Releases: bradharding/doomretro
Releases · bradharding/doomretro
DOOM Retro v2.4.4
- A bug has been fixed whereby a crash would often occur when the player died and the
vid_widescreen
CVAR wasoff
. - The value of the
r_messagescale
CVAR is now displayed correctly indoomretro.cfg
. - Over 200 additional map-specific fixes, enabled using the
r_fixmaperrors
CVAR, have been applied to maps indoom.wad
.
DOOM Retro v2.4.3
- Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
- The ENTER key may now be used as an alternative to the Y key when responding to messages requiring a yes/no answer.
- When the player dies, the amount of health displayed in the widescreen HUD will no longer always be zero. It will instead often be a negative number to indicate how much damage was inflicted upon the player in order to kill them.
- A bug has been fixed whereby the
ammo
andarmor
CVARs could be set to negative values and cause a crash. - Animated decorations will no longer shift back and forth in the final release of Back To Saturn X E1: Get Out Of My Stations or if the Minor Sprite Fixing Project v1.8 is loaded.
- The message displayed when the player tries to open a locked door when they don’t have the required key now always distinguishes between keycards and skull keys.
- An
r_messagescale
CVAR has been implemented to allow the scale of messages to be changed betweenbig
andsmall
. It isbig
by default. - The messages displayed in the alternate widescreen HUD now use the same font that is used in the console.
- The player’s path in the automap is now disabled when vanilla mode is enabled.
- An additional 300 map-specific fixes, enabled using the
r_fixmaperrors
CVAR, have been applied to maps in bothdoom.wad
anddoom2.wad
. - The following bugs from Vanilla DOOM have been fixed:
- Missiles no longer explode when impacting with the sky in some instances.
- Lost souls will no longer slowly drift backwards when attacked while charging.
- Lost souls will no longer forget their target immediately after attacking them.
- When using the
kill
CCMD to kill all monsters, all missiles fired by those monsters will now explode at the same time. Also, amissiles
parameter may now be used to only explode the missiles. ccmdlist
can now be used as an alternative to thecmdlist
CCMD, andexplode
as an alternative to thekill
CCMD.- The
idclev
cheat may now be used in the console while no map is loaded. - The maximum value the
r_screensize
CVAR can be set to is now7
rather than8
. Setting the CVAR to8
previously had no effect. - The player can no longer trigger secrets when in freeze mode.
DOOM Retro v2.4.2
- DOOM Retro is now compiled using Microsoft Visual Studio Community 2017.
- Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
- The Fortress Of Mystery is now shown on the intermission screen for the remainder of the episode when the player finds the secret exit to E2M9 in
doom.wad
. - The music volume is now set correctly at startup.
- Greater precision is now possible when changing the SFX or music volume through the options menu.
- A bug has been fixed whereby some player stats saved in
doomretro.cfg
could become corrupted in some instances. - A PWAD whose header is incorrectly marked as an IWAD can now be opened using the WAD launcher provided a valid IWAD is selected with it.
- Minor changes have been made to text that is output to the console.
- A bug has been fixed whereby it was possible for some controls to be bound twice to the same action in
doomretro.cfg
.
DOOM Retro v2.4.1
- Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
- The following changes have been made to accommodate for the release of Back To Saturn X E1: Get Out Of My Stations v1.0:
- Teleports are no longer treated as liquid.
- If only
btsx_e1a.wad
is opened using the WAD launcher, thenbtsx_e1b.wad
is automatically opened as well, and vice-versa.
- The header of WADs specified on the command-line using the
-file
parameter will no longer be checked. - A bug has been fixed whereby the super shotgun would appear entirely translucent when the player fired it.
DOOM Retro v2.4
- Extensive optimizations have been made to further improve the overall performance and stability of DOOM Retro, particularly when rendering blood splats and shadows.
- Improvements have been made to DOOM Retro’s renderer.
- Optimizations have been made to the size of savegames and therefore those created using previous versions of DOOM Retro are not compatible with this version.
doomretro.exe
is now compressed using UPX (Ultimate Packer for eXecutables) v3.93.- Maps built using a new node/blockmap builder called ZokumBSP are now supported.
- The filename of a WAD may now be entered manually in the WAD launcher without its “.WAD” extension.
- A “vanilla mode” may now be toggled on or off using the new
vanilla
CCMD. Enabling this mode will disable several features to make DOOM Retro look as close to Vanilla DOOM as possible. Any further changes to CVARs in the console won’t be saved while this mode is enabled. When this mode is then disabled, or the player quits DOOM Retro altogether, all CVARs will be restored to their values prior to enabling this mode. - A bug has been fixed whereby sectors would be incorrectly identified as liquid when loading a savegame in some rare instances.
- The palette effects from the berserk and radiation shielding suit power-ups are now retained after changing a CVAR in the console starting with
vid_
that resets the video subsystem. - The radiation shielding suit power-up is now closer to the ground.
- The “pile of skulls and candles” decoration now spawns with blood splats at its base when the
r_corpses_moreblood
CVAR ison
. - Changing the
r_translucency
CVAR will now immediately affect blood splats. - Minor changes have been made to text that is output to the console.
- A compatibility fix has been implemented that disables the translucency of the player’s weapons in Ancient Aliens.
- Further improvements have been made to the support of
DEHACKED
andMAPINFO
lumps. - The
alwaysrun
CVAR will no longer be reset tooff
at startup. - A bug has been fixed whereby single quotes couldn’t be used in the control parameter when entering the
bind
CCMD in the console. - All textures can now be toggled off using the new
r_textures
CVAR. - The following improvements have been made to “freeze mode”, enabled using the
freeze
CCMD:- All moving floors and ceilings, as well as scrolling textures, are now disabled.
- Doors and switches can no longer be used by the player.
- “No clipping mode” is also enabled.
- Liquid sectors that are off of the screen when this mode is enabled are now drawn correctly.
- The
r_dither
CVAR is nowoff
by default. - The
vid_scalefilter
CVAR is now"nearest"
by default. - A bug has been fixed whereby some MP3 music lumps would either play incorrectly or not at all.
- The following improvements have been made to the
mapstats
CCMD:- The format of the currently playing music lump (
MIDI (converted from MUS)
,MIDI
,Ogg Vorbis
,MP3
,WAV
,FLAC
orMOD
) is now displayed. - The overall height of the map is now also displayed in the map’s dimensions.
- The dimensions of the current map are now displayed in feet/miles or meters/kilometers as specified by the
units
CVAR. - Whether the map is “limit removing” is now indicated.
- The format of the currently playing music lump (
- Objects no longer bob up and down when underwater.
- If a PWAD contains a sound lump called
DSSECRET
, it will now be played along with a message when the player finds a secret area. - A
regenhealth
CCMD has been implemented that toggles the ability of the player’s health to regenerate at a rate of 1% per second when it drops below 100%. - A bug has been fixed whereby projectiles fired to or from a monster or the player standing in liquid were still being lowered when the
r_liquid_clipsprites
orr_liquid_lowerview
CVARs wereoff
. - Grammatical errors have been fixed in the obituaries displayed in the console if the
playername
CVAR was changed from its default. - The
vid_capfps
CVAR will now be saved correctly indoomretro.cfg
. - Entering cheats will no longer interfere with moving the player in HacX: Twitch ’n Kill.
- The bob of the player’s weapon will no longer become stuck when the
centerweapon
CVAR isoff
in some instances. - The bob of the chainsaw is now as smooth as the other weapons when the player moves.
BIGDOOR7
,FIRBLU1
andSKY1
textures are now displayed correctly.- The
vid_motionblur
CVAR now accepts a value between0%
and100%
, rather than juston
oroff
. It is0%
by default. - An
r_skycolor
CVAR has been implemented that allows the player to override the current map’s sky texture and use a solid color for the sky instead. It isnone
by default, and also accepts a value between0
and255
. - A bug present in Vanilla DOOM has been fixed whereby if the player stood between two damaging sectors at different heights, they wouldn’t be damaged.
- The
wad
CVAR is now reset wheneverreset iwadfolder
orresetall
are used in the console. - There is no longer any delay with the player’s face updating in the status bar upon loading a savegame or progressing to the next map.
- Vanilla DOOM’s “status bar face hysterisis” bug is now fixed.
- Blood splats will now be immediately removed from the current map if either the
r_blood
CVAR is changed tonone
, or ther_bloodsplats_max
CVAR is changed to0
. - A
vid_pillarboxes
CVAR has been implemented that toggles using the pillarboxes on either side of the screen for palette effects. It isoff
by default. - A bug has been fixed whereby the individual monster stats in the
playerstats
CCMD would be recalculated incorrectly when an arch-vile resurrected another monster. - Fixes have been applied to three locked doors in E2M2 and E2M6 of
doom.wad
so that monsters can’t open them from the other side.
DOOM Retro v2.3.9
- Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
- A bug has been fixed whereby multiple files couldn’t be loaded using DOOM Retro’s WAD launcher.
- Improvements have been made to translucent wall textures when the
r_dither
CVAR ison
. - Savegames no longer become corrupted in some instances. Consequently, savegames created using previous versions of DOOM Retro are not compatible with this version.
DOOM Retro v2.3.8
- Optimizations have been made to further improve the overall performance and stability of DOOM Retro, particularly in the handling of large numbers of blood splats.
- DOOM Retro’s splash screen has been redesigned.
- Minor changes have been made to text that is output to the console.
- The CVARs in
doomretro.cfg
will no longer be reset if DOOM Retro quits with an error during startup in some rare instances. - A bug has been fixed whereby in some rare instances objects would get suspended in midair when the sector they were on lowered.
- The last WAD to be opened now prepopulates the
File name
field in DOOM Retro’s WAD launcher. - The
r_shakescreen
CVAR has been renamed tor_shake_damage
and is now50%
by default. - The screen will now shake when the player is near enough to an exploding barrel. This feature may be disabled using the new
r_shake_barrels
CVAR. - The following changes have been made to the
vid_showfps
CVAR:- When both the
vid_showfps
andvid_vsync
CVARs areon
, the frames per second displayed will be red if less than the display’s refresh rate. - If the frames per second drops too low, a warning will now be displayed in the console.
- If the CVAR is disabled in the console, the minimum and maximum FPS since the CVAR was enabled will now be displayed.
- When both the
- An
exec
CCMD has been implemented that allows a series of commands stored in a file to be executed at once as if they had been typed in the console individually. - Textures that have patches with negative offsets (such as
TEKWALL1
andSTEP2
) now appear correctly. - A bug has been fixed whereby monsters would continue to fire at the player’s corpse after killing them in some instances.
- When the
r_dither
CVAR ison
, multiple translucent wall textures are now visible through each other. - Further improvements have been made to the support of
DEHACKED
lumps. - Aliases can now be created using the new
alias
CCMD. These aliases can be entered into the console to execute a string of commands, and are saved indoomretro.cfg
. - Small amounts of damage to the player are now more evident.
- The total amount of ammo, armor and health picked up in the current map that is displayed by the
playerstats
CCMD is now correctly reset when the map changes. - The
map
CCMD now has arandom
parameter that will warp the player to a random map. - All sky textures with a height other than 128 pixels will now be ignored if specified in a
MAPINFO
lump. - A
freeze
CCMD has been implemented that toggles freezing of gameplay while still allowing the player to move around. - A bug has been fixed whereby the , key couldn’t be bound nor unbound in the console.
- The bound controls displayed by the
bindlist
CCMD are now enumerated correctly.
DOOM Retro v2.3.7
- 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 message is now displayed when using the
IDCLEVxy
cheat in the console. - The average frames per second will no longer be shown when the
vid_showfps
CVAR ison
and the game is paused or the menu is open. - The lumps in
doomretro.wad
that are used for the alternate HUD can now be replaced by lumps in a PWAD. - When the
r_shadows
CVAR ison
and thevid_capfps
CVAR is a value other than35
, the shadows of monsters are now interpolated along with the movement of the monsters themselves. - The BFG Edition of
doom2.wad
will now be identified as an IWAD in the console, even though it has been incorrectly marked as a PWAD. - The number of barrels exploded is now displayed when using the
playerstats
CCMD. - The number of monsters, pickups and decorations, as well as the number of liquid and damaging sectors, are now displayed when using the
mapstats
CCMD. - The choice of colors used in the numerous translucent effects in DOOM Retro has been improved.
- BOOM-compatible translucent wall textures are now drawn using a dithering effect. This can be disabled using the new
r_dither
CVAR. - Instead of being set to the currently selected item in the corresponding menu, the
episode
,expansion
,savegame
andskilllevel
CVARs are now set to read-only strings of the episode, expansion, savegame and skill level for the current game. - The player’s path in the automap, enabled using the
am_path
CVAR, will no longer be recorded while the player is in “no clipping mode”. - Corpses will no longer perpetually shift back and forth over sector boundaries with small height differences.
- The effect of changing the
r_brightmaps
CVAR fromoff
toon
is now immediate, and doesn’t require DOOM Retro to be restarted. - A bug has been fixed whereby the brightmap of the
SW1STON2
andSW2STON2
switch textures wouldn’t be applied correctly in DOOM but would in DOOM II. - The following changes have been made to the
spawn
CCMD:- A crash will no longer occur when trying to spawn certain decorations and pickups that don’t exist in DOOM but do in DOOM II.
- Hanging decorations are now spawned on the ceiling.
- Things will now be in the same state they would be if they were spawned when the map started.
- The “floating skull rock” decoration now casts a shadow when the
r_shadow
CVAR ison
. - A crash will no longer occur when using the
give
CCMD to try to give the player the plasma rifle, BFG-9000 or cells in DOOM Shareware, or the super shotgun in DOOM. - A bug has been fixed whereby when the
s_randommusic
CVAR wason
, random music would attempt to start playing at the start of a map but then stop, and the game would become almost completely unresponsive. - When the
s_randommusic
CVAR ison
, the random music chosen at the start of a map will now loop rather than different music starting to play after the first finishes.
DOOM Retro v2.3.6
- DOOM Retro is now compiled using Microsoft Visual Studio Community 2017 RC.
- Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
- Changes have been made to the format of savegames and so are not compatible with previous versions of DOOM Retro.
- Minor changes have been made to text that is output to the console.
- A bug has been fixed whereby if the framerate was capped to a value less the display’s refresh rate by using the
vid_capfps
CVAR, it couldn’t be uncapped while thevid_vsync
CVAR wason
or without restarting DOOM Retro. - The effect enabled using the
r_shakescreen
CVAR requires hardware acceleration. If thevid_scaleapi
CVAR is"software"
, the screen will no longer momentarily freeze when the player is attacked and ther_shakescreen
is not0%
. - A warning will now be displayed in the console, and DOOM Retro will default to nearest-neighbor interpolation, if the
vid_scaleapi
CVAR is"software"
and thevid_scalefilter
CVAR is anything other than"nearest"
. - The wrong map title is no longer displayed for MAP31 and MAP32 in some PWADs when using the BFG Edition of
doom2.wad
. - A bug has been fixed whereby the
MAPINFO
lump in a PWAD could be parsed incorrectly and cause the wrong music to be played in a map. - Music will now be paused if either the menu or console is open and the window loses focus.
- A crash will no longer occur when trying to spawn a spider mastermind using the
spawn
CCMD in DOOM Shareware.
DOOM Retro v2.3.5
- 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 console is automatically opened at startup when
-devparm
is specified on the command-line. - If the
vid_scaleapi
CVAR is"opengl"
and the version of the available OpenGL API is less than v2.1, then it will be changed to"direct3d"
instead. - If
-cdrom
is specified on the command-line and ther_diskicon
CVAR ison
, theSTCDROM
lump will be used instead of theSTDISK
lump. - The size of the grid in the automap can now be changed using the
am_gridsize
CVAR. It is128x128
by default. - The last menu item to be selected is now remembered when using the F2, F3 or F4 keys to display a menu.
- Further improvements have been made to make sure objects are lit correctly in all instances.
- The music volume is now properly set at startup.
- The console now opens and closes at a consistent speed, slowing down as it is almost completely opened.
- The title of the currently playing music track, as well as the number of secret sectors, are now displayed in the output of the
mapstats
CCMD.