Releases: bradharding/doomretro
Releases · bradharding/doomretro
DOOM Retro v5.0.7
- 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 to35
now caps the framerate at 35 FPS again. - If the
vid_capfps
CVAR isoff
or greater than60
, and thevid_vsync
CVAR isoff
, 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 ison
. - Minor improvements have been made to determining when to lower the player’s view if the
r_liquid_lowerview
CVAR ison
. - A bug is fixed whereby entering
kill monsters
in the console could then affect splash damage to the player.
DOOM Retro v5.0.6
- 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 isdirect3d
, 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 not35
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 ison
. - 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
- 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 anE1M1
lump.- If
SIGIL.WAD
orNERVE.WAD
have been placed in theautoload
folder:- They are now loaded before any other PWADs in the
autoload
folder, - But not if the PWADs already loaded contain any conflicting lumps.
- They are now loaded before any other PWADs in the
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
- These changes have been made when gibbing a corpse and the
r_corpses_gib
CVAR ison
:- 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 alsoon
.
- 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 isoff
. - 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 ison
. - Buckethead’s music is now heard when playing SIGIL if
SIGIL_SHREDS.WAD
happens to be loaded beforeSIGIL.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
- 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
- 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 ofbritish
rather thaninternational
. - Several improvements have been made to translating certain words when the
english
CVAR isbritish
. - Gibbed corpses now gib even more when reacting to further splash damage if the
r_corpses_gib
CVAR ison
. - The vertical position of an arch-vile’s shadow when the
r_shadows
CVAR ison
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 ison
. - 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 ison
.
DOOM Retro v5.0.1
- 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 isoff
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 ison
.
- 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
- 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 theautoload
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
orNERVE.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 ison
. - The effects of changing the
r_gamma
andr_color
CVARs are now applied to DOOM Retro’s splash screen. - The
r_color
CVAR has been renamedr_saturation
, and can now be set to a value over100%
to a maximum of200%
, 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 ison
:- The
episode
,expansion
,savegame
andskilllevel
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.
- The
- “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
andHIGH
/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 renamedr_antialiasing
and is nowoff
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 to1×2
or2×1
. - A bug is fixed whereby sometimes the player wouldn’t pick up an item in a liquid sector when the
r_liquid_clipsprites
CVAR wason
. - The player’s view is no longer affected when walking over certain linedefs in a liquid sector and the
r_liquid_lowerview
CVAR ison
. - 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 ison
:- 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 ison
.
- 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 ison
by default andoff
when vanilla mode is enabled. This is separate to the existingr_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 ison
. - 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 ison
. - The
r_althud
CVAR is nowoff
by default again. - These changes have been made to the widescreen HUD:
- The translucency has been reduced slightly when the
r_hud_translucency
CVAR ison
. - Several improvements have been made to the flashing of the player’s health, armor and ammo when they change.
- The translucency has been reduced slightly when the
- All lines in the automap can now be anti-aliased by enabling the new
am_antialiasing
CVAR, which isoff
by default and when vanilla mode is enabled. - The player’s crosshair when the
crosshair
CVAR ison
, as well as the crosshair in the automap when theam_followmode
CVAR isoff
, 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 usesArgs1
rather thanArgs2
for the amount of damage inflicted. - Things spawned using the
A_SpawnObject
codepointer now inherit the blood color of the spawner.
- The
- 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 eitherNERVE.WAD
orSIGIL.WAD
are also loaded.episode
is now parsed correctly.bossaction
is now parsed.- The
compat_stairs
andcompat_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 ison
. - When the
mouselook
CVAR ison
:- 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 ison
. - The default value of the
am_gridcolor
CVAR is now6
instead of111
. - 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
toSTFXDTH9
. 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.
...
DOOM Retro v4.9.2
- 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 ison
. - Widescreen mode can now be toggled using the + and – keys while the menu is open.
- The
sucktime
CVAR now shows as beingoff
when set to0
, and now has a maximum value of24
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 of1
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 ison
:- 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 isoff
. - The number of monsters left to kill in a map, displayed in the automap when the
am_playerstats
CVAR ison
, 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 ison
. - The default value of the
am_markcolor
CVAR is now89
. - The default values of the
joy_deadzone_left
andjoy_deadzone_right
CVARs are now both25%
. - These changes have been made to vanilla mode toggled using the
vanilla
CCMD:- The
+strafe
action is now bound tomouse2
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.
- The
- Improvements have been made to the alternate widescreen HUD when the
r_hud_translucency
CVAR isoff
and either ther_textures
CVAR is alsooff
or the player has an invulnerability power-up.
DOOM Retro v4.9.1
- 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 ison
:- 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 ison
is now colored correctly even if a customPLAYPAL
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 ison
. - If the
r_radsuiteffect
CVAR isoff
:- The screen now briefly flashes green when the player picks up the power-up and the
r_pickupeffect
CVAR ison
. - The screen now flashes green again to indicate when the power-up is about to run out.
- The screen now briefly flashes green when the player picks up the power-up and the
- The screen no longer briefly flashes yellow when the player picks up the power-up and the
- The screen no longer briefly flashes yellow when the player picks up a berserk power-up and the
r_pickupeffect
CVAR ison
. - When the player uses a controller, it now rumbles when they use their chainsaw, there’s no target, and the
joy_rumble_weapons
CVAR ison
.