Releases: bradharding/doomretro
Releases · bradharding/doomretro
DOOM Retro v1.5
- An extensive amount of enhancements have been made to DOOM Retro’s overall performance and stability.
- By default, DOOM Retro will now try running at a resolution of 1280×800. If that isn’t available, the desktop resolution will be used.
- The following changes have been made to corpses:
- Corpses, hanging corpses, and pools of blood and/or guts that prepopulate maps are now each surrounded by an additional pool of blood.
- Corpses (including those that prepopulate maps) will now slide in reaction to the blasts from projectile and barrel explosions.
- The masses of some of the lighter monsters have been increased so they slide more realistically.
- As corpses slide, blood will now be smeared on the ground. In previous versions of DOOM Retro, blood splats were only ever produced when monsters were injured by hitscan weapons, but now, since corpses tend to slide from the force of impact, blood splats are produced when they are injured by projectile weapons as well.
- Corpses (and dropped items) now have torque applied to them, allowing them to slide around more realistically.
- Arch-viles can now resurrect corpses that prepopulate maps.
- Blood will no longer be produced as monsters are being crushed by a moving sector, but when they do finally die, instead of a small pile of blood and guts, a larger pool of blood in the correct color is produced. The same happens for corpses under closing doors.
- These various new corpse-related changes can be toggled on and off by using any combination of flags with the new
corpse
setting indoomretro.cfg
. It’s set tomirror|slide|smearblood|moreblood
by default.
- A bug has been fixed whereby mouse movement wasn’t smooth for some users.
- The lower mouse sensitivity settings are now slightly slower. The default setting has been increased from
12
to16
to accommodate for this. - Blood splats will no longer be spawned on additional animated flats present in PWADs.
- Weapons dropped by Shotgun Guys and Heavy Weapon Dudes when they die are no longer randomly mirrored by default. This feature can be reenabled by changing the new
mirrorweapons
setting indoomretro.cfg
totrue
. - Blood is now randomly mirrored.
- The limit has been removed on the number of monsters a Boss Brain can spawn.
- A bug from Vanilla DOOM has been fixed whereby spawn cubes would miss east and west targets. See the DOOM Wiki for more information.
- A bug has been whereby shooting at a monster being raised by an Arch-vile could cause the game to crash.
- Floating monsters (Cacodemons, Pain Elementals and Lost Souls) can no longer get stuck together.
- The corpses of Cacodemons will no longer sometimes get suspended in midair.
- A bug has been fixed whereby a frame in the Cacodemon’s death sequence wasn’t displaying correctly.
- Elements on the intermission screen are now positioned better if custom graphics from PWADs are used.
- The player’s bob has been reduced by 25% to correspond with the latest official versions of DOOM. A
playerbob
setting has been created indoomretro.cfg
to change this. The default value is75%
. - The player’s weapon bob is now slightly smoother, and is centered when a shot is fired.
- XBOX 360 controllers will now vibrate when a weapon is fired, and also when the chainsaw is idle.
- The limits on the number of moving ceilings and platforms in a level have been removed.
- The message displayed when DOOM Retro is run for the first time has been updated to indicate that “
additional PWAD files may also be selected by CTRL–clicking on them
” in the WAD launcher. - PWADs can now be selected without an IWAD in the WAD launcher. DOOM Retro will first look for the required IWAD in the same folder as the PWAD, and if it isn’t found, will then look in the last folder an IWAD was loaded successfully.
- Similarly, PWADs can now be specified on the command-line without an IWAD. If no
–IWAD
command-line parameter is present, DOOM Retro will first look for the required IWAD in the same folder as the PWAD, and if it isn’t found, will then look in the last folder an IWAD was loaded successfully. - A bug has been fixed whereby DOOM Retro may have crashed silently after selecting a WAD in the WAD launcher.
- The command-line parameter
–EXPANSION
may now be used. Use–EXPANSION 1
to autostart DOOM II: Hell On Earth, and use–EXPANSION 2
to autostart DOOM II: No Rest For The Living (ifNERVE.WAD
is specified using–FILE
or–PWAD
). - The value that can be specified by the
–WARP
command-line parameter can now be of the form “ExMy
” or “MAPxy
”. - If a FREEDOOM IWAD is loaded in DOOM Retro, a message is displayed explaining that “
FREEDOOM requires a BOOM–compatible source port, and is therefore unable to be opened
”. This message won’t be displayed if the IWAD is loaded with an additional PWAD, so FREEDOOM can be used as a resource for the maps present in that PWAD. - Further improvements have been made when using custom graphics in PWADs, particularly if FREEDOOM is being used.
- A bug from Vanilla DOOM has been fixed whereby corrupt texture names would be displayed in the error if a texture couldn’t be found. See the DOOM Wiki for more information.
- A bug has been fixed whereby pressing the ENTER key or the left mouse button when in the help screen wouldn’t restore widescreen mode.
- The speed of turning with the gamepad’s right thumbstick when holding down the left trigger to run has been reduced slightly.
- The screen is now a constant tint of red while the player has the berserk power-up and their fist selected.
- The
blur
andgrayscale
settings that control the menu background have been removed fromdoomretro.cfg
. The menu background will now always be blurred and gray. - A bug has been fixed whereby the position of some items would be affected by moving platforms nearby.
- To better replicate the look of CRT monitors, which are/were not as bright as current LCD monitors, desaturation is now applied to DOOM Retro’s graphics. Changing the
saturation
setting indoomretro.cfg
to0
gives a grayscale effect,1.0
is normal saturation, and0.75
is the default. gammalevel
has been changed to justgamma
indoomretro.cfg
.- A bug has been fixed whereby non-solid hanging corpses would drop to the floor when above a moving sector in some instances.
- ALT + F4 will now quit the game instantly without prompting.
- A bug has been fixed whereby the music on certain maps wouldn’t loop correctly.
- Monsters of the same species are now able to infight using projectiles when the player dies.
- The map names Keen and IDKFA in DOOM II (BFG Edition) are now correctly identified when saving a game.
- To allow neater sorting in the
Pictures\DOOM Retro
folder, determiners are now put at the end of screenshot names. For example, the fileThe Inmost Dens.bmp
becomesInmost Dens, The.bmp
. MUS_DDTBLU
is now played instead ofMUS_DDTBL2
when using theIDMUS09
cheat inNERVE.WAD
.- The lighting of sprites has been changed slightly.
- The edges of the automap have been darkened slightly.
- Sounds are no longer cut off once an object has been removed. For example, rocket and barrel explosions are now slightly longer.
- When exiting a level, the exit switch will now be updated before toggling widescreen mode off.
- Brightmaps can now be toggled off using the
brightmaps
setting indoomretro.cfg
. - A bug has been fixed whereby the
IDKFA
cheat would still register when the player already had everything the cheat provided. - Armor will no longer flash in the HUD when it is low.
- The clip graphic in the HUD has been shifted upwards by 1 pixel.
- Monsters are now smarter, and will avoid crushing ceilings and other damaging areas.
- The game will no longer crash if
bloodsplats
is set to0
indoomretro.cfg
. - Translucency effects are now improved for white objects on a blue background.
- A
homindicator
setting has been added todoomretro.cfg
. It isfalse
by default. - A bug has been fixed whereby the screen wouldn’t flash red if the player received only 1% damage.
- The smoke trail of Revenant projectiles has been positioned better.
- The
bloodsplatsvisible
setting has been removed. - Widescreen mode is now retained the next time DOOM Retro is run if it happens to crash in a 4:3 mode.
- The chance of the super shotgun gibbing a monster at point blank range has been increased slightly.
- If a screenshot is taken with the PRINTSCREEN key when not in a game, the resulting file will be named accordingly:
Title.bmp
,Help.bmp
,Intermission.bmp
orFinale.bmp<...
DOOM Retro v1.4.3
- The screen size can now be adjusted correctly in the options menu when not in a game.
- The size of the pixels when the graphic detail is “LOW” can now be changed by editing the
pixelwidth
andpixelheight
settings indoomretro.cfg
. Both are set to a default of2
. - A bug has been fixed whereby pressing ENTER to save a game in an empty savegame slot wouldn’t clear that slot and replace it with the name of the current map.
- Barrels are no longer randomly mirrored when they explode.
- Some settings in
doomretro.cfg
are now sorted differently. - A bug has been fixed whereby graphic anomalies could appear in some parts of some maps.
- The correct graphics will now be used for the titles of the load and save game menus, if custom graphics are present in a PWAD.
- If there are custom sprites present in a PWAD, they will now animate correctly.
nerve.wad
is now correctly recognized by the–FILE
command-line parameter.–PWAD
is now allowed as an alternate to the–FILE
command-line parameter.- Checking what things are on a floor that raises or lowers is now more accurate.
- Optimizations have been made when drawing the sky.
- The sky is now flipped vertically when repeated, as originally intended.
- A bug has been fixed whereby randomly colored pixels would appear along the very top of the screen when drawing the sky in some instances.
- There are now two settings in
doomretro.cfg
that control how many blood splats appear.bloodsplats_total
(previously known as justbloodsplats
) controls the total number of blood splats spawned in a level. It’s default is stillunlimited
.bloodsplats_visible
is a new setting that specifies the number of blood splats that will appear on the screen at any one time. It’s default is1024
. - A bug has been fixed whereby use of the
–EPISODE
,–SKILL
and–WARP
command-line parameters would cause the game to silently crash. - Gamepads now work correctly.
DOOM Retro v1.4.2
- Several more limits have been removed, allowing larger and more detailed maps to be loaded without crashing.
- DOOM Retro will now try to fix some common map errors before loading a map.
- Optimizations have been made to the loading of large levels, and the handling of gamepads.
- The smoke trails of the player’s and Cyberdemon’s rockets can now be disabled by setting
smoketrails
tofalse
indoomretro.cfg
. It istrue
by default. - The limit on the size of savegames has been removed, allowing the game to be saved on larger maps without exiting with an error.
- Several changes have been made to the HUD:
- The HUD is now displayed in non-widescreen modes.
- The drop shadows of the numbers in the HUD are now slightly lighter.
- The HUD has been shifted downwards slightly.
- Values in the HUD will now start flashing at 20 (rather than 10), and the speed at which they flash will increase the closer they get to 0.
- When the player is invulnerable, only the red part of the medikit turns gold, and not the health value.
- Keys are no longer seen to disappear from the HUD before wiping the screen when using the
IDCLEVxy
cheat to warp to a new map.
- The positions of blood splats are now randomized better.
- A memory leak has been fixed when loading a savegame.
- A bug has been fixed where the gamma correction level was being reset to 0.75 each time DOOM Retro was loaded, regardless of what it was previously set to.
- A bug has been fixed whereby some users were experiencing jerky mouse movement.
- A flashing HOM (“Hall of Mirrors”) indicator has been implemented. The screen will flash red in place of missing textures, but not when the player has enabled “no clipping mode” using the
IDCLIP
orIDSPISPOPD
cheats. - When saving a game, the savegame description will only be updated to the current map name if it hasn’t been changed to something other than map name previously.
DOOM Retro v1.4.1
- A bug has been fixed whereby the sound would become disabled if adjusting the volume through the menu or pausing and then unpausing the game.
- The visplane limit has been removed, allowing for more detailed levels to run without crashing.
- A sound will now be heard if a wrong selection is made in the WAD launcher and it needs to reopen.
- When a Heavy Weapon Dude is killed, their corpse is no longer randomly mirrored.
- Projectiles will now pass through map decorations like they do in Vanilla DOOM. (Please note that this particular change means savegames from previous versions of DOOM Retro won’t work with DOOM Retro v1.4.1.)
- If music can’t be loaded for a particular map, that map will still load without music rather than the game exiting with an error.
DOOM Retro v1.4
- Several optimizations have been made that improve the overall performance of DOOM Retro.
- When DOOM Retro is opened for the first time the following message is now displayed:
- There are now 2 levels of graphic detail, “HIGH” and “LOW”, adjustable through either the options menu or by pressing the
F5
key. The “HIGH” level has the same graphic detail as in previous versions of DOOM Retro. It has an effective resolution of 640×400 (or 640×336 in widescreen) and is the default. The “LOW” level is new, and has an effective resolution of 320×200 (the resolution used in Vanilla DOOM). - When the title screen is displayed, it will now alternate with the credits screen.
- The gray text in the status bar is now twice the resolution when the graphic detail is set to “HIGH”.
- A bug has been fixed whereby the sounds of Revenant and Cyberdemon projectiles would become corrupted in some instances.
- The file default.cfg has been renamed to doomretro.cfg.
- The background when a menu is displayed or the game is paused is now in grayscale, as well as being blurred and darkened. This may be disabled by changing grayscale to false in doomretro.cfg.
- The menu background’s blur is now calculated differently, and should resolve the performance issues some users were experiencing.
- Minor corrections have been made to the drop shadows and kerning of text in the menus.
- Menus are now always centered vertically.
- Many changes have been made so that custom graphics in PWADs are now handled better, when previously they may have either ignored completely or misaligned.
- When changing the music using the IDMUS cheat, the name of the music will be displayed.
- When changing the map using the IDCLEVxy cheat, the name of the map will be displayed.
- When using the IDBEHOLDx cheats, the message displayed will indicate if the power-up is being toggled on or off.
- In doomretro.cfg, menublur has been renamed to just blur, show_messages to messages, usegamma to gammalevel, and screenblocks to screensize.
- When the player’s health, ammo or armor drops to 10 or less, those values will start flashing in the widescreen HUD as a warning.
- When the player is invulnerable (either by having picked up an invulnerability power-up or using the IDDQD cheat), their health will be displayed in gold in the widescreen HUD. This corresponds with the gold eyes of the player’s face in the status bar.
- The widescreen HUD now indicates when the player is invulnerable.
- There are now 31 different gamma correction levels between 0.50 and 2.0 inclusive, in increments of 0.05. Gamma correction level 0.75 is still the default.
- The first press of the
F11
key will now display the current gamma correction level. Further presses of the key before the message disappears will then increase the level (or decrease the level if theSHIFT
key is held down). - Autorepeat is now allowed for the
F11
key. - The gamma correction level is now saved the moment it is changed.
- The weapons dropped by Shotgun Guys and Heavy Weapon Dudes when they die are now mirrored horizontally at random, independent of their corpses.
- A bug has been fixed whereby the player was unable to pick up stimpacks or medikits in the BFG Editions of DOOM or DOOM II.
- There is now slightly more blood.
- Because of some significant improvements to the drawing of blood splats, the number of blood splats that may be in a map is now unlimited. The bloodsplats setting in doomretro.cfg may still be changed from unlimited to a value between 0 and 32768 inclusive.
- Blood splats are now mirrored horizontally at random for some additional variation.
- The blood and blood splats from Spectres, as well as the player when they have the partial invisibility power-up, now appear with the same “fuzz effect”.
- Blood splats are now drawn first and no longer overlap other sprites, making them appear closer to the ground.
- When the mouse sensitivity is set to 0, the mouse is disabled. (And similarly, when a gamepad is in use, it is also disabled.)
- The translucency of blue and green blood has been reduced slightly.
- doomretro.wad no longer appears in the WAD launcher.
- Any PWADs selected with doom1.wad in the WAD launcher will now be ignored rather than displaying an error.
- nerve.wad can now be selected without doom2.wad in the WAD launcher, even when another PWAD is selected with it, and doom2.wad will be looked for automatically.
- A bug has been fixed whereby the keys the player had previously found weren’t being restored when loading a savegame.
- The location of GUS patches can now be specified using timidity_cfg_path in doomretro.cfg.
- Rotate mode is now enabled by default in the automap.
- Some minor changes have been made to the help screen.
- Screenshots are now saved as Untitled.bmp if taken while in the help screen.
- Messages will now timeout when the help screen is displayed.
- The lighting in maps is now calculated differently slightly.
- The small ‘3’ and ‘8’ digits used for marks in the automap, and the small ‘3’ digit in the status bar, have been altered slightly.
- There is now a chance that the super shotgun may gib a monster when fired at point blank range. (This idea has been taken from Fabian Greffrath’s Crispy DOOM.)
DOOM Retro v1.3
- An extensive number of optimizations have been made that improve the overall performance of DOOM Retro.
- A heads-up display (HUD) is now shown in widescreen mode.
- Each element of the HUD is slightly translucent.
- An additional press of the
+
key, or move of the “SCREEN SIZE” slider to the right in the options menu, will hide the HUD. - The HUD isn’t displayed while the player is dead.
- If the player has the berserk power-up, and has his fist selected, the berserk power-up will replace the medikit in the HUD.
- The keys that the player has picked up are displayed in the order they were found, from right to left.
- If the player attempts to open a door they don’t have the key for, that key will flash in the HUD.
- If the player has no armor, the keys are displayed along the right side of the screen.
- The type of armor the player has (either green or blue armor) is displayed.
- The background is now blurred when in a menu or the game is paused. This effect may be disabled by changing the menublur setting in default.cfg to false.
- The green blood of Hell Knights and Barons of Hell is now slightly darker.
- A bug has been fixed that existed in Vanilla DOOM that caused monsters to be able to see the player through walls, or not see the player when they should have, in some instances. Thank you to 倉敷楠花 (Nanka Kurashiki) for bringing this to my attention.
- The
PRINTSCRN
key andALT
+ENTER
have been added to the help screen. - The “HELP” title has been added to the help screen in DOOM II to be consistent with the other versions of DOOM.
- The player’s weapon is no longer displayed in the help screen’s background.
- Switching between widescreen and non-widescreen modes is now much cleaner. The status bar will no longer briefly appear at the bottom of the screen.
- Several bugs have been fixed whereby some IWADs and PWADs would sometimes fail to load from the WAD launcher.
- If the selection made in the WAD launcher is incorrect, it will reopen rather than exit with an error.
- By popular demand, default.cfg is now saved in the same folder as doomretro.exe. To make it clear where the settings are, a copy of default.cfg is now included in the distribution.
- The settings in default.cfg are now sorted alphabetically.
- DOOM Retro is now less likely to crash if certain settings in default.cfg are set incorrectly.
- The bloodsplats setting in default.cfg is now a number rather than true or false, and is 1024 by default.
- A bug has been fixed whereby over 700 different level-specific fixes (replacing missing or incorrect textures, moving stuck objects, etc.) weren’t being applied.
- Tweaks have been made to the animations of Zombiemen, Shotgun Guys and Mancubi.
- Screenshots are now saved as a 256-color Windows BMP, reducing their size in kilobytes by more than 66%.
- Pillarboxes are no longer saved in screenshots.
- The
PRINTSCRN
key now no longer saves the screen to the clipboard when taking a screenshot. - Rotation in the automap is now more accurate.
- A bug has been fixed whereby the crosshair could still decelerate from panning while the menu was displayed.
- The red crosses in stimpacks are now darker to be consistent with medikits.
- If a sprite is replaced with a custom sprite in a PWAD, any translucency will be removed and custom offsets won’t be applied.
- The width of pickups are now calculated differently such that they are less likely to be suspended in midair when close to a change in height.
- The TEKWALL1 texture (for example, as used on the green armor platform in E1M1: Hangar) is now displayed the same way as in Vanilla DOOM.
- Windows accessibility shortcut keys are disabled during the game.
- The
WINDOWS
key is now also disabled when in a window. - The pistol sound is now used when toggling messages in the options menu using the
←
and→
cursor keys. - Changes have been made to how mouse sensitivity is calculated such that it is now exactly the same as Chocolate DOOM.
- The default mouse sensitivity has been increased.
- Blood splats no longer appear on RROCK0x animated flats.
- A bug has been fixed whereby if the “reject matrix” in a PWAD is empty, it will create an overflow and cause monsters to behave strangely. Thank you to jeff-d on the Doomworld forums for providing a solution to this.
- The berserk power-up may now be toggled off using IDBEHOLDS cheat.
- A bug has been fixed whereby the Lost Soul wouldn’t rotate correctly in DOOM II’s cast sequence.
- Translucency may be disabled by setting translucency setting in default.cfg to false.
- The fuzz effect is now applied to the muzzle flash of the player’s weapon when they have the partial invisibility power-up.
- A bug has been fixed whereby some floors weren’t rising or lowering when they should. Thank you to Jon Krazov for bringing this to my attention.
- key_prevweapon and key_nextweapon will no longer work when in a menu.
- Savegame descriptions are no longer updated to the current map’s name when the player saves a game if they have previously edited it.
- The correct skill level is now saved in savegames.
- The
ENTER
key on the numeric keypad can now be used wherever the mainENTER
key can be used. - DMENUPIC is now used on the intermission screen in DOOM II (BFG Edition).
- There are no longer any overlapping drop shadows in the menus.
- Keys are now positioned correctly in the status bar.
DOOM Retro v1.2.1
- DOOM Retro is now compiled using Microsoft Visual Studio Express 2013 for Windows Desktop.
- DOOM Retro is now distributed with version 1.2.14 of SDL.dll and version 1.2.12 of SDL_mixer.dll.
- doomretro.exe now has a new icon.
- If no IWAD file is specified using the –IWAD command-line parameter, a standard Windows dialog box entitled “Where’s All the Data?” will now appear where one IWAD, and optionally one or more PWADs, can be selected.
- DOOM Retro is now considerably more stable. The game will no longer crash when a Spectre is on the screen in some instances.
- Many internal optimizations have been made.
- A bug has been fixed that was present in Vanilla DOOM whereby bullets would pass through monsters in some instances.
- Much greater mouse sensitivity can now be selected in the options menu.
- Minor visual tweaks have been made to the status bar.
- The game will no longer switch to widescreen mode in the options menu if the screen slider is moved all the way to the right and no game is being played.
- The
+
and–
keys, as well as moving left and right on a gamepad, can no longer be used to toggle messages on and off in the options menu. - When default.cfg is created for the first time, the keyboard control variables will now be saved as their actual character values rather than their scan codes.
- Blood splats are now left on the ground wherever blood falls. (They may be disabled by setting bloodsplats to false in default.cfg.)
- The fuzz effect of Spectres now looks better while the game is paused or a menu is displayed.
- A bug has been fixed whereby the chainsaw could not be selected by the player unless they also had a berserk power-up.
- The screen will now be wiped at the same speed in widescreen mode.
- If a value is out of range in default.cfg, the default for that value will be used rather than the closest valid value.
- The usegamma value is now checked that it is in range when the game starts.
- When the player stands where there is a change in height (either on the floor or ceiling), that edge is now drawn more accurately.
- When in a confined area, Pain Elementals no longer try to spawn Lost Souls in the wrong places only for them to explode straight away.
- When Lost Souls are killed, they now explode on the spot, rather than their explosion sometimes drifting upwards.
- When Pain Elementals are killed, their explosion is now centered better.
- A bug has been fixed whereby messages weren't always being cleared before taking a screenshot.
- The state of flickering lights, active switches and moving platforms are now saved in savegames. This means that savegames from previous versions of DOOM Retro will no longer work.
- When a monster is killed, there is a better chance of its corpse being mirrored horizontally if the corpse of the last monster to be killed wasn't mirrored.
- When more than one monster is killed at exactly the same time, there is now a chance that they will fall randomly out of sync.
- Settings are now saved to default.cfg the moment they change, rather than when quitting the game, so if the game crashes or exits with an error, those settings will be restored.
- The player’s weapon now isn’t as distorted at reduced screen sizes.
- A bug has been fixed whereby the muzzle of the super shotgun was translucent in some instances.
- 33% alpha translucency rather additive translucency is now used for the SoulSphere, MegaSphere, Invincibility and Partial Invisibility power-ups.
- The
+
and–
keys can no longer be used while the help screen is displayed. - In those levels that require one or more monsters to be killed for a sector to move to complete the level, if the –NOMONSTERS command-line parameter is specified, those sectors will now automatically move.
- Replicating what happens in Heretic and Hexen, the remaining monsters in the level will turn on each other once the player has been killed. The player will face their killer when they die, but unlike those games, their view won’t continue to follow their killer around.
- A bug has been fixed whereby DOOM’s episode menu would be displayed when pressing the
ESC
key on DOOM II’s skill level menu. - The IDCHOPPERS cheat will now be cancelled (by removing the invulnerability power-up and the chainsaw) when the player switches to or picks up a weapon other than the chainsaw.
- Many monsters are now positioned and animate better in DOOM II’s cast sequence.
- Monsters now can’t be rotated in the cast sequence until they are actually on the screen.
- Z-coordinates are now taken into account when telefragging.
- Arch-viles no longer resurrect monsters such that they become stuck in other monsters, or under doors.
- A bug has been fixed whereby the game may crash when an Arch-vile resurrects a monster after a savegame has been loaded.
- The boss in MAP30: Icon Of Sin at the end of DOOM II: Hell On Earth will now still make its alert sound when the level starts if –NOMONSTERS is specified on the command-line.
- A “rotate mode” is now available in the automap. Toggled on and off using the R key, it will dynamically orientate the level such that the player is always pointing towards the top of the screen. Rotate mode is off by default, and whether it is on or off is remembered between games.
- Only one instance of doomretro.exe can be run at a time.
- The player arrow in the automap will now be translucent while the player has a partial invisibility power-up.
- In DOOM II (BFG Edition), since TITLEPIC isn’t present in the IWAD, the otherwise unused DMENUPIC is now used instead of INTERPIC.
DOOM Retro v1.1
- The source code is no longer distributed with DOOM Retro itself, and has instead been made separately available in a GitHub repository. Please visit this site to follow the latest daily developments, and report any issues that you may encounter.
- The correct and complete version information is now displayed when right-clicking on doomretro.exe and selecting “Properties”.
- The –FILE command-line parameter may no longer be used with DOOM Shareware’s WAD file, DOOM1.WAD.
- If a default.cfg file is present in the game folder, it will now be used in preference to the default.cfg saved in AppData\Local\DOOM RETRO for the current Windows user.
- While still maintaining backwards compatibility, the values that may be specified in the default.cfg file are now much more readable, and easier to edit manually.
- Gamepad controls can now be customized by editing the default.cfg file.
- A bug has been fixed whereby the game wouldn’t be rendered correctly for displays with an aspect ratio less than 4:3 (that is, displays that aren’t widescreen).
- In fullscreen mode on a widescreen display, increasing the screen size with the
+
key to the maximum will now show a widescreen mode without the status bar, and without any of the horizontal stretching prevalent in many other source ports. DOOM Retro will revert to the standard 4:3 aspect ratio when on the title, intermission, finale and help screens. - A bug has been fixed whereby parts of MAP01: Entryway and MAP02: Underhalls in DOOM II: Hell On Earth would become corrupted when using older versions of DOOM2.WAD. Two barrels and a Shotgun Guy were missing from MAP02 as well. (Credit goes to Jon Krazov for his assistance.)
- For a majority of translucent or partially translucent objects, their translucency is now calculated using additive blending rather than alpha blending, resulting in them appearing considerably brighter.
- The blue lights in tall and short techno floor lamps (MT_MISC29 and MT_MISC30) are now translucent.
- The red and green lights in all switches, as well as the exit signs and many computer terminals that appear in most levels are now consistently bright regardless of the surrounding light levels, and the distance from the player (that is, they are “fullbright”).
- Some minor cosmetic changes have been made to the status bar.
- The corpses of Cyberdemons are no longer flipped horizontally at random.
- When the player ends a level by flicking a switch, that switch will now turn on before the screen is wiped.
- If the player has both the invulnerability and the light amplification visor power-ups, and the invulnerability power-up runs out first, the screen will now flash correctly between the inverted grayscale palette and the “fullbright” palette.
- If the player has both a chainsaw and a berserk power-up, pressing the
1
key will now directly switch to either the chainsaw or the fist, depending on which weapon was selected last, rather than always switching to the chainsaw. This selection is also remembered when saving a game. - If the
SHIFT
key is held down when theCAPSLOCK
key is on (or vice-versa), the player will walk instead of run, as originally intended. - Monsters can no longer pass through tall level decorations.
- A bug has been fixed whereby it took approximately twice as many rockets to kill the boss in MAP30: Icon Of Sin at the end of DOOM II: Hell On Earth.
- Like what can be done at the end of DOOM 64, each monster can now be rotated using the
←
and→
cursor keys during the cast sequence in DOOM II. - The Lost Soul in the cast sequence in DOOM II is now partially translucent.
- The explosions when the Lost Soul and the Pain Elemental die in the cast sequence in DOOM II are now translucent.
- A bug has been fixed whereby the cast sequence in DOOM II could not be advanced by pressing the
CTRL
key. - The help screen has been updated to include the new controls for the keyboard, mouse and gamepad, and fixing several inconsistencies. (Credit goes to Robin “FrightNight” Reisinger for his assistance.)
- The text on the help screen now has drop shadows.
- The help screen’s background is now a low resolution snapshot of the game screen with a dark blue tint.
- The controls for selecting the plasma rifle and BFG 9000 are no longer present on the help screen in DOOM Shareware.
- When using a PWAD, screenshot filenames will now be of the format ExMy.bmp or MAPxx.bmp rather than incorrectly use the name of the map this map replaces in the main IWAD.
- When a screenshot is taken using the
PRINTSCREEN
key, any messages are now cleared from the top of the screen first. - A bug has been fixed whereby if a game is saved while a platform is moving, it could potentially cause the game to crash when that savegame is loaded.
- When using the IDCLEVxy cheat, keycards and skull keys are no longer removed from the status bar before the screen is wiped.
- The correct message is now displayed when entering the IDKFA cheat.
DOOM RETRO v1.0
This is the original version of DOOM Retro, v1.0, released on December 10, 2013. However, DOOM Retro's source code wasn't uploaded to GitHub until just before the release of DOOM Retro v1.1, so the correct source code for DOOM RETRO v1.0 is included in the doomretro-1.0.zip file with the binary. Visit here for the release notes.