Releases: bradharding/doomretro
Releases · bradharding/doomretro
DOOM Retro v2.0
- Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
- DOOM Retro now uses the official releases of SDL v2.0.4 and SDL_mixer v2.0.1.
- Alun “Viggles” Bestor’s Cacoward 2015 winner
BREACH.WAD
is now bundled with DOOM Retro! - The mouse wheel controls to cycle through the player’s weapons has been inverted.
- Support has now been added for
TRANMAP
lumps. - The warning stating a “music lump can’t be played” will no longer be displayed in the console when
–nomusic
or–nosound
are specified on the command-line. - The keys the player has already picked up are no longer reordered when using the
idkfa
cheat. - Blood splats are no longer spawned on the ground when corpses are nudged by the player or a monster moving over them.
- A
s_randommusic
CVAR has been implemented. When it is enabled, music will be chosen randomly rather than using the default music for each map. - The following changes have been made to the
playerstats
CCMD:- The percentage of map revealed is now slightly more accurate.
- The amount of shots fired, the shots hit, and the weapon accuracy are now displayed.
- The number of player deaths for the current map, not just the total player deaths, is now displayed.
- The number of monsters killed is now broken down by the type of monster.
- The CCMD may now be entered in the console when not playing a game.
- A
stillbob
CVAR has been implemented. When it is changed from its default of0%
, the player will bob when idle. - A
faceback
CVAR has been implemented. It may be used to change the background color of the player’s face in the status bar. The default is5
(a dark gray), and can be set to aPLAYPAL
color index between0
and255
inclusive. - Pressing SHIFT + [, SHIFT + ] or SHIFT + \ in the console will now display the correct characters.
- The error displayed when
am_external
ison
and an external automap can’t be created is now only displayed once at startup rather than each time the graphics subsystem is reset. - The external automap is now blurred when the main display is.
- The
pm_walkbob
CVAR has been renamed tomovebob
. - The
pm_alwaysrun
CVAR has been renamed toalwaysrun
. - The
pm_centerweapon
CVAR has been renamed tocenterweapon
. - A bug has been fixed whereby the texture offsets for sectors that change from liquid to solid weren’t reset.
- An error is now displayed in the console if pressing the printscreen key fails to take a screenshot.
- Pillarboxes are now cropped from screenshots.
- Rudimentary support has now been added for
MAPINFO
lumps.MUSIC
,NEXT
,PAR
,SECRETNEXT
,SKY1
andTITLEPATCH
keywords are supported. Additionally, the following keywords are supported specific to DOOM Retro:AUTHOR
author: Display the author’s name in the console when the map starts.LIQUID
"
flat"
: Specify a flat that will be treated as liquid in the map.NOLIQUID
"
flat"
: Specify an animated flat that won’t be treated as liquid in the map.
- DOOM Retro now has an alternate widescreen heads up display, inspired by the new DOOM released on May 13, 2016. It is disabled by default, and can be enabled using the
r_althud
CVAR. Widescreen mode, (displayed by pressing the + key to increase the screen size during a game, or through the options menu), needs to be enabled for it to be displayed. - The player’s view no longer shifts at the start of a map when in windowed mode.
- The background is now redrawn whenever pressing the ENTER key in the console.
- Support is now included for MOD, XM, IT, S3M and FLAC music lumps.
- The pitch of barrel explosions is no longer randomized when the
s_randompitch
CVAR is on. - Green marine corpses are now randomly colored. This feature may be disabled using the
r_corpses_color
CVAR. - The message displayed when a gamepad is detected is now only displayed once in the console.
- A bug has been fixed that stopped a door from opening in
MAP10
ofDOOM2.WAD
. - The vertical position of the large digits in the status bar has now been fixed when using an
STBAR
lump from a PWAD. - The z-height of line attacks when in liquid sectors is no longer adjusted.
- Monsters now recognize when they are standing on BOOM-compatible lifts.
- Corpses are now nudged with more momentum when they are in liquid.
- Pain Elementals will no longer appear to open and close their mouth for no reason. They will now still try to spawn Lost Souls that won’t fit in the map, but they will explode instantly.
- Whether Lost Souls spawned by Pain Elementals are above the ceiling or below the floor is now checked.
- The possibility of a key flashing when switching to the widescreen HUD has been fixed.
- Ceilings are now marked in the automap as no longer secret once they move.
- Flashing elements in the widescreen HUD are now paused correctly when the game is paused.
- Improvements have been made to the rendering of really long walls.
- A bug has been fixed whereby BOOM general crushers were not able to be triggered by walkover.
- Some animated flats in
BTSX_E1.WAD
,ETERNALL.WAD
,FREEDOOM.WAD
andTVR!.WAD
are no longer incorrectly displayed as liquid. - The maximum number of mouse buttons supported has been increased from 8 to 16.
- The following CVARs have been implemented to allow the colors in the automap to be changed:
am_allmapcdwallcolor
am_allmapfdwallcolor
am_allmapwallcolor
am_backcolor
am_cdwallcolor
am_fdwallcolor
am_gridcolor
am_markcolor
am_playercolor
am_teleportercolor
am_thingcolor
am_tswallcolor
am_wallcolor
am_xhaircolor
- The space between words in the console has been condensed.
- A bug has been fixed whereby the scale filter wouldn’t change straight away if the
vid_scalefilter
CVAR was changed to an empty string (the default) in the console. - The player’s weapon is no longer centered upon firing if it's state's
misc1
ormisc2
values are set in a DeHackEd patch. This fixes an issue with InstaDoom. - The
r_detail
CVAR can now be set correctly in the console. - The maximum number of blood splats that can appear in a map can no longer be unlimited. The default of the
r_bloodsplats_max
CVAR is now32768
. - Some CVAR descriptions in the output of the
cvarlist
CCMD now span over 2 lines. - The menu can no longer be opened while the console is closing.
- The gamma correction level is now calculated correctly.
- The parameter for the
map
CCMD when using Freedoom can now be of the formatCxMy
. - The gradual light effect that is applied to opening and closing door sectors is no longer applied to sectors that have light specials.
- When entering the
idkfa
cheat, if a keycard and a skull key of the same color are present in the map, only the keycard is given to the player. - A bug has been fixed whereby updating the
gp_sensitivity
CVAR in the console was having no immediate effect. - Changes have been made to how gamepad sensitivity is calculated.
- The misalignment of patches with negative horizontal offsets has been fixed. This issue was evident in some textures, such as
BIGDOOR7
, and some switches inBTSX_E1.WAD
. - If the same CVAR is changed more than once in succession, there will now only be one line of output in the console.
- The status bar’s background has been enhanced.
- Timestamps in the console are now updated to the newest message when player messages are combined.
- The small digits used in the status bar and for marks in the automap are now consistent with those used in the console.
- A bug has been fixed whereby if the
r_gamma
CVAR was set to 2.0, the gamma correction level would still be set to the default of 0.75 at startup.
DOOM Retro v1.9
- DOOM Retro now allows the automap to be shown on a second display. This feature may be enabled using the
am_external
CVAR, and will display a fullscreen 16:10 automap in the first display it finds that is not the main display set by thevid_display
CVAR. While this external automap is displayed, the TAB key is disabled, and theiddt
cheat can be entered at any time. Also, the automap’s usual controls are unavailable, but the grid and rotate mode may still be toggled in the console using the relevant CVARs. - Optimizations have been made to further improve the overall performance of DOOM Retro.
- A new filter is now available to scale DOOM Retro onto the display. It is enabled by changing the value of the
vid_scalefilter
CVAR to"nearest_linear"
, and is a combination of the existing two filters,"nearest"
(which uses nearest-neighbor interpolation, the default) and"linear"
(which uses linear filtering). - The screen will no longer “bleed” along the edges when the
vid_scaledriver
CVAR is set to""
or"direct3d"
and thevid_scalefilter
CVAR is set to"linear"
on some systems. - A bug has been fixed whereby screenshots couldn’t be taken by pressing the PRINTSCREEN key if characters that can’t be used in a filename were present in the current map’s title.
- A disk icon (the
STDISK
lump) is now displayed in the top righthand corner of the screen when saving and loading a game, and when loading a map. It may be disabled using ther_diskicon
CVAR. - A
nomonsters
CCMD has been implemented in the console which will toggle whether monsters are spawned or not in the next map. This CCMD will override when–nomonsters
is specified on the command-line. - The entire screen will now shake when the player is injured. This feature may be disabled using the
r_shakescreen
CVAR. - Several improvements have been made to the support of DeHackEd patches and files.
- If a savegame fails to load, the menu will now close and the console will open displaying an error explaining why.
- A crash will no longer occur when trying to open a map that contains only one subsector.
- A bug has been fixed whereby some CVARs weren’t being validated at startup.
- Timestamped obituaries can now be displayed in the console each time something is killed, exploded or resurrected during a game. They are disabled by default, and may be enabled by using the
con_obituaries
CVAR. - A bug has been fixed whereby a HOM could appear in maps that use texture 0 as a placeholder.
- Changing the
r_liquid_swirl
CVAR will now always update visible liquid sectors immediately. - The darkest of the gradually transitioning lighting under doors is now slightly darker than all adjacent sectors to make the feature more prominent.
- Blood splats are no longer left behind if Lost Souls are close enough to the ground when the
kill
CCMD is used to kill them. nerve.wad
will now be recognized correctly when specified using–file
on the command-line.- A bug has been fixed whereby entering a cheat in the console could stop player messages from appearing.
- The
iwadfolder
CVAR will now be set correctly when more than one PWAD is selected in the WAD launcher. - Map titles that have been changed using a DeHackEd file or lump will be capitalized as necessary.
- “DOOM RETRO” is now displayed as “DOOM Retro” in all instances.
- The output displayed in the console at startup regarding
doomretro.cfg
now distinguishes between the file not being present because DOOM Retro is being run for the first time, or because the file is missing. - Grammar has been fixed in the output in the console when only one lump is present in a PWAD.
- The game will no longer crash when
–nosfx
or–nosound
are specified on the command-line. - A bug has been fixed whereby floating and bobbing items would get stuck in the floor or ceiling in some instances.
- The error displayed when an invalid
+action
is passed to thebind
CCMD has been fixed. - Which WAD the
COLORMAP
is being used from is now output to the console at startup. - Spacing may now be used in the parameters passed to the
kill
andspawn
commands in the console. For example,spawn baron of hell
can be used as well asspawn baronofhell
. - The UK English spelling of “armor” (that is, “armour”) may now be used as the parameter for CCMDs that allow it.
- Entering the
kill
CCMD without any parameters will no longer kill the player, and instead will display a list of parameters. To kill the player, now usekill player
. - The
give
CCMD can now also be used to give the player anything that they can pick up during a game. For example,give berserk
andgive soulsphere
. - The console is now automatically closed when using the
give
CCMD. - A bug has been fixed whereby corpses weren’t sliding even when the
r_corpses_slide
CVAR wason
. - The intensity of the red screen tint when the player has a berserk power-up and their fists up has been reduced slightly.
- The red screen tint when the player is injured, and the gold tint when the player picks up something will now show through while the player has a berserk power-up and their fists up.
- The
r_altlighting
CVAR has been removed. - A slight current is now applied to liquid sectors, in a random direction determined at the start of each map. It may be disabled using the
r_liquid_current
CVAR. - A bug has been fixed whereby the bottom wall texture between adjacent liquid sectors would show through in some instances.
- The player’s weapon sprite will no jump slightly when switching to and from the automap while moving.
- Although a majority of animated flats in DOOM are liquid, in some PWADs there are some that are not. There are now several instances in some popular PWADs where DOOM Retro’s liquid effects won’t be applied.
- The
r_lowpixelsize
CVAR will now be correctly parsed at startup. - The
r_lowpixelsize
CVAR can now be set to values of2×1
and1×2
. - The amount of blood splats spawned when corpses slide along the ground has been halved to 256.
- A bug has been fixed whereby generalized floors could become stuck after loading a savegame.
- The help screen has been updated to show that the ~ key opens the console.
- All instances of “DOOM” and “DOOM Retro” that appear in the console and the splash screen have been italicized.
- If an IWAD is specified on the command-line using
–iwad
but with no path, DOOM Retro will now check for an installation of DOOM purchased through GOG.com. - If a PWAD file is loaded, savegames are now separated based on that file, rather than the IWAD file. (Because of this, and also because a change in how the folders savegames are saved into are named, savegames from previous versions of DOOM Retro will no longer appear in the save and load game menus.)
- The
savegamefolder
CVAR has been removed. Instead, the folder savegames are saved to and loaded from is displayed in the console at startup. - A bug has been fixed whereby if the player died in a sector with special 11, they would appear in the next map with zero health and be unable to pick up items or alert enemies.
- The default mouse sensitivity has been increased from 16 to 24.
- Shadows are now opaque when the
r_translucency
CVAR isoff
. - The pitch of the player’s sounds is no longer randomized when the
s_randompitch
CVAR ison
. - Generalized linedefs without tags are now applied locally, rather than not working at all.
- The positions that blood splats are spawned are now more accurate when blood falls to the ground.
- The
%
symbol will no longer disappear from the end of thepm_walkbob
CVAR’s value. - The CVAR names will no longer be shown when entering the
gp_deadzone_left
orgp_deadzone_right
CVARs to display their values. - DOOM Retro will now play MP3 and Ogg Vorbis music lumps. This requires the files
libogg-0.dll
,libvorbis-0.dll
,libvorbisfile-3.dll
andsmpeg2.dll
all to be in the same folder asdoomretro.exe
. - A warning is now displayed in the console when a music lump can’t be played.
- Tilde characters are now removed from the files saved using the
condump
CCMD.
DOOM Retro v1.8.5
- More than one instance of
–file
may now appear on the command-line. - The amount of “map revealed” in the output of the
playerstats
CCMD is now always calculated correctly. - The number of times the player cheats, both in the current map and overall, as well as the overall amount of time spent playing DOOM Retro, are now displayed in the output of the
playerstats
CCMD. - BOOM’s
MF_TRANSLUCENT
flag is now supported in DeHackEd lumps and files. - When binding an action to a control using the
bind
CCMD, any other actions that are bound to that same control will now be unbound. - A bug has been fixed whereby the mouse pointer wouldn’t be released when pressing ALT + TAB to switch to the desktop.
- The game will now pause slightly when the player uses a switch to exit a map, to stop the switch’s sound from stuttering.
- Support has been added for certain hacks to the
NODE
lump of a map. See here for more information. - The chaingunner’s refire frame is now fullbright.
DOOM Retro v1.8.4
- Entering the
playername
CVAR without a value will now display the value it is currently set to. - Gradual lighting is now applied to the sectors under all doors as they open and close, similar to the effect introduced in BOOM.
- The player is no longer gibbed when their corpse is under a door.
- Whether there are BOOM line specials present in maps with DeepBSPv4 extended nodes is now displayed correctly in the output of the
mapstats
CCMD. - The correct author is now displayed in the output of the
mapstats
CCMD. - The effects of enabling the
s_randompitch
CVAR is now immediate. - A bug has been fixed whereby the game could crash when trying to render the fuzz effect while paused in some rare instances.
- Whether the player’s view is lowered when in liquid sector is now toggled by changing the new
r_liquid_lowerview
CVAR. Now the existingr_liquid_clipsprites
will only toggle whether the bottom of sprites are clipped in liquid, as expected. - A bug has been fixed whereby messages wouldn’t appear in some instances.
- Tabs are now converted to spaces in the file created by the
condump
CCMD. - Although quite often the same folder, the file created by the
condump
CCMD will now be put in the same folder as the executable, rather than the current working folder. - Timestamps are now displayed next to each player message in the console. They may be disabled using the new
con_timestamps
CVAR. - The
btsx_e1.wad
PWAD may now be used withfreedoom2.wad
as the IWAD without crashing. - The game will no longer crash when trying to display patches with dimensions larger than 320×200.
- The game will no longer crash when trying to bind an action to an invalid control using the
bind
CCMD. And now a warning will be displayed in the console advising that it couldn’t be bound. - The
+alwaysrun
action can now be bound to a gamepad button.
DOOM Retro v1.8.3
- A bug has been fixed whereby some platforms would move silently.
- The brightmap for walls with the
SW2BRN2
texture has been fixed. - Lifts will no longer often become stuck when restoring a savegame.
- A bug has been fixed whereby the player wouldn’t die in some very rare instances when a “voodoo doll” was present in the map.
- Sectors that don’t start as liquid will now always sync with sectors that do when
r_liquid_bob
ison
. - Additional momentum is no longer applied to barrels in liquid.
- Music will now start after a map is loaded, and not before.
- The
playerstats
CCMD now shows the amount of damage the player has inflicted and received, and the number of times they have died, both in the current map, and in total. Accumulative totals of the number of items picked up, the monsters killed and the secrets found are also displayed. - A bug has been fixed whereby the game would crash when trying to draw teleport lines in the automap in some instances.
- The game will no longer crash when trying to use the F9 to quickload a game in some rare instances.
DOOM Retro v1.8.2
- Although quite often the same folder, DOOM Retro will now put savegames in the same folder as the executable, rather than the current working folder.
- A bug has been fixed whereby sprites would appear through closed doors in some instances.
DOOM Retro v1.8.1
- The width of the text is now checked before pasting in the console.
- DOOM Retro will now look in the same folder as the executable, rather than the current working folder, to find
doomretro.wad
anddoomretro.cfg
. - Extra mouse buttons are now handled correctly.
- The alternate lighting of the player’s weapon may now be disabled using the new
r_altlighting
CVAR. - The alternate lighting of the player’s weapon is now slightly lighter.
- A bug has been fixed whereby the player’s weapons would start to cycle when entering the
idbehold
cheat. - Whether Windows 10 is the Home edition or not is now shown in the console at startup.
- The revision number of
sdl2.dll
is now shown in the console at startup. - The default of the
vid_windowsize
CVAR is now768x480
, giving the window a 16:10 aspect ratio. - All liquid sectors are now slightly lower.
- BOOM elevators no longer shudder when they move.
- The liquid swirl animation is no longer applied to flats using the
SLIME09
texture. - The liquid swirl animation is now applied to flats using the
SLIME05
texture. - Brightmaps will no longer be rendered when the player has an invulnerability powerup, or in areas with a BOOM colormap.
- A crash will no longer occur when a BOOM pusher or puller thing is present in a map.
DOOM Retro v1.8
- 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 thebind
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
andcvarlist
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 tor_bloodsplats_max
. Also, when it is set to0
, it will now be shown as0
rather thanoff
. - The
totalbloodsplats
CVAR has been renamed tor_bloodsplats_total
. - The
r_mirrorweapons
CVAR has been renamed tor_mirroredweapons
. - The
mapfixes
CVAR has been renamed tor_fixmaperrors
. - The
spritefixes
CVAR has been renamed tor_fixspriteoffsets
. - A bug has been fixed whereby weapons spawned at the start of a map weren’t being randomly mirrored if
r_mirroredweapons
wason
. - 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
andMAP16C
in Back To Saturn X Episode 2 may now be loaded using themap
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
, theanisotropic
value for thevid_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
andshowsecrets
CCMDs, as well as themaptime
CVAR, have all been combined into oneplayerstats
CCMD. - The
com_showfps
CVAR has been renamed tovid_showfps
. - The
com_showmemoryusage
CVAR has been removed. - The
r_liquid_animatedheight
CVAR has been renamed tor_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.
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DOOM Retro v1.7.1
- Optimizations have been made to further improve the overall performance of DOOM Retro.
- The stray brown pixel in the super shotgun’s sprite has now been removed from all the frames that it appears.
- Red blood splats are now slightly darker.
- A warning is now displayed in the console when a map contains an unknown object.
- Warnings are now displayed in the console when the player enters a sector, crosses a line, or shoots a switch with an unknown special.
- Sounds are now made again when liquid sectors move up or down.
- The file
doom2.wad
is no longer autoloaded if the–FILE
command-line parameter without–IWAD
. - A warning is now displayed in the console if the versions of
sdl2.dll
andSDL2_mixer.dll
don’t match the versions that DOOM Retro was compiled with. - A bug has been fixed whereby the game would crash when trying to render sprites that had been manipulated with DeHackEd.
- The “screen shot” string may now be changed with DeHackEd.
- Several further improvements have been made to DeHackEd support.
- The HOME and END keys will now scroll to the top and bottom of the console output, if the player has started scrolling up with the PGUP key.
- A bug has been fixed whereby the game would crash when using the
bind
command in the console to bind an action to some keyboard controls. save
andload
commands have now been implemented in the console.- Savegames are now saved with a file extension of
.save
rather than.dsg
. - The new
savegamefolder
CVAR shows where savegame files are saved. - The new
totalbloodsplats
CVAR shows the total number of blood splats currently in the map. - The
r_bloodsplats
CVAR has been renamed tor_maxbloodsplats
. - If the player saves a game on one map, finishes that map and then starts the next one, if they then die without saving again, the savegame for the previous map will be loaded, rather than the player “pistol starting” on the new map.
- The Arch-vile’s fire attack is no longer clipped in liquid.
- A bug has been fixed in some instances whereby some objects were still being clipped and bobbing when the sector they were in was no longer liquid.
- The new
thinglist
CCMD will list all things in the current level, including their (x,y,z) coordinates. - The new
maplist
CCMD will list all the maps available to the player. - Graphics will now automatically be reset if the
vid_screenresolution
is changed todesktop
. - The player’s view height is now smooth when descending between two liquid sectors of different heights.
- The widescreen HUD will now remain on the screen while the player is dead. No ammo will be displayed, though, to be consistent with the status bar.
- The par time displayed on the intermission screen is now positioned better.
- The normal use of the CAPSLOCK key is now disabled in the console, and will toggle the “always run” feature on/off instead.
- A bug has been fixed whereby the value displayed by the
totalkills
command in the console wouldn’t take into account any Pain Elementals killed using thekill
command. - The console is now automatically closed when using the
endgame
,exitmap
,kill
andmap
CCMDs. - A bug has been fixed whereby the map name in the automap was displayed incorrectly when using ZDL to launch the game.
- The “fuzzy” edges of Spectre shadows are now paused while the console is open.
DOOM Retro v1.7
- DOOM Retro now uses SDL 2.0.3 for its graphics and audio. This brings significant performance improvements, as the screen is now scaled using hardware acceleration when possible, as well as the following features:
- The monitor to display the game on can now be specified.
- Vsync can now be toggled on/off.
- DOOM Retro now includes a console. It may be opened at any time by pressing the ~ key.
- DOOM Retro now has uncapped framerates, and through use of interpolation, player, monster and sector movement is much smoother.
- Several memory leaks have been fixed, making DOOM Retro more stable.
- A bug has been fixed whereby if a PWAD was selected in the WAD launcher that didn’t contain any map data, DOOM Retro would give up and not look at the other PWADs selected.
- If none of the PWADs selected in the WAD launcher contain any map data, and no IWAD is selected,
DOOM2.WAD
will try to be loaded. - Many performance optimizations have been made to the rendering of blood splats and shadows.
- The following changes have been made to animated liquid sectors:
- They are all slightly higher.
- The edge where two adjacent liquid sectors at different heights meet is now rendered correctly.
- The player will now move smoothly when ascending from one liquid sector to a higher one.
- No sounds are made when they move up or down.
- A bug has been fixed whereby if more than one flight of stairs was meant to be triggered at the same time, only one would be.
- The gaps around “1” digits in the HUD have been removed.
- A bug has been fixed whereby the game could crash when rendering Spectres in some instances.
- Underscores now appear under the message displayed when entering the
IDBEHOLD
cheat. - The map title will now be displayed correctly in the automap if a PWAD is loaded using ZDL.
- Corrupt savegames will no be created if saving a game while a button is active.
- Blood splats and shadows will no longer appear on sectors without floors.
- The blood splats produced when the corpses of Barons of Hell and Hell Knights are crushed under a lowering sector are now the correct color.
- The player’s weapon is no longer off to the right by 1 pixel in some instances.
- The bottom righthand corner of the view border is now rendered correctly.
- The message that is displayed when DOOM Retro is run for the first time now includes a button that opens the DOOM Retro Wiki in the default browser.
- The cursor keys will no longer make a sound when pressed on the help screen.
- A bug has been fixed whereby decorative corpses wouldn’t smear blood when sliding in some instances.
- Smoke trails are now displayed for Cyberdemon rockets as originally intended.
- The “always run” setting is now remembered between games as originally intended.
- If you load a savegame that had monsters but now the
–NOMONSTERS
command-line parameter is enabled, the correct percentage of monsters you actually did kill now appears in the intermission. - A bug has been fixed whereby DOOM Retro would crash when trying to save a game in Final DOOM if the savegame description was changed to anything other than a map name.
- Additional blood splats spawned under decorative corpses when a map is started now won't be randomly shifted away from the corpse if the corpse is hanging from the ceiling.
- Several improvements have been made to DOOM Retro’s support of DeHackEd lumps and files.
- Now BEX files as well as DEH files, with the same name and in the same folder as the PWAD selected in the WAD launcher, will now be automatically loaded.
- DEH files are no longer automatically loaded if a PWAD is loaded from the command-line. They will need to be explicitly loaded using the
–DEH
command-line parameter. - A bug has been fixed whereby some teleporters in Back To Saturn X were animating as if they were liquid.
- The position of the player arrow is now drawn much more accurately when in the automap and rotate mode is on.
- The automap will no longer disappear, nor the game crash, when zooming out in very large maps.
- Translucency is now applied to MegaSpheres as originally intended.