Releases: bradharding/doomretro
Releases · bradharding/doomretro
DOOM Retro v2.3.4
- 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 now opens and closes faster.
- The game will no longer crash when opening the console on the title screen and using the mouse wheel to scroll upwards.
- Instead of toggling capping of the framerate at 35 FPS, the value of the
vid_capfps
CVAR is now the actual frames per second at which the framerate will be capped. It can beoff
, or between35
and1,000
FPS, and is200
FPS by default. All interpolation is automatically disabled when this CVAR is set to35
FPS. This CVAR has no effect if it is set to a value greater than the display’s refresh rate and thevid_vsync
CVAR ison
. - Vertical sync with the display’s refresh rate now works correctly when the
vid_vsync
CVAR ison
and thevid_scaleapi
CVAR is"opengl"
. - The
vid_scaleapi
CVAR is now"opengl"
by default. - The
vid_scalefilter
CVAR is now"nearest_linear"
by default. - The
vid_vsync
CVAR is nowon
by default. - The following improvements have been made to HacX: Twitch ’n Kill support:
hacx.wad
will now be identified correctly when it is loaded using the-iwad
command-line parameter.- The health bar in the alternate HUD is now displayed correctly when the player’s health is greater than 200.
- Using the A key to strafe left now works.
- Windows are no longer shattered when using
kill all
in the console.
- The music will now be stopped if DOOM Retro crashes.
- A bug has been fixed whereby the music volume and sound effects volume were set incorrectly at startup in some instances.
- The text carets in both the save game menu and the console will no longer be displayed, and the skull in the menu will no longer animate, while the window doesn’t have focus.
- Objects will no longer be lit incorrectly in some rare instances.
- A bug has been fixed whereby certain secrets wouldn’t be counted in some BOOM-compatible maps.
- Sectors with multiple effects in some BOOM-compatible maps will now behave correctly.
- The weapon keys 1 to 7 will no longer momentarily fail to work after entering an invalid parameter for the
IDMUSxy
cheat.
DOOM Retro v2.3.3
- Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
- The limited MIDI support in Windows Vista and above has now been overcome, allowing the music volume to be adjusted independently of the sound effects volume. To allow this to happen, an additional file called
midiproc.exe
is now included and needs to remain in the same folder asdoomretro.exe
. - The
s_musicvolume
CVAR is now66%
by default. - The
r_diskicon
CVAR is nowoff
by default. - Minor changes have been made to text that is output to the console.
- The console will now fill the entire screen when opened using the ~ key on the title screen.
- The scrollbar in the console is now hidden if all the text in the console fits entirely on the screen.
- The extreme edges of both the menu and console backgrounds have been softened slightly.
- DOOM Retro’s title and version in the console are now white.
- A bug has been fixed whereby using the
map
CCMD when no game was being played would cause a crash. - The player will now be thrust away with the correct amount of force when attacked by an Arch-vile, or within the blast radius of a rocket or barrel explosion.
- A time limit for each map can now be set using the
-timer
command-line parameter.
DOOM Retro v2.3.2
- DOOM Retro now uses version 2.0.5 of the SDL (Simple DirectMedia Layer) library.
- Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
- Both DOOM Retro’s icon and splash screen have been redesigned.
- A bug has been fixed whereby the initialization of DirectInput gamepads was not being displayed in the console at startup.
- The directional pad on DirectInput gamepads now works correctly and won’t interfere with the other buttons.
- Invalid characters are no longer displayed in the console or the resulting text file of the
condump
CCMD. - “™”, “©” and “®” characters can now be displayed in the console.
- Minor changes have been made to text that is output to the console.
- The palette will no longer inadvertently change when exiting the menu in some rare instances.
- The
con_obituaries
CVAR, which enables obituaries in the console, is nowon
by default. - Obituaries are now displayed correctly for monsters killed by a barrel exploding.
- An obituary is no longer displayed when using
kill player
in the console. - A bug has been fixed whereby trying to change the
gp_deadzone_left
CVAR would in some instances change thegp_deadzone_right
CVAR instead. - All sprites, including the player’s weapon, will now be lit correctly when in a sector whose light level has been transfered from another sector. (An example of this is directly beyond the first door in MAP01 of Sunlust.)
- The following improvements have been made to HacX: Twitch ’n Kill support:
- The arms background in the status bar is now positioned correctly.
- There are no longer any green or blue blood splats.
- Obituaries are no longer displayed.
- The individual monster kill stats displayed using the
playerstats
CCMD are no longer incremented in either HacX: Twitch ’n Kill or Chex Quest. - Support has been added for Chex Quest 2: Flemoids Take Chextropolis.
- A bug has been fixed whereby when the player tried opening a locked door that required all six keys, the message displayed would indicate that only three keys were required.
- The external automap enabled using the
am_external
CVAR will now be recreated successfully when changing another CVAR that causes the graphics subsystem to be restarted. - The
vid_motionblur
CVAR now has a value of eitheron
oroff
rather than a percentage, and isoff
by default. The motion blur effect it enables now better matches the player’s turning speed regardless of the control method used. - The additional motion blur effect applied when the player is injured and the
r_shakescreen
CVAR ison
will now only be applied when thevid_motionblur
CVAR is alsoon
. - The
gp_vibrate
CVAR that toggles the vibration of XInput gamepads has now been replaced by two CVARs:gp_vibrate_damage
for the amount of vibration when the player is damaged, andgp_vibrate_weapons
for the amount of vibration when the player fires their weapon. Both accept a value between0%
and200%
and are100%
by default. - Gamepad buttons can now be bound to the
+back
,+forward
,+left
,+right
,+strafe
,+strafeleft
and+straferight
actions. - Bound controls are now saved in the correct order in
doomretro.cfg
. - “(BFG Edition)” is no longer added to the end of the window’s caption when playing a PWAD with the DOOM II: Hell On Earth (BFG Edition) IWAD.
- A bug has been fixed whereby the window’s position wouldn’t be correctly restored at startup.
- A texture has been corrected in MAP18 of
doom2.wad
. - Follow mode can no longer be disabled while the
am_external
CVAR ison
. - When using an automap function while the
am_external
CVAR ison
, its message is now shown on the external automap rather than the main display. - Pressing a gamepad button bound to the
+clearmark
,+followmode
,+grid
,+mark
,+maxzoom
or+rotatemode
actions now works as intended in the automap. - The
vid_scaleapi
andvid_widescreen
CVARs will now be reset correctly when using either thereset
orresetall
CCMDs.
DOOM Retro v2.3.1
- The correct value of the
ammo
CVAR is now displayed when the player has their fists or chainsaw selected. - A bug has been fixed whereby lost souls wouldn’t be fullbright at certain angles.
- A previously implemented feature that caused monsters not to be fullbright when firing and facing away from the player now works correctly.
- Minor changes have been made to text that is output to the console.
- A confirmation message is now displayed when using the
resetall
CCMD. - If an invalid map marker is encountered in a PWAD’s
MAPINFO
lump, a warning will now be displayed and DOOM Retro will continue to parse the lump rather than exiting with an error. - The game will no longer crash when trying to spawn a cyberdemon using the
spawn
CCMD in DOOM Shareware. - An error is now displayed in the console when a monster can’t be spawned using the
spawn
CCMD. - A bug has been fixed whereby the player’s death sound wasn’t being played when they died.
- Blood splats are no longer spawned around corpse decorations that are in a liquid sector.
DOOM Retro v2.3
- 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.
- Motion blur when the player turns quickly can now be enabled by setting the new
vid_motionblur
CVAR to a value greater than its default of0%
. - The
am_xhaircolor
CVAR has been renamed toam_crosshaircolor
. - The
vid_scaledriver
CVAR has been renamed tovid_scaleapi
. - The default of the
vid_scaleapi
CVAR is no longer""
. When DOOM Retro is run for the first time, the best available API is chosen, changing this CVAR to"direct3d"
,"opengl"
or"software"
. - A bug has been fixed whereby some CVARs weren’t being reset to their correct values, or at all, when using either the
reset
orresetall
CCMDs. - Entering
reset all
in the console will now work the same as entering theresetall
CCMD. - Toggling “always run” using the CAPSLOCK key while in the console will no longer inadvertently affect player messages from appearing.
- Many minor changes have been made to text that is output to the console.
- A new
-nomapinfo
command-line parameter has been implemented that will stop anyMAPINFO
lumps from being parsed in PWADs at startup. - If there is a
MAPINFO
lump present innerve.wad
that contains invalid map markers, the PWAD will no longer exit with an error, and a warning will be displayed in the console instead. - The SHIFT key will now be ignored when pressing Y or N in response to a centered message.
- A bug has been fixed whereby no value would be displayed when entering the
r_hud
CVAR in the console without a value. - When entering a CVAR in the console without a value, the CVAR’s description, current value and default value will now be displayed.
- The shadows of cyberdemons have been raised slightly.
- The values of CVARs in
doomretro.cfg
now have thousands delimiters. - Thousands delimiters may now be used when entering values of CVARs in the console.
- Monster spawners are now disabled when using
kill all
in the console. - All automap controls (pressing the G key to toggle the grid for instance) may now be used when there’s an external automap, provided they don’t conflict with any other controls.
- A bug has been fixed whereby certain items wouldn’t teleport in some rare instances. (An example of this is one of the yellow skull keys in MAP23 of Going Down.)
- Lost souls spawned by pain elementals now move towards their target in their attack frame.
- The
playerstats
CCMD now displays 8 additional stats:- the number of maps completed,
- the distance traveled (where 1 foot equals 16 map units),
- the amount of ammo picked up (divided into bullets, cells, rockets and shells),
- the amount of armor picked up, and
- the amount of health picked up.
- The units used to display the new “Distance traveled” stat in the
playerstats
CCMD can be changed fromfeet
/miles
tometres
/kilometres
by changing the newunits
CVAR from its default ofimperial
tometric
. - The effects of changing the
r_translucency
CVAR will now be immediate in the HUD. - When the
r_translucency
CVAR isoff
, the console and the alternate HUD will now no longer be translucent. - The alternate HUD is now enabled by default.
- A texture has been corrected in MAP13 of
doom2.wad
. - The player’s path may now be displayed in the automap by enabling the new
am_path
CVAR. It isoff
by default. - The color of the player’s path may be changed using the new
am_pathcolor
CVAR. It is95
(a light gray) by default. - The console is now automatically closed when the
spawn
CCMD is used. - Spaces are now allowed in the
playername
CVAR. - The
playername
CVAR is now changed back to its default of"you"
if it is changed to an empty string. - The values of the
r_detail
CVAR are now displayed correctly in the output of thecvarlist
CCMD. - The
+use
and+fire
actions will now respawn a dead player when in the automap. - A bug has been fixed that stopped some string CVARs from being able to be changed in the console.
- The digits in the status bar are no longer lowered by 1 pixel in Back to Saturn X E1: Get Out Of My Stations and Back to Saturn X E2: Tower in the Fountain of Sparks.
- The “Cheated” stat in the
playerstats
CCMD now increases when using some CCMDs and command-line parameters that would be considered cheating. - The console is now automatically closed when the
ammo
,armor
andhealth
CVARs are changed. - If the
health
CVAR is changed to a smaller value, the effects of the damage to the player will now be shown. - If the
ammo
,armor
andhealth
CVARs are changed to a larger value, the screen will now flash. - The player will now be resurrected if the
health
CVAR is changed in the console when they are dead. - There is now a read-only
version
CVAR that may be used to determine which version of DOOM Retro created adoomretro.cfg
file. - The super shotgun will now be displayed correctly when fired in Ancient Aliens.
- The default gamepad sensitivity (set using the
gp_senstivity
CVAR) has been increased from48
to64
. - The
+forward2
,+back2
,+strafeleft2
,+straferight2
and+use2
actions have been removed. The controls that were bound to these actions are now bound to+forward
,+back
,+strafeleft
,+straferight
and+use
, respectively. - The right thumbstick on gamepads is now bound to the
+use
action and may be pressed as an alternative to the A button to open doors, use switches, etc. - A bug has been fixed whereby certain player stats were being reset to
0
at startup. - The effects of the
IDDT
cheat are now removed from the automap when the player changes levels. - The shaking of the screen when the player is injured and the
r_shakescreen
CVAR ison
has been improved slightly. - A bug has been fixed whereby firing the chaingun would increase the “Shots Fired” stat by 1, but would increase the “Shots Hit” stat by 2 if the shot successfully hit a monster.
- If the player has the invulnerability power-up when using
kill player
in the console, the inverted screen effect will now be removed. - The map title in the automap is now positioned better when using a taller character set from a PWAD (such as Ancient Aliens).
- The folder where savegames are saved and loaded can now be specified using the
-savedir
command-line parameter. - The suicide bombers in Valiant will now explode as intended.
- If a
TITLEPIC
lump exists in a PWAD, and there is noCREDIT
lump to accompany it, then theCREDIT
lump in the IWAD won’t be displayed during the title sequence.
DOOM Retro v2.2.5
- Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
- The shadows of mancubi have been raised slightly.
- The
resetall
CCMD will no longer cause a crash when used while not in a game. - A warning will now be displayed in the console if gamepad initialization fails.
- A bug has been fixed whereby the
vid_scalefilter
CVAR would default to"nearest_linear"
rather than"nearest"
if invalid. - If the initialization of music fails at startup, a warning will be displayed in the console and startup will continue with music disabled, rather than DOOM Retro quitting with an error.
- The
playername
CVAR can now be set to""
in the console. - The armor bar in the alternate HUD now aligns exactly with the health bar below it.
- The
–respawn
command-line parameter will now work correctly. - Minor changes have been made to some of the output in the console.
- The correct
INTERPIC
lump will now be displayed if replaced in a PWAD and using DOOM II: Hell On Earth (BFG Edition). - When using
kill player
in the console, the player will no longer turn to face their last attacker. - A
respawnitems
CCMD has been implemented that allows most items to be respawned 30 seconds after the player picks them up, replicating what happens in DOOM multiplayer. - The contents of
doomretro.cfg
have been rearranged slightly and commented.
DOOM Retro v2.2.4
- Blood splats and shadows are now drawn at greater distances.
- Minor changes have been made to some elements of the console.
- A bug has been fixed whereby the screen’s colors may appear wrong in some rare instances.
- If in low detail mode, and the
r_lowpixelsize
has been changed from its default, the view border will no longer be affected at smaller screen sizes. - A
reset
CCMD has been implemented which will reset a CVAR to its default value. - A
resetall
CCMD has been implemented which will reset all CVARs to their default values. - A
bindlist
CCMD has been implemented which will list all the bound controls. Previously, entering thebind
CCMD without any parameters would do this. - The individual monster kills displayed using the
playerstats
CCMD will no longer sometimes become corrupted when an Arch-vile resurrects one. - If DOOM Retro fails to launch for some reason, a more descriptive error will now be displayed.
- A bug has been fixed whereby changing the
vid_scalefilter
CVAR tonearest_linear
in the console could fail in some instances. - The floor texture of sector 103 in MAP04 of
plutonia.wad
has been fixed. - A bug has been fixed whereby rocket launcher frames would be shown when firing the Photonzooka in HacX: Twitch ’n Kill.
- The text caret’s animation now resets each time the console is open, and is hidden when the console closes.
DOOM Retro v2.2.3
- DOOM Retro is now completely portable. The configuration file,
doomretro.cfg
, is now saved in the same folder as the executable, savegames are saved in asavegames\
folder and screenshots are saved in ascreenshots\
folder. - Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
- Minor changes have been made to some of the text in the console.
- The width of any selected text is now accounted for when inputting text in the console.
- The number of available displays are now rechecked before creating an external automap if the
am_external
CVAR is enabled through the console. - An
RMAPINFO
lump will now be used if present in preference to aMAPINFO
lump to avoid conflicts with other DOOM source ports. - The keyboard shortcuts SHIFT + HOME and SHIFT + END are now allowed in the console to select all text to the left and right of the caret.
- The
r_berserkintensity
CVAR now accepts a value between0
and8
inclusive instead of a percentage. It has a default of2
. - The
expansion
CVAR is no longer changed ifnerve.wad
is automatically loaded. - The player’s view will no longer jump slightly when dead and their corpse is sliding down stairs.
- A
teleport
CCMD has been implemented that allows the player to be teleported to another location in the current map. - Fuzzy shadows are now applied to any thing whose
SHADOW
bit has been set in aDEHACKED
lump. - The map number in the console and automap is now shown in the format
E2Mxy
in Back To Saturn X E2: Tower In The Fountain Of Sparks. - The
r_bloodsplats_total
CVAR is now calculated correctly once it reachesr_bloodsplats_max
. - A bug has been fixed whereby palette effects from power-ups would remain on the screen after ending a game from the options menu in some instances.
- The value of
r_lowpixelsize
will no longer affect the display of the title screen when the menu is open. - The F5 key can no longer be used to change the graphic detail when the automap is open.
DOOM Retro v2.2.2
- One IWAD or PWAD may now be specified on the command-line without the need for the
–iwad
or–file
command-line parameters. - Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
- The
am_followmode
CVAR no longer appears indoomretro.cfg
. - A bug has been fixed whereby the case of map titles in the console would be displayed incorrectly in some instances.
- The
movebob
CVAR now only specifies the amount the player’s view bobs up and down when they are moving. The amount the player’s weapon bobs up and down is now specified using a new CVAR calledweaponbob
. Both CVARs are75%
by default. - The
savegame
CVAR, that specifies the savegame currently selected in the menu, can now be accessed from the console. - The
map
CCMD can now be used with thefirst
andlast
parameters when a game hasn’t started. - Several new monster name variations can now be used with the
spawn
CCMD. - A
play
CCMD has been implemented that allows any music or sound lump to be played. - A bug has been fixed whereby marks couldn’t be added to the automap when rotate mode was off.
- The filename displayed when taking a screenshot while
am_external
ison
is now fixed. - The “picked up” player messages are no longer displayed when using the
give
CCMD. - The position of flashing keycards and skull keys in the alternate HUD when the player tries to open a locked door has been fixed.
- Taking screenshots can now be bound to a key other than PRINTSCREEN using the
bind
CCMD with the new+screenshot
action. - Parameters can no longer be entered at the end of CCMDs that don’t use them.
- The player’s view will no longer jump slightly when dropping down between two liquid sectors greater than 24 units apart.
DOOM Retro v2.2.1
- DOOM Retro is now back to supporting Windows XP again.
- A crash will no longer occur when pressing the PRINTSCREEN key to take a screenshot on a display with an aspect ratio less than 4:3 (such as 1280×1024).
- A missing texture has been added to linedef 445 in E3M9 in
doom.wad
. - Messages are now paused while the console is open.
- A bug has been fixed whereby IWADs weren’t being identified correctly.
- The player’s view is now only lowered if they are actually touching a liquid sector.
- Bobbing liquid sectors will now animate correctly if adjacent to a masked texture.
- The
centerweapon
CVAR can now also be entered ascentreweapon
. - The
centered
value for thevid_windowposition
CVAR can now also be entered ascentred
.