Skip to content

DOOM Retro v4.6

Compare
Choose a tag to compare
@bradharding bradharding released this 20 Aug 21:54
· 4088 commits to master since this release
  • DOOM Retro is now built using v17.3.1 of Microsoft Visual Studio Community 2022.
  • DOOM Retro now uses SDL v2.24.0, SDL_mixer v2.6.2 and SDL_image v2.6.2.
  • Extensive optimizations have been made to further improve the overall performance and stability of DOOM Retro.
  • DOOM Retro no longer crashes if run from a folder that contains non-Latin characters in its path.
  • Several changes have been made to text that is output to the console.
  • Minor improvements have been made to the console’s autocomplete feature.
  • The amount of blood splats displayed now depends on their distance from the player again.
  • A message is now displayed with an accompanying sound effect whenever the player finds a secret. This feature may be toggled using the new secretmessages CVAR, which is on by default and off when vanilla mode is enabled.
  • Secrets are no longer considered to be found if the player happens to walk into one while no clipping mode or freeze mode is enabled.
  • The position of player messages has shifted in some instances.
  • Several improvements have been made to the alternate widescreen HUD.
  • The r_althud CVAR is now on by default.
  • The following changes have been made to the menu’s background:
    • It now has a border with curved corners.
    • The player’s field of view is now increased to 135°.
    • The player’s view is now lowered to the ground.
    • The player’s view is now vertically centered if the mouselook CVAR is on.
    • The spin of the player’s view now sometimes reverses direction if the menu is closed, the player doesn’t move, and the menu is then reopened.
    • Any animated textures or lighting effects are now slowed down.
    • The automap is no longer used as the background if the menu is opened while it is displayed.
    • Unmapped lines in the automap are no longer mapped while the player’s view spins.
  • The text caret is now always positioned correctly when entering a savegame description in the savegame menu.
  • The following changes have been made to the help screen displayed by pressing the F1 key:
    • Subtle noise is now applied to the background.
    • HELP, HELP1 and HELP2 lumps in PWADs that are wider than 320 pixels are now displayed correctly.
    • The correct background is now displayed if the help screen is opened while the automap is displayed.
  • If it doesn’t already exist, an autoload folder is now created during startup. Any .wad, .deh or .bex files that are placed in this folder, (or in the subfolder based on the name of the current WAD), will then always be automatically loaded during startup.
  • The number of gamma correction levels set by the r_gamma CVAR that are brighter than 1.0 has been reduced.
  • The r_translucency CVAR has been split into the following two CVARs:
    • The new r_sprites_translucency CVAR toggles the translucency of certain sprites. This CVAR is on by default and off when vanilla mode is enabled.
    • The new r_textures_translucency CVAR toggles the translucency of certain BOOM-compatible wall textures. This CVAR is also on by default and off when vanilla mode is enabled.
  • Blood is now spawned during melee attacks from monsters. This feature may be toggled using the new r_blood_melee CVAR, which is on by default and off when vanilla mode is enabled.
  • Bullet puffs are no longer spawned instead of blood when the r_blood CVAR is none.
  • The following changes have been made when the r_liquid_clipsprites CVAR is on:
    • The bottoms of monster sprites are no longer momentarily still clipped as they move out of liquid.
    • The bottoms of monster sprites are no longer clipped when in liquid if their top offset makes them too high.
  • A crash no longer occurs:
    • When entering the IDBEHOLD cheat while the alternate widescreen HUD is displayed.
    • When entering the map CCMD in the console with an invalid parameter.
    • During intermission if the WIENTER or WIF lumps are taller than the screen.
  • Minor improvements have been made to the playback of MIDI music.
  • The IDCHOPPERS cheat is now canceled properly when the player exits a map.
  • The following changes have been made in the automap:
    • The angles of thing triangles when the IDDT cheat is used are now interpolated when the vid_capfps CVAR is a value other than 35.
    • The current map’s title is now in italics when the r_althud and vid_widescreen CVARs are on.
    • All text displayed now has the same amount of translucency when the r_althud and vid_widescreen CVARs are on.
    • The position of the current map’s title has changed in some instances.
    • There are no longer fade transitions when using certain controls and the fade CVAR is on.
  • The status bar and widescreen HUD are now displayed correctly when DOOM Retro is paused by pressing the PAUSE key.
  • The chainsaw has been shifted to the left slightly when the r_althud and vid_widescreen CVARs are on.
  • The following changes have been made to the support of DEHACKED lumps:
    • The player’s super shotgun is now positioned correctly if the offsets of any of its frames are changed.
    • Using the SHADOW flag in Bits now always works as intended.
    • A crash no longer occurs when attempting to display the player’s health in the widescreen HUD if Initial Health or Max Health are changed to a value greater than 999.
    • Gibbing corpses are no longer affected if Exploding frame is changed.
    • Blood color may now be used to change the color of blood spilled by monsters. This is set to a value between 0 and 8 (representing the colors red, gray, green, blue, yellow, black, purple, white and orange).
    • If the SHADOW flag is used in Bits, the monster now spills fuzzy blood if the r_blood CVAR is all.
    • Blood in Thing blocks is no longer used.
    • The TRANSLUCENT_REDTOGREEN_33, TRANSLUCENT_REDTOBLUE_33, REDTOGREEN and REDTOBLUE flags in Retro bits are no longer used.
    • Pain elementals, lost souls and barrels are no longer translucent when exploding if any of their states have been changed.
    • The player’s view now shakes if a thing other than a barrel (but not a missile) uses the A_Explode codepointer and the r_shake_barrels CVAR is on.
    • If a thing is changed in any way, the offsets of all of its sprite’s frames are no longer corrected even if the r_fixspriteoffsets CVAR is on.
    • The values of Green Armor Class and Blue Armor Class in Misc blocks are now always used.
    • By adding an underscore before and after text in a player message, that text will appear italicized in the console and when the r_althud and vid_widescreen CVARs are on.
  • The following changes have been made to the support of MAPINFO lumps:
    • nofreelook and nojump now work as intended.
    • enterpic now works as intended.
    • exitpic can now be used to specify the lump displayed when the player exits a map.
    • compat_nopassover can now be used to override the effects of the infiniteheight CVAR when off.
  • Minor improvements have been made to the support of MBF21-compatible WADs.
  • The following changes have been made to brightmaps when the r_brightmaps CVAR is on:
    • A new BRGHTMPS lump has been introduced that allows brightmaps to be changed in a PWAD.
    • Minor improvements have been made to the brightmaps of the COMPUTE2 and COMPUTE3 textures.
    • Brightmaps can now be applied to masked midtextures.
  • The existing feature of randomizing the starting frame of certain sprites may now be toggled using the new r_randomstartframes CVAR, which is on by default and off when vanilla mode is enabled.
  • The player’s speed when strafing has been reduced when moving the mouse while the ALT key is held down, and is more consistent with the speed when using the A and D keys to strafe.
  • The following changes have been made when vanilla mode is enabled using the vanilla CCMD:
    • The am_grid CVAR is no longer turned off.
    • Red blood is now spawned when shooting a lost soul.
    • The value of the vid_showfps CVAR is now remembered when disabling vanilla mode.
  • When a monster or its corpse is crushed, the color of the resulting gibs now matches the monster’s blood.
  • The following changes have been made when playing DOOM (Shareware):
    • .deh and .bex files may no longer be loaded.
    • MBF-compatible helper dogs may no longer be spawned using the spawn CCMD.
    • Entering map random in the console will no longer warp the player to E1M4B: Phobos Mission Control or E1M8B: Tech Gone Bad.
  • The con_backcolor and con_edgecolor CVARs have been removed.
  • A bug is fixed whereby the colormap applied to monsters could be wrong in some rare instances.
  • Sectors without thinkers are no longer interpolated if the vid_capfps CVAR is a value other than 35.
  • The screen will now smoothly fade to black if the player has a berserk or radiation shielding suit power-up, the console is opened, the player uses the quit CCMD, and the fade CVAR is on.
  • The vid_borderlesswindow CVAR is now off by default.