Releases: bradharding/doomretro
Releases · bradharding/doomretro
DOOM Retro v4.4.4
- Optimizations have been made to further improve the overall performance of DOOM Retro.
- Controllers connected after DOOM Retro has started are now recognized again.
- A bug is fixed whereby the wrong message was displayed when the player picked up ammo in some instances.
- If the player runs out of shells while firing their shotgun, they will now automatically equip their shotgun again rather than their super shotgun when later picking up more shells.
- Minor improvements have been made to the support of
DEHACKED
lumps. - The widescreen HUD is now positioned slightly higher.
- The following changes have been made when the
r_textures
CVAR isoff
and ther_translucency
CVAR ison
:- The muzzle flash of the player’s weapon is now translucent.
- The player’s weapon is now translucent when they have a partial invisibility power-up.
DOOM Retro v4.4.3
- Optimizations have been made to further improve the overall performance of DOOM Retro.
- Crashes no longer occur in the following instances:
- When loading two or more PWADs without an IWAD using the WAD launcher.
- When loading a PWAD containing a PNG lump.
- When sometimes enabling widescreen during a game by pressing the + key.
- MIDI music will now actually pause rather than just be muted when DOOM Retro’s window loses focus or the PAUSE key is pressed.
- Further improvements have been made to the support for controllers:
- The LEDs on PS4 DualShock 4 and PS5 DualSense controllers now change back to blue when quitting DOOM Retro.
- Left thumbsticks are now bound to the
+alwaysrun
action by default. - The paddles on Xbox Elite controllers can now be bound to an action by using
paddle1
topaddle4
with thebind
CCMD. - The touchpad on PS4 DualShock 4 and PS5 DualSense controllers can now be bound to an action by using
touchpad
with thebind
CCMD. - The Xbox Series X controller’s share button, the PS5 DualSense controller’s microphone button and the Nintendo Switch pro controller’s capture button can now be bound to an action by using
misc1
with thebind
CCMD.
- Minor improvements have been made to the support of MBF21-compatible WADs.
- Minor changes have been made to text that is output to the console.
- Fade transitions are no longer applied if the console is open and the
fade
CVAR ison
. - The player’s teleport fog is now positioned correctly when using the
teleport
CCMD. - The
armortype
CVAR is now set tonone
if thearmor
CVAR is set to0
in the console. - The player’s health, armor or ammo will now always flash in the widescreen HUD if changed using the
health
,armor
orammo
CVARs in the console. - Removing a behavior originally implemented in MBF, monsters no longer back away from the player if they get too close with their fists or chainsaw equipped.
DOOM Retro v4.4.2
- DOOM Retro is now compiled using v17.0.5 of Microsoft Visual Studio Community 2022.
- DOOM Retro now uses SDL v2.0.20.
- Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
- A crash no longer occurs if the player makes a typo while entering a filename in the WAD launcher.
- Improvements have been made to the support of MBF21-compatible maps and mods.
- Improvements have been made to the playback of MIDI music.
- Lowering the music’s volume in the menu and console may now be disabled using the new
s_lowermenumusic
CVAR, which ison
by default andoff
when vanilla mode is enabled. - Extensive improvements have been made to the support for controllers:
- Rumble now works again for those controllers that support it.
- The LEDs on PS4 DualShock 4 and PS5 DualSense controllers now turn red when connected.
- The
gp_vibrate_barrels
,gp_vibrate_damage
andgp_vibrate_weapons
CVARs have been renamedjoy_rumble_barrels
,joy_rumble_damage
andjoy_rumble_weapons
. - All other CVARs that start with
gp_
now start withjoy_
. - The
gamepad1
togamepad4
parameters used by thebind
CCMD have been renamedbutton1
tobutton4
.
- Several minor changes have been made to text that is output to the console.
- Minor improvements have been made to the console’s autocomplete feature.
- A crash no longer occurs when ending a game from the options menu.
- The screen size is now always correct if changed from the options menu while no game is being played.
- The following improvements have been made to the support of REKKR and REKKR: Sunken Land:
- Blood splats now appear around corpses spawned at the start of a map when the
r_corpses_moreblood
CVAR ison
. - The souls of former humans are now translucent when the
r_translucency
CVAR ison
.
- Blood splats now appear around corpses spawned at the start of a map when the
- The corpses of monsters now always fall when close to an edge.
- The shadows of MBF-compatible helper dogs are now positioned correctly.
- When the player is injured, their health now flashes in the widescreen HUD.
DOOM Retro v4.4.1
- Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
- Minor improvements have been made to the support of MBF21-compatible maps and mods.
- Minor improvements have been made to the support of
DEHACKED
lumps. - The screen now flashes green as the player’s radiation shielding suit power-up runs out while they also have a berserk power-up and their fists equipped.
- Minor changes have been made to text that is output to the console.
- If the player takes an hour or more to finish a map, “SUCKS” is now positioned correctly on the intermission screen.
- Some elements in the options menu are now positioned correctly for certain PWADs.
- A bug is fixed whereby music wouldn’t play correctly in some instances if the
s_musicvolume
CVAR was set high enough.
DOOM Retro v4.4
- DOOM Retro is now compiled using v17.0.2 of Microsoft Visual Studio Community 2022.
- DOOM Retro now uses SDL v2.0.18.
- Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
- DOOM Retro now supports MBF21-compatible maps and mods.
- DOOM Retro no longer crashes at startup when trying to load a PWAD containing a PNG lump.
- A bug is fixed whereby
.deh
,.bex
and.cfg
files wouldn’t load if selected in the WAD launcher. - If the player makes a typo when entering a filename in the WAD launcher, and DOOM Retro is unable to find what they intended, that text now remains when the launcher reopens so the player may easily correct it.
- The file
midiproc.exe
that allows the volume of MIDI music to be adjusted independently of the sound effects volume is no longer necessary and therefore no longer distributed with DOOM Retro. - The volume of non-MIDI music has been lowered to be consistent with the volume of MIDI music.
- Several changes have been made to text that is output to the console.
- Minor changes have been made to the positioning of the input and branding in the console.
- Further improvements have been made to the support of Chex Quest, Freedoom, REKKR and REKKR: Sunken Land.
- The
r_berserkintensity
CVAR is renamedr_berserkeffect
and is now3
rather than2
by default. - The red effect when the player is injured can now be toggled using the new
r_damageeffect
CVAR, which is bothon
by default and when vanilla mode is enabled. - The red effect when the player is injured is now also smoother when the new
r_damageeffect
CVAR ison
. - The red effect when the player is killed is now more prominent when the new
r_damageeffect
CVAR ison
. - If the player is injured when the
r_blood
CVAR isgreen
and the newr_damageeffect
CVAR ison
, the screen now flashes green. - The gold effect when the player picks up an item can now be toggled using the new
r_pickupeffect
CVAR, which is bothon
by default and when vanilla mode is enabled. - The green effect when the player has a radiation shielding suit power-up can now be toggled using the new
r_radsuiteffect
CVAR, which is bothon
by default and when vanilla mode is enabled. If this CVAR isoff
, the screen flashes green to indicate when the power-up is about to run out. - Fixing a possible oversight in Vanilla DOOM, if the player picks up a megasphere when they have 200% green armor, that armor is now upgraded to blue armor.
- The player no longer grunts when trying to open a door that is currently open.
- The player now smoothly slides against two-sided textures.
- Minor improvements have been made to the alternate widescreen HUD.
- Things altered in
DEHACKED
lumps will now always behave correctly. - Scrolling skies specified in
MAPINFO
lumps are now smoother. - The number of times the automap is opened by the player is now displayed by the
playerstats
CCMD. - Player messages are now always grouped in the console, regardless of the time between them, when the
groupmessages
CVAR ison
. - The behavior of friendly monsters has improved. They no longer always crowd the player when there are no other monsters nearby.
- Thing triangles in the automap that represent MBF-compatible helper dogs are now the correct size again when using the
IDDT
cheat.
DOOM Retro v4.3
- DOOM Retro is now compiled using v16.11.5 of Microsoft Visual Studio Community 2019.
- Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
- When DOOM Retro is run for the first time, the WAD launcher will now look for installations of The Ultimate DOOM and DOOM II: Hell On Earth purchased and downloaded using the Bethesda.net Launcher.
- The WAD launcher will now display and launch files with an
.IWAD
or.PWAD
extension. - Minor changes have been made to the splash screen.
- Minor changes have been made to text that is output to the console.
- Minor improvements have been made to the console’s autocomplete feature.
- Further improvements have been made to the support for REKKR.
- Support has also been added for the commercial release, REKKR: Sunken Land.
- A new
am_playerstats
CVAR has been implemented that toggles player stats in the automap. When this CVAR ison
, the number of monsters the player has killed, the items they have picked up and the secrets they have found will be displayed while the automap is open. This CVAR is bothoff
by default and when vanilla mode is enabled. - The distance the player has traveled in the current map is now displayed in the top right corner of the external automap when the
am_path
CVAR ison
. - Rotating the automap is now smoother when the
am_rotate
CVAR ison
. - All lines in the automap will now be displayed correctly when the player has used the
IDDT
cheat. - A bug has been fixed whereby some sound effect lumps in the WAV format wouldn’t play at all.
- The following changes have been made when a monster is crushed to death by a lowering ceiling:
- Cacodemons, barons of hell and hell knights will now leave gibs.
- All gibs will now be green if the
r_blood
CVAR isgreen
. - The gibs of spectres will now be red if the
r_blood
CVAR isred
ornofuzz
. - An obituary is now displayed in the console when the
con_obituaries
CVAR ison
.
- The title in the automap has been moved slightly in some instances.
- A dead player’s negative health will now be displayed in the status bar as it is in the widescreen HUD.
- The items that monsters drop when they are killed will now also move slightly if walked over when the
r_corpses_nudge
CVAR ison
. - The number of monsters resurrected is now displayed by the
playerstats
CCMD. - The “monsters killed by infighting” stat is now reset at the start of each map as intended.
- A bug has been fixed whereby the
facebackcolor
CVAR wouldn’t be reset to its default of5
if vanilla mode was enabled. - The background of the player’s face will now be a better size when the
facebackcolor
CVAR is a value other than its default of5
. - When vanilla mode is enabled, any timer set using the
timer
CCMD will now be reset to0
, rather than being disabled altogether. - The external automap will now be displayed correctly when the
vid_borderlesswindow
CVAR isoff
. - The
vid_scaleapi
CVAR is now“direct3d”
by default. - Minor improvements have been made to the support of
MAPINFO
lumps. - Blood splats are now translucent when the
r_translucency
CVAR ison
and ther_textures
CVAR isoff
. - Turning left and right using a gamepad is now smoother.
- A bug has been fixed whereby switching from a window to fullscreen by pressing ALT + ENTER would affect the aspect ratio if the
vid_borderlesswindow
CVAR wasoff
. - Translucent things now cast more translucent shadows.
- Dithered lighting is now cast on BOOM-compatible translucent wall textures.
- Things on scrolling floors will no longer continue to move while the menu is open.
- When the player drops down from a great height, their weapon will no longer move too far downwards when the
weaponbounce
CVAR ison
.
DOOM Retro v4.2.3
- DOOM Retro is now compiled using v16.11.3 of Microsoft Visual Studio Community 2019.
- Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
- The splash screen’s animation is now smoother.
- Minor changes have been made to the font used in the console, and the player messages in the alternate widescreen HUD.
- Minor changes have been made to text that is output to the console.
- Further improvements have been made to the support for Chex Quest, Freedoom and REKKR.
- The bounce of the player’s weapon when dropping down from a greater height is now slightly slower when the
weaponbounce
CVAR ison
. - When clicking a mouse button that is bound to the
+screenshot
action, the screen will now flash and a sound will now be heard. - The console’s background will no longer be affected when entering the
vanilla
CCMD. - A fade transition is now applied after saving a game in the save game menu and the
fade
CVAR ison
. - Further improvements have been made to when the player’s view should be lowered if the
r_liquid_lowerview
CVAR ison
. - A bug has been fixed whereby the title in the automap could be positioned incorrectly in some rare instances.
- The player’s arrow will now be positioned correctly in the automap when the
am_rotate
CVAR ison
and theam_followmode
CVAR isoff
. - The following changes have been made when the
am_path
CVAR ison
:- The player’s path in the automap will now still be updated when either freeze mode or no clipping mode is enabled.
- The player’s path will now be positioned correctly in the automap when the
am_rotate
CVAR ison
and theam_followmode
CVAR isoff
. - The distance the player has traveled in the current map is now displayed in the top right corner of the automap.
- A bug has been fixed whereby the timer displayed when using the
timer
CCMD could be positioned incorrectly in some rare instances. - The size of the crosshair has been reduced when the
crosshair
CVAR iscross
and ther_detail
CVAR islow
. - The message displayed when entering the
IDMYPOS
cheat will now be visible when thefade
CVAR ison
. - The sky will now be stretched if the
weaponrecoil
CVAR ison
and ther_screensize
CVAR is8
. - Sprites in liquid sectors now bob correctly when the player is first spawned into a map and the
r_liquid_bob
CVAR ison
.
DOOM Retro v4.2.2
- Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
- The menu’s background animation is now smoother.
- Further improvements have been made to the support for REKKR.
- A bug has been fixed whereby the automap wouldn’t be updated as the player moves around while it is open.
DOOM Retro v4.2.1
- DOOM Retro is now compiled using v16.11.2 of Microsoft Visual Studio Community 2019.
- 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 framerate will no longer drop to 35 frames per second if the game is paused, or the menu or console is open.
- A slight dithered effect is now applied to fade transitions when the
fade
CVAR ison
. - A fade transition will now always be applied when exiting the help screen and the
fade
CVAR ison
. - Translucency is now applied to megaspheres when the
r_translucency
CVAR ison
. - The following changes have been made when the
r_shake_damage
CVAR is greater than0%
and god mode is enabled:- The maximum amount of time the screen will shake when the player is attacked has been reduced.
- The screen will no longer shake if the player is in a sector with special 16 (“Damage -10% or -20% health”) or 4 (“Damage -10% or -20% health and light blinks (0.5 sec.)”).
- Improvements have been made to the clipping of the bottom of sprites when in liquid and the
r_liquid_clipsprites
CVAR ison
. - A bug has been fixed whereby an action couldn’t be bound to or unbound from the ; key using the
bind
andunbind
CCMDs. - The background of the player’s face will now be positioned correctly when the
facebackcolor
CVAR is a value other than its default of5
and thevid_widescreen
CVAR ison
. - Zooming in and out of the automap is now more responsive.
- The
M_LGTTL
andM_SGTTL
lumps will now be used as the titles in the load and savegame menus if replaced in a PWAD. - Further improvements have been made to the support for Chex Quest.
- Further improvements have been made to the support for REKKR.
- A bug has been fixed whereby par times weren’t being displayed on the intermission screen in some instances.
DOOM Retro v4.2
- DOOM Retro is now compiled using v16.11.0 of Microsoft Visual Studio Community 2019.
- DOOM Retro now uses SDL v2.0.16.
- Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
- The following changes have been made to the dithered lighting cast when the
r_ditheredlighting
CVAR ison
:- The dithered lighting cast on textures is now more consistent regardless of the player’s viewing angle.
- Dithered lighting is now also cast on sprites.
- Dithered lighting is now cast when the
r_detail
CVAR islow
. - Dithered lighting is now cast on BOOM-compatible translucent wall textures if the
r_translucency
CVAR isoff
.
- The text in the console has been brought in from the left and right edges of the screen when the
vid_widescreen
CVAR ison
. - Minor changes have been made to the character set used in the console.
- Several changes have been made to text that is output to the console.
- Minor improvements have been made to the console’s autocomplete feature.
- The following changes have been made to the support for REKKR:
rekkrsa.wad
is now treated as an IWAD (that is,DOOM.WAD
will no longer be automatically loaded with it).- The correct monster and weapon names are now used in obituaries in the console when the
con_obituaries
CVAR ison
. - Sorrows and skelly bellies will now only bleed red blood.
- Gamepads will no longer vibrate when the axe is equipped and idle, and the
gp_vibrate_weapons
CVAR ison
.
- A bug has been fixed whereby any palette effects wouldn’t be restored when unpausing a game by pressing the ESC key rather than PAUSE key.
- The
alwaysrun
CVAR can now be toggled by pressing the CAPSLOCK key while on the title screen. - The fading of player messages onto and off of the screen is now smoother in some instances when the
fade
CVAR ison
. - A fade transition will now be applied when changing the
r_brightmaps
CVAR, or any CVARs that change a color, when thefade
CVAR ison
. - Corpses and dropped items will no longer perpetually slide back and forth on the floor in some rare instances.
- The maximum number of blood splats that can be spawned when a corpse slides on the floor and the
r_corpses_slide
CVAR ison
, has now been reduced. - The number of monsters killed due to infighting is now displayed by the
playerstats
CCMD. - The colors of doors in the automap that are unlocked using a keycard or skull key can now be changed using the new
am_reddoorcolor
,am_yellowdoorcolor
andam_bluedoorcolor
CVARs. These CVARs are160
by default (such that there is no apparent difference until one of them is changed), and231
when vanilla mode is enabled. - Minor improvements have been made to rendering the automap when the player has a computer area map power-up.
- The following changes have been made to the external automap when the
am_external
CVAR ison
:- When the F key is pressed to turn follow mode off, the player may now pan around the external automap as intended.
- The mouse wheel will no longer zoom in/out of the external automap, and instead only cycle through the player’s weapons.
- A bug has been fixed whereby the player’s weapon wouldn’t always be lit correctly when fired.
- A previously implemented feature that caused monsters to not be fullbright when firing and facing away from the player now works correctly.
- Spectres will now always be rendered correctly when freeze mode is on.
- More fixes have been applied to certain maps when the
r_fixmaperrors
CVAR ison
. - Minor changes have been made to the positioning of some elements in the widescreen HUD.
- Changing the
r_screensize
CVAR in the console will now also change thevid_widescreen
CVAR as necessary. - The following changes have been made when on the intermission screen:
- The
playerstats
andmapstats
CCMDs will now work. - Pressing the ENTER key while the menu or console are also open will no longer trigger the intermission screen.
- The
- The
+weapon1
to+weapon7
actions can now be bound to a mouse button using thebind
CCMD. - The effect applied when the player is in a damaging sector and the
r_shake_damage
CVAR is greater than0%
is now no longer applied when god mode is enabled. - A bug has been fixed whereby the “Damage received” stat viewed using the
playerstats
CCMD would continue to update when god mode was on. - The
toggle
CCMD now supports CVARs that accept multiple values. The value of these CVARs will increment by 1, and if their maximum value is reached, will wrap to their minimum.