the alternate widescreen HUD.
    • Improvements have been made to flashing keycards and skull keys in the status bar when the player tries to open a BOOM-compatible door that requires all six keys.
  • A bug is fixed whereby the amount of armor the player had was positioned incorrectly in the alternate widescreen HUD in some instances.
  • Improvements have been made to the console’s background when the player has an invulnerability power-up or the r_textures CVAR is off.
  • The number of monsters left to kill in a map, displayed in the automap when the am_playerstats CVAR is on, is now always correct after loading a savegame.
  • The bounce of the player’s weapon when they land after a fall is now slightly faster when the weaponbounce CVAR is on.
  • The default value of the am_markcolor CVAR is now 89.
  • The default values of the joy_deadzone_left and joy_deadzone_right CVARs are now both 25%.
  • These changes have been made to vanilla mode toggled using the vanilla CCMD:
    • The +strafe action is now bound to mouse2 control again, allowing the player to strafe with the mouse, and to also double-click the button to use doors and switches.
    • The speed the player can move forward and back, and strafe left and right, has been reduced.
  • Improvements have been made to the alternate widescreen HUD when the r_hud_translucency CVAR is off and either the r_textures CVAR is also off or the player has an invulnerability power-up.

DOOM Retro v4.9.1

21 Apr 22:42
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  • DOOM Retro is now built using v17.5.4 of Microsoft Visual Studio Community 2022.
  • Optimizations 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.
  • When playing DOOM (Shareware), games are now saved in a separate folder to the full version of DOOM.
  • A bug is fixed whereby the music’s volume wasn’t being set correctly in some instances.
  • A crash no longer occurs when a corpse is crushed into gibs by a lowering sector in some instances.
  • When the m_pointer CVAR is on:
    • Adjusting the sliders in the options and sound volume menus using the mouse pointer is now more responsive.
    • The mouse pointer is now visible in the console if the player moves the mouse while it is open. Clicking anywhere below the console during a game now closes it.
  • The map’s title in the automap is now gold if the player is in a secret map.
  • The smoke trailing rockets when the r_rockettrails CVAR is on is now colored correctly even if a custom PLAYPAL lump is loaded.
  • When loading a savegame:
    • A warning is now displayed in the console if a WAD is missing.
    • A bug is fixed whereby the number of items to be picked up in the map was wrong in some instances.
  • The player now slides more smoothly against walls at certain angles.
  • These changes have been made to the radiation shielding suit power-up:
    • The screen no longer briefly flashes yellow when the player picks up the power-up and the r_pickupeffect CVAR is on.
    • If the r_radsuiteffect CVAR is off:
      • The screen now briefly flashes green when the player picks up the power-up and the r_pickupeffect CVAR is on.
      • The screen now flashes green again to indicate when the power-up is about to run out.
  • The screen no longer briefly flashes yellow when the player picks up a berserk power-up and the r_pickupeffect CVAR is on.
  • When the player uses a controller, it now rumbles when they use their chainsaw, there’s no target, and the joy_rumble_weapons CVAR is on.