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Releases: bradharding/doomretro

DOOM Retro v4.4.4

05 Feb 20:56
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  • 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 is off and the r_translucency CVAR is on:
    • 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

31 Jan 06:08
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  • 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 to paddle4 with the bind CCMD.
    • The touchpad on PS4 DualShock 4 and PS5 DualSense controllers can now be bound to an action by using touchpad with the bind 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 the bind 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 is on.
  • The player’s teleport fog is now positioned correctly when using the teleport CCMD.
  • The armortype CVAR is now set to none if the armor CVAR is set to 0 in the console.
  • The player’s health, armor or ammo will now always flash in the widescreen HUD if changed using the health, armor or ammo 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

13 Jan 21:38
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  • 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 is on by default and off 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 and gp_vibrate_weapons CVARs have been renamed joy_rumble_barrels, joy_rumble_damage and joy_rumble_weapons.
    • All other CVARs that start with gp_ now start with joy_.
    • The gamepad1 to gamepad4 parameters used by the bind CCMD have been renamed button1 to button4.
  • 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 is on.
    • The souls of former humans are now translucent when the r_translucency CVAR is on.
  • 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

07 Dec 20:57
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  • 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

02 Dec 19:33
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  • 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 renamed r_berserkeffect and is now 3 rather than 2 by default.
  • The red effect when the player is injured can now be toggled using the new r_damageeffect CVAR, which is both on 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 is on.
  • The red effect when the player is killed is now more prominent when the new r_damageeffect CVAR is on.
  • If the player is injured when the r_blood CVAR is green and the new r_damageeffect CVAR is on, 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 both on 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 both on by default and when vanilla mode is enabled. If this CVAR is off, 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 is on.
  • 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

14 Oct 21:31
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  • 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 is on, 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 both off 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 is on.
  • Rotating the automap is now smoother when the am_rotate CVAR is on.
  • 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 is green.
    • The gibs of spectres will now be red if the r_blood CVAR is red or nofuzz.
    • An obituary is now displayed in the console when the con_obituaries CVAR is on.
  • 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 is on.
  • 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 of 5 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 of 5.
  • When vanilla mode is enabled, any timer set using the timer CCMD will now be reset to 0, rather than being disabled altogether.
  • The external automap will now be displayed correctly when the vid_borderlesswindow CVAR is off.
  • 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 is on and the r_textures CVAR is off.
  • 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 was off.
  • 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 is on.

DOOM Retro v4.2.3

18 Sep 21:41
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  • 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 is on.
  • 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 is on.
  • Further improvements have been made to when the player’s view should be lowered if the r_liquid_lowerview CVAR is on.
  • 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 is on and the am_followmode CVAR is off.
  • The following changes have been made when the am_path CVAR is on:
    • 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 is on and the am_followmode CVAR is off.
    • 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 is cross and the r_detail CVAR is low.
  • The message displayed when entering the IDMYPOS cheat will now be visible when the fade CVAR is on.
  • The sky will now be stretched if the weaponrecoil CVAR is on and the r_screensize CVAR is 8.
  • Sprites in liquid sectors now bob correctly when the player is first spawned into a map and the r_liquid_bob CVAR is on.

DOOM Retro v4.2.2

02 Sep 23:26
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  • 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

31 Aug 22:07
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  • 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 is on.
  • A fade transition will now always be applied when exiting the help screen and the fade CVAR is on.
  • Translucency is now applied to megaspheres when the r_translucency CVAR is on.
  • The following changes have been made when the r_shake_damage CVAR is greater than 0% 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 is on.
  • A bug has been fixed whereby an action couldn’t be bound to or unbound from the ; key using the bind and unbind CCMDs.
  • The background of the player’s face will now be positioned correctly when the facebackcolor CVAR is a value other than its default of 5 and the vid_widescreen CVAR is on.
  • Zooming in and out of the automap is now more responsive.
  • The M_LGTTL and M_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

11 Aug 21:50
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  • 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 is on:
    • 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 is low.
    • Dithered lighting is now cast on BOOM-compatible translucent wall textures if the r_translucency CVAR is off.
  • The text in the console has been brought in from the left and right edges of the screen when the vid_widescreen CVAR is on.
  • 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 is on.
    • 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 is on.
  • 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 is on.
  • A fade transition will now be applied when changing the r_brightmaps CVAR, or any CVARs that change a color, when the fade CVAR is on.
  • 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 is on, 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 and am_bluedoorcolor CVARs. These CVARs are 160 by default (such that there is no apparent difference until one of them is changed), and 231 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 is on:
    • 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 is on.
  • 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 the vid_widescreen CVAR as necessary.
  • The following changes have been made when on the intermission screen:
    • The playerstats and mapstats CCMDs will now work.
    • Pressing the ENTER key while the menu or console are also open will no longer trigger the intermission screen.
  • The +weapon1 to +weapon7 actions can now be bound to a mouse button using the bind CCMD.
  • The effect applied when the player is in a damaging sector and the r_shake_damage CVAR is greater than 0% 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.