Releases: bradharding/doomretro
Releases · bradharding/doomretro
DOOM Retro v4.9
- DOOM Retro is now built using v17.5.3 of Microsoft Visual Studio Community 2022.
- DOOM Retro now uses SDL v2.26.5.
- Several optimizations have been made to further improve the overall performance, stability and memory usage of DOOM Retro.
- Several changes have been made to text that is output to the console.
- When the
m_pointer
CVAR ison
:- The mouse pointer may now be used to move:
- The sliders in the options and sound volume menus.
- The text caret when entering a savegame description in the save game menu.
- Selecting menu items using the mouse pointer is now accurate when the
vid_widescreen
CVAR isoff
. - The mouse pointer is no longer shown on the help screen if the mouse is moved.
- The mouse pointer may now be used to move:
- The positions of
ON
/OFF
andHIGH
/LOW
in the options menu have been fixed in some instances. - A bug is fixed whereby when changing the
r_pickupeffect
CVAR in the console ther_damageeffect
CVAR would be changed instead. - The player’s health, armor and ammo in both the status bar and widescreen HUD now animate when they change. This can be disabled by the new
animatedstats
CVAR, which ison
by default andoff
when vanilla mode is enabled. - These changes have been made to the alternate widescreen HUD:
- The position of the player’s health is now fixed when 0% and the
negativehealth
CVAR isoff
. - Every part of the HUD is now black, silhouetted against the bright background, when the player has an invulnerability power-up or the
r_textures
CVAR isoff
. - The vertical positions of some of the weapon silhouettes have changed.
- Minor improvements have been made to the armor bar when the player has blue armor.
- The position of the player’s health is now fixed when 0% and the
- Crashes no longer occur when:
- Changing the
health
CVAR to0%
or less. - Using the
take
CCMD to take more health from the player than they have.
- Changing the
- A bug is fixed whereby widescreen mode wouldn’t be restored correctly when turning vanilla mode off using the
vanilla
CCMD. NEXT
andSECRETNEXT
now work as intended inMAPINFO
lumps.- Partial translucency effects when the
r_sprites_translucency
CVAR ison
, and smoke that trails rockets when ther_rockettrails
CVAR ison
, now appear again if a customPLAYPAL
lump is loaded. - The player’s “Health picked up” stat now updates correctly when the player picks up a soul sphere.
- A bug is fixed whereby the number of monsters in the map may have been wrong after loading a savegame in some instances.
- Blood splats are no longer overly bright when the
r_textures
CVAR isoff
. - Masked midtextures with a brightmap specified in a
BRGHTMPS
lump now display correctly when ther_brightmaps
CVAR ison
. - Bound controls are now grouped by type when saved in
doomretro.cfg
and in the output of thebindlist
CCMD. - The triangles in the automap that represent every blood splat, displayed when using the
IDDT
cheat, are now slightly larger. - Blood is now shown when shooting a lost soul and the
r_blood
CVAR isred
. - The movement of some sectors is now smoother when the
vid_capfps
CVAR is not35
. - A bug is fixed whereby pressing a key or mouse button while a controller is rumbling could cause the rumble to continue indefinitely in some instances.
- These changes have been made to the fuzz effect applied to both the player’s weapon when they have a partial invisibility power-up, and to spectres:
- A crash no longer occurs if the sprite of a spectre touches the top of the screen.
- The effect is no longer frozen when freeze mode is on.
- The
vid_borderlesswindow
CVAR is nowon
by default. - The
vid_vsync
CVAR is nowoff
by default. - Minor improvements have been made to translating certain words when the
english
CVAR isinternational
. - Thing triangles no longer move in the automap when the
IDDT
cheat has been entered and freeze mode is on.
DOOM Retro v4.8.1
- DOOM Retro now uses SDL v2.26.4.
- Minor optimizations 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.
- A bug is fixed whereby if the
alwaysrun
CVAR wason
, the CAPSLOCK key wouldn’t always turn off as intended when quitting DOOM Retro. - A bug is fixed whereby a wrong player message would be displayed each time the player picked up an item in some instances when the
messages
CVAR wasoff
. - Minor improvements have been made to the color of some elements in the alternate widescreen HUD.
DOOM Retro v4.8
- DOOM Retro is now built using v17.5.1 of Microsoft Visual Studio Community 2022.
- DOOM Retro now uses SDL v2.26.3, SDL_mixer v2.6.3 and SDL_image v2.6.3.
- Extensive optimizations have been made to further improve the overall performance, stability and memory usage of DOOM Retro.
- When DOOM Retro is run for the first time, the WAD launcher will now also look for the IWADs included with installations of DOOM Eternal.
- The id Software logo has been removed from the title screen to be consistent with the latest rereleases of DOOM and DOOM II.
- Extensive changes have been made to text that is output to the console.
- Many additional characters, including those with diacritics, have been added to the font set used in the console.
- Alt codes may now be entered in the console.
- These changes have been made when opening and closing the console using the ~ key:
- A subtle sound effect now plays.
- The console now scrolls to and from the top of the screen, rather than fading in and out, when on the title screen.
- The console’s scrolling animation is now slightly faster.
- The scrollbar now displays correctly when the
r_screensize
CVAR is less than7
.
- Minor improvements have been made to the text that can be autocompleted in the console by pressing the TAB key.
- Each press of the TAB key to autocomplete text entered in the console can now be undone by pressing CTRL + Z.
- Pressing the HOME key in the console no longer scrolls past the top of the console in some instances.
- Scrolling up and down in the console using the PGUP and PGDN keys now gets faster the longer the keys are held down.
- Thousands-delimiting commas may now be used when changing the value of certain CVARs in the console.
- The
toggle
CCMD now only works with boolean CVARs. - When the
m_pointer
CVAR ison
:- The mouse wheel may now be used to scroll among menu items again.
- If the mouse pointer is hidden, pressing a mouse button without moving the mouse now opens the menu from the title screen, or selects the currently highlighted item if the menu is open.
- The fade effect when opening the menu is now slightly faster than closing it when the
fade
CVAR ison
. - Minor improvements have been made to the menu’s background when the
r_detail
CVAR islow
. - Two additional savegame slots are now available in the load and save game menus.
- A random sound effect now plays when quitting the game by entering the
quit
CCMD in the console or pressing ALT + F4. - Improvements have been made to parsing
BRGHTMPS
lumps. - These changes have been made to the
playerstats
CCMD:- The number of times the player loads a savegame is now displayed.
- The number of monsters gibbed by the player is now displayed.
- The number of cells the player has picked up is no longer displayed when playing DOOM (Shareware).
- The number of times the player has died is now corrected when they are resurrected using either the
resurrect
CCMD or theIDDQD
cheat.
- These improvements have been made to the support for
DEHACKED
lumps:- Cheats that have been changed are now also able to be entered in the console.
- Specifying a weapon name will no longer cause a crash.
- A bug is fixed whereby par times wouldn’t be changed in some instances.
- These improvements have been made to the support for
UMAPINFO
lumps:- The finale’s background will now display correctly if
interbackdrop
specifies a larger patch rather than a 64×64 flat texture. secretnext
now works as intended.
- The finale’s background will now display correctly if
- DOOM’s stimpacks and medikits no longer appear in Chex Quest.
- Minor improvements have been made to the support of REKKR.
- The player’s health, armor and ammo are now displayed better in the status bar and widescreen HUD if they start with a
1
. - The widescreen HUD is now brought in from the left and right edges of ultra-wide displays.
- Many changes have been made to the alternate widescreen HUD:
- The position of the player’s health is now fixed when 0%.
- Improvements have been made to the display of the armor bar when the player has blue armor, and also when the player has a blue keycard or skull key.
- An empty ammo bar is now displayed if the player has their fists or chainsaw equipped.
- The number of notches in the ammo bar no longer doubles when the player has a backpack. Instead, if the player has more than the usual maximum amount of ammo for their currently equipped weapon, a second bar overlaps the first to show the difference.
- Several elements have been moved slightly.
- Several elements are now slightly less translucent.
- A bug is fixed whereby the silhouette of the player’s currently equipped weapon wouldn’t be displayed in some rare instances.
- When the
r_hud_translucency
CVAR isoff
:- The player’s health, armor and ammo now flash when they change.
- The white elements of the HUD are now not as bright.
- The armor icon is now a darker gray when the player has no armor.
- The armor bar is now a darker green when the player has 100% armor or less.
- The power-up bar now updates when depleting.
- The truncation of player messages when the
vid_widescreen
CVAR isoff
has improved in some instances. - The position of player messages, and the map’s title in the automap, has improved in some instances.
- The vertical positions of the monsters’ shadows in DOOM II’s cast sequence have improved when the
r_shadows
CVAR ison
. - The position of text displayed in the top right of the screen has improved in some instances.
- The correct map now opens when entering
map phobosmissioncontrol
ormap techgonebad
in the console. - Minor improvements have been made to translating certain words, as well as the status bar, when the
english
CVAR isinternational
. - The fuzz effect applied to both the player’s weapon when they have a partial invisibility power-up, and to spectres, has been redesigned to be more pixelated.
- Certain partial translucency effects when the
r_sprites_translucency
CVAR ison
are no longer applied if a customPLAYPAL
lump is present in a PWAD. - When the
r_rockettrails
CVAR ison
:- The smoke trailing behind rockets fired by the player and cyberdemons is now a lighter gray.
- Smoke now doesn’t trail behind rockets fired by the player and cyberdemons if a custom
PLAYPAL
lump is present in a PWAD. - The smoke trailing behind homing missiles fired by revenants is now the same as the smoke behind rockets fired by the player and cyberdemons, but not if a custom
PLAYPAL
lump is present in a PWAD.
- The LEDs on DualShock 4 and DualSense and DualSense Edge controllers now turn red again when connected.
- When the
vid_fullscreen
CVAR isoff
:- The status bar and widescreen HUD are now displayed better when the window is resized to be very narrow.
- The mouse pointer is now displayed while the console is open.
- The mouse pointer is now hidden before the screen goes black at startup when the
vid_fullscreen
CVAR ison
. - A crash no longer occurs when displaying patches taller than 200 pixels.
- The disk icon displayed in the top right of the screen when the
r_diskicon
CVAR ison
is now double the size when ther_detail
CVAR islow
. - The player’s view no longer bounces once they land after a fall if either no clipping mode or freeze mode are enabled.
- The player’s health, armor, ammo and weapon are no longer reset by the
resetall
CCMD. - The
kill
CCMD can no longer be used to kill the player if either god mode or buddha mode are enabled, or if they have an invulnerability power-up. - The BOOM-compatible line special of 251 (“Scroll floor according to line vector”) now works correctly if used with a liquid sector and the
r_liquid_current
CVAR ison
. - The underscores in the message displayed by entering the
IDBEHOLD
cheat now always align correctly again. - The shadows cast by the corpses of monsters spawned at the start of the map are now positioned better when the
r_shadows
CVAR ison
. - If the
ammo
CVAR is changed in the console to be greater than the maximum ammo for the player’s currently equipped weapon and they don’t have a backpack, they are now given one. - The console no longer closes when the
ammo
,armor
orhealth
CVARs are changed, unless necessary. - When the
autouse
CVAR ison
:- The automatic use of doors and switches is now more responsive.
- The player no longer grunts repeatedly when standing in front of a locked door that they don’t have the key for, or a reusable switch that has just been turned on.
- A player message now only appears once when the player is standing in front of a locked door that they don’t have the key for.
- The player may now still use the
+use
action. - The automatic use of doors and switches no longer occurs when no clipping mode is enabled.
- The randomization of decorations that animate in a map has improved in some instances when the
r_randomstartframes
CVAR ison
. - When the
pistolstart
CCMD or-pistolstart
command-line parameter are used:- Games are now still autosaved if the
autosave
CVAR ison
, and autoloaded if theautoload
CVAR ison
. - A warning is now displayed in the console at the start of each map indicating the player now h...
- Games are now still autosaved if the
DOOM Retro v4.7.2
- DOOM Retro is now built using v17.4.3 of Microsoft Visual Studio Community 2022.
- Minor optimizations 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.
- Exploding barrels are now lit correctly again.
- A bug is fixed whereby digits in the alternate widescreen HUD could be positioned incorrectly in some rare instances.
- The options menu now fits horizontally on the screen when using a controller and the
vid_widescreen
CVAR isoff
. - A crash no longer occurs when exiting a map in the 4th or 5th episode of a PWAD.
- The position of text displayed in the top right of the screen has improved when the
vid_widescreen
CVAR isoff
. - The grouping of identical player messages when the
groupmessages
CVAR ison
has improved. - A bug is fixed whereby strings containing underscores in
DEHACKED
lumps were being read incorrectly. TEXTURE
entries inBRGHTMPS
lumps no longer requireDOOM
,DOOM2
orDOOM|DOOM2
to be specified.
DOOM Retro v4.7.1
- Minor optimizations 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.
- The health bar in the alternate widescreen HUD now still turns white when the player’s health is less than 100% and buddha mode is enabled.
- A bug is fixed whereby blood splats could be displayed in the wrong color in some instances.
- A bug is fixed whereby certain CVARs would always reset to their defaults at startup.
- A crash no longer occurs when shooting a spectre after loading a savegame in some instances.
DOOM Retro v4.7
- DOOM Retro is now built using v17.4.2 of Microsoft Visual Studio Community 2022.
- DOOM Retro now uses SDL v2.26.1.
- 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 ison
by default andoff
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 theam_playerstats
CVAR ison
.
- 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 ison
.
- 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 ison
. - 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 ison
. - 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 eitheramerican
orinternational
, and isamerican
by default and when vanilla mode is enabled. - To allow greater precision, the
joy_sensitivity_horizontal
,joy_sensitivity_vertical
andm_senstivity
CVARs can now be changed to non-integer values. - Turning the
r_corpses_mirrored
orr_mirroredweapons
CVARson
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’sRetro bits
inDEHACKED
lumps to force a monster’s corpse not to be randomly mirrored even if ther_corpses_mirrored
CVAR ison
. - Support has been added for Harmony.
- Further improvements have been made to the support of Chex Quest, REKKR and REKKR: Sunken Land.
- 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.
- The
- 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 isoff
. - 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 ison
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 ison
by default andoff
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 wason
. - A crash no longer occurs if the
save
CCMD is bound to a control using thebind
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 ther_brightmaps
CVAR ison
. - Brightmaps are no longer applied to the
SLADRIP1
,SLADRIP2
andSLADRIP3
textures when ther_brightmaps
CVAR ison
. - 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 now89
. - Blood splats are now displayed in the automap as very small triangles when using the
IDDT
cheat. Their color can be changed using the newam_bloodsplatcolor
CVAR, which is124
by default and0
when vanilla mode is enabled. - The color of corpses in the automap when using the
IDDT
cheat can be changed using the newam_corpsecolor
CVAR, which is116
by default and112
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
andIDKFA
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 thanother
.
- 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 than10
. - A bug is fixed whereby it couldn’t be set to
off
in the console.
- Its minimum value is now
- 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 ison
. - Fixes have been made to some textures in MAP31: Wolfenstein when the
r_fixmaperrors
CVAR ison
. - 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 multiplay...
DOOM Retro v4.6.2
- DOOM Retro is now built using v17.3.3 of Microsoft Visual Studio Community 2022.
- Several optimizations 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.
- The amount of time the player has been in the current map is now displayed in the automap if the
am_playerstats
CVAR ison
. - A
maptime
CVAR has been implemented that shows the amount of time the player has been in the current map. This CVAR is read-only. - The position of the current map’s title in the automap has changed in some instances.
- The colors of the power-up bar in the alternate widescreen HUD are now inverted while the player has an invulnerability power-up or the
r_textures
CVAR isoff
. - A brightmap is now applied to the
SIGIL
texture in SIGIL if ther_brightmaps
CVAR ison
.
DOOM Retro v4.6.1
- DOOM Retro is now built using v17.3.2 of Microsoft Visual Studio Community 2022.
- Minor optimizations have been made to further improve the overall performance and stability of DOOM Retro.
- The menu’s background is now displayed correctly when pressing the F9 key to quickload a savegame.
- A bug is fixed whereby savegames saved using versions of DOOM Retro earlier than v4.6 would crash in some instances.
- SIGIL is now recognized if it is named
SIGIL_v1_0.wad
. - Minor improvements have been made to the playback of MIDI music.
- The following changes have been made to the alternate widescreen HUD:
- The power-up bar now depletes from left to right.
- The amount of time the power-up bar is visible is now more accurate.
- The blue color used in the armor bar and for keycards and skull keys is now slightly lighter.
- The number of notches in the ammo bar has increased by one.
- The number of notches in the ammo bar now doubles if the player picks up a backpack.
- The power-up bar, as well as any keycards or skull keys the player has picked up, are no longer displayed while the player is dead.
- The player’s super shotgun will now always be positioned correctly.
- A crash no longer occurs in the automap when the player turns and the
am_followmode
CVAR isoff
and theam_rotatemode
CVAR ison
. - The position of player messages has shifted in some instances.
- A bug is fixed whereby entering a cheat would not work correctly in some instances.
- Minor improvements have been made when specifying
.deh
and.bex
files on the command-line. - Any
.wad
,.deh
or.bex
files are now autoloaded if placed in a subfolder of theautoload
folder based on the current IWAD, even if a PWAD is also loaded. - The default of the
am_allmapcdwallcolor
CVAR is now109
. - Improvements have been made to unmapped areas of the automap when the player has a computer area map power-up.
DOOM Retro v4.6.0.2
- The player’s super shotgun will now always be positioned correctly.
DOOM Retro v4.6.0.1
- A crash no longer occurs in the automap when the player turns and the
am_followmode
CVAR isoff
and theam_rotatemode
CVAR ison
.