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DOOM Retro v1.8

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@bradharding bradharding released this 01 Aug 22:39
· 15720 commits to master since this release
  • An extensive number of optimizations have been made to improve the overall performance and stability of DOOM Retro.
  • DOOM Retro is now compiled using Microsoft Visual Studio Community 2015. Visual Studio’s runtime library is now statically linked to the binary, meaning it doesn’t need to be installed.
  • DOOM Retro now uses a prerelease version of SDL v2.0.4.
  • DOOM Retro now supports BOOM-compatible maps with the following features:
    • Deep water effects.
    • Scrolling walls, floors and ceilings.
    • Translucent walls.
    • Friction effects.
    • Custom colormaps.
    • Support for the ANIMATED lump.
    • Silent teleporters.
    • Elevators.
    • Generalized linedef types.
  • The lighting of the player’s weapon is now slightly darker and more dynamic.
  • Direct3D is now the default renderer, which does not have the flicker that occurs with the OpenGL renderer in fullscreen. As before, the renderer can be changed using the vid_scaledriver CVAR.
  • The pillarboxes and letterboxes on the screen are now cleared each frame.
  • Configuration files (with the extension *.CFG) may now be loaded through the WAD launcher.
  • If a CFG file exists in the same folder as a PWAD file with the same name, it will automatically be loaded.
  • Support has been added for maps with DeepBSP extended nodes v4 and ZDoom uncompressed normal nodes.
  • Several rendering anomalies in maps have been resolved.
  • Any flats that are missing in a map will now be rendered as sky, and a warning displayed in the console, rather than DOOM Retro exiting with an error.
  • Further improvements have been made to the support for DeHackEd lumps.
  • The translucency of the chaingun’s muzzle flash has been improved slightly.
  • The “always run” feature may now be bound to a key other than CAPSLOCK in the console by using the +alwaysrun action with the bind CCMD.
  • Movement of the player’s weapon is now interpolated to appear smoother.
  • Rather than using the standard animation, which is only updated every 125 milliseconds, a much smoother swirl effect is now applied to every liquid sector. It is on by default, and can be turned off using the r_liquid_swirl cvar.
  • The speed of liquid sectors bobbing up and down has now been doubled.
  • Things in liquid sectors no longer bob in time with each other.
  • If the blockmap of a map is invalid or not present, it will now be recreated.
  • The position of keycards and skull keys in the widescreen HUD when the player has no armor has been improved.
  • The input in the console will now be restored after viewing the input history using the key.
  • The r_playersprites cvar has now been implemented allowing the player’s weapon to be hidden.
  • Several changes have been made to the descriptions of CCMDs and CVARs when using the cmdlist and cvarlist CCMDs in the console.
  • A new mapstats CCMD has been implemented that will show the following information about the current map: map title, map author, node format, if the blockmap was recreated, total vertices, total sides, total lines, if Boom-compatible line specials are present, total sectors, total things, map size and music title.
  • The r_maxbloodsplats CVAR has been renamed to r_bloodsplats_max. Also, when it is set to 0, it will now be shown as 0 rather than off.
  • The totalbloodsplats CVAR has been renamed to r_bloodsplats_total.
  • The r_mirrorweapons CVAR has been renamed to r_mirroredweapons.
  • The mapfixes CVAR has been renamed to r_fixmaperrors.
  • The spritefixes CVAR has been renamed to r_fixspriteoffsets.
  • A bug has been fixed whereby weapons spawned at the start of a map weren’t being randomly mirrored if r_mirroredweapons was on.
  • The format of doomretro.cfg has changed considerably, and is divided into two parts: cvars and bindings.
  • Tall textures are now supported.
  • The wall texture between two liquid sectors (often an animated waterfall texture) will no longer rise and fall with those sectors.
  • The randomness of such things as mirrored corpses and the spawning of blood splats has been improved.
  • The positions of the numbers in the widescreen HUD are now improved when custom lumps are used.
  • The translucency of the elements in the widescreen HUD has been increased slightly.
  • The health, ammo and armor counts in the widescreen HUD will now flash briefly when the player picks up the corresponding items during a game.
  • The game will now exit with an error if no subsectors are present in a map.
  • Improvements have been made to the consistency by which blood splats are spawned when a monster is shot, and when a corpse slides along the floor.
  • A feature is now available that randomizes the pitch of monster sounds. It is disabled by default, and can be enabled using the s_randompitch CVAR.
  • If a PWAD is loaded, the window caption will now be changed to its filename while no map is loaded.
  • A bug has now been fixed whereby the operation of the mousewheel to select the previous/next weapon was reversed, and would no longer work at all if the user attempted to change it using the bind CCMD.
  • The console now opens and closes slightly faster.
  • The background of the console now has a slight diagonal pattern, and a drop shadow.
  • The scrollbar track and dividers in the console are now translucent.
  • If a PWAD is loaded that uses a custom character set, the color of the player messages in the console will now reflect the color of those characters.
  • Widescreen mode will now be enabled or disabled correctly when setting the vid_widescreen CVAR.
  • The contents of the window now updates dynamically as it is being resized.
  • A bug has been fixed whereby the screen size couldn’t be adjusted in the options menu when not in a game.
  • The mouse pointer is now released while the console is open.
  • The window caption will no longer be reset to “DOOM RETRO” when the graphics subsystem is restarted by entering certain cvars in the console.
  • The blink rate of the text caret in the console is now the same speed as the Windows setting.
  • The window is no longer reset to a 4:3 aspect ratio at startup.
  • The position of the window is now restored correctly at startup, and when switching from fullscreen mode, if using multiple displays.
  • The minimum size that the window can be resized to is now 320×240.
  • The console is now closed when pressing the close button in the window’s title bar.
  • If a masked texture is used on a one-sided line, the transparent parts will now be displayed as black rather than randomly-colored pixels. Code by Fabian Greffrath.
  • Autocomplete and input history are now reset if a character is deleted in the console.
  • The output in the console is now correct when the music and SFX volumes are changed in the menu.
  • The graphics subsystem will now be reset when the vid_display CVAR is changed in the console, so displays can now be switched during a game.
  • If the vid_display CVAR is found to be invalid at startup, it will no longer be restored to its default, in case the display it points to happens to be off. Instead, a warning will be displayed in the console, and display 1 will be used.
  • An acronym for the screen resolution, and the correct aspect ratio, will now be displayed in the console at startup.
  • Whether Windows is 32 or 64-bits will now be displayed in the console at startup.
  • A small amount of ammo is now given to the player when using the give backpack CCMD, to be consistent with what the player is given when picking up a backpack during a game.
  • A bug has been fixed whereby an additional character could be entered into a cheat sequence in some instances.
  • The use of a TiMidity configuration file is now displayed in the console at startup.
  • MAP05C and MAP16C in Back To Saturn X Episode 2 may now be loaded using the map CCMD.
  • Monsters will no longer be alerted when the player makes a noise while “No Target” mode is on using the notarget CCMD.
  • The s_maxslicetime CVAR has been removed.
  • Since it produces the same result as using linear, the anisotropic value for the vid_scalefilter CVAR has been removed.
  • A bug has been fixed whereby the kill CCMD wasn’t killing the player when they had armor.
  • A bug has been fixed whereby pressing the media keys on some keyboards would cause the player to change weapons.
  • The showitems, showkills, showmapped and showsecrets CCMDs, as well as the maptime CVAR, have all been combined into one playerstats CCMD.
  • The com_showfps CVAR has been renamed to vid_showfps.
  • The com_showmemoryusage CVAR has been removed.
  • The r_liquid_animatedheight CVAR has been renamed to r_liquid_bob.
  • A bug has been fixed whereby bobbing items could be pushed below liquid sectors in some instances.
  • Text entered into the console can now be selected, with the following keyboard shortcuts being implemented:
    • SHIFT + : Select the character to the left of the text caret.
    • SHIFT + : Select the character to the right of the text caret.
    • CTRL + A: Select all of the text.
    • CTRL + C: Copy the currently selected text to the clipboard.
    • CTRL + V: Paste text from the clipboard.
    • CTRL + X: Cut the currently selected text to the clipboard.
    • CTRL + Z: Undo the last change that was made to the text.
  • A bug has been fixed whereby no evil grin would be displayed in the status bar when the player picked up a new weapon.
  • warp can now be used as an alternative to the map CCMD.
  • A feature has been implemented that causes corpses to be moved slightly if a monster walks over them. It is enabled by default, and may be disabled using the r_corpses_nudge CVAR.
  • A bug has been fixed whereby monsters would sometimes fall off tall ledges.
  • Friction in liquid is now only reduced for corpses.
  • Active crushers will now be active again when loading a savegame.
  • Improvements have been made to the player using a switch, lift or door if very close to another.
  • The display of the value of the r_lowpixelsize CVAR in the console has been fixed.
  • There is no longer any blue or green blood or blood splats in Freedoom.
  • A bug has been fixed whereby no maps were listed by the maplist CCMD in Freedoom.
  • Blues are now emphasized better in translucent sprites.
  • The console now automatically closes when using the map CCMD or the idclev cheat.
  • The HOM inidicator is now paused while the console is open.
  • A bug has been fixed whereby warnings weren't being displayed in the console.
  • The WINDOWS key is now only disabled during a game, and not while the game is in a menu, paused, in the console, or on the title screen.