Releases: bradharding/doomretro
Releases · bradharding/doomretro
DOOM Retro v5.6
- DOOM Retro is now built using v17.12.3 of Microsoft Visual Studio Community 2022.
- DOOM Retro now uses SDL v2.30.10.
- Several changes 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.
- Minor improvements have been made to text autocompleted in the console by pressing the TAB key.
- A bug is fixed whereby textures wouldn’t load from a PWAD in some rare instances.
- These changes have been made when a PWAD is loaded that has a custom character set:
- The message displayed when the player finds a secret is now gold if the
secretmessages
CVAR ison
. - The message displayed when using the
IDCLEV
cheat ormap
CCMD to warp to a secret map is now gold. - The title in the automap is now gold if the map is a secret map.
- The title in the automap now has a drop shadow.
- The message displayed when the player finds a secret is now gold if the
- A bug is fixed whereby the screen wasn’t being immediately updated after changing the
r_hud
CVAR in the console. - The health of the player when they are dead if the
negativehealth
CVAR ison
no longer affects voodoo dolls. - Extensive improvements have been made to the support of Legacy Of Rust:
- Partial support has been introduced for the new ID24 specification so that:
- The sky in some maps is now on fire.
- An animated intermission screen is now displayed when finishing a map.
- Maps are now denoted as “ExMy” rather than “MAPxx” in the automap.
- Stats for killing banshees, ghouls, mindweavers, shocktroopers, tyrants and vassagos, for picking up fuel, and for firing the incinerator and calamity blade, are now all displayed by the
playerstats
CCMD. - A fuel can icon now appears in the widescreen HUD when the player has their incinerator or calamity blade equipped.
- Fire from the player’s incinerator and calamity blade is now randomly mirrored and translucent.
- DOOM Retro’s higher resolution status bar is now displayed, with “FUEL” replacing “CELL”, rather than the
STBAR
lump inID1.WAD
. - The help screen has been updated to include the incinerator and calamity blade.
- The positions of shadows cast by some monsters have improved.
- The new monsters no longer bob up and down when in a liquid sector.
- Adaptive translucency is now applied to projectiles fired by ghouls when the
r_sprites_translucency
CVAR ison
. - A bug is fixed whereby the calamity blade was inflicting too much damage.
- Partial support has been introduced for the new ID24 specification so that:
- A bug is fixed whereby Andrew Hulshult’s IDKFA soundtrack wasn’t being played in some maps when
extras.wad
was autoloaded. - The volume of MP3 and Ogg Vorbis music lumps has increased slightly.
- Minor improvements have been made to the support of Master Levels, SIGIL, Chex Quest, Chex Quest 2, Ancient Aliens and Back To Saturn X E2: Tower In The Fountain Of Sparks.
- These changes have been made to the support of
MAPINFO
lumps:- The order in which multiple
MAPINFO
lumps are loaded is now correct. EPISODE
is now parsed in more instances.- Up to 10 episodes can now be specified using
EPISODE
and will display correctly in the episode menu.
- The order in which multiple
- These changes have been made to the support of
DEHACKED
lumps:- A bug is fixed whereby a line wouldn’t be parsed in some instances if the previous line was blank.
- If the fists or chainsaw are replaced using
WEAPON
, that weapon can now consume ammo. - Blood splats are no longer spawned if the states of blood have been changed.
- The fake contrast applied to walls at different angles is now more varied.
- A bug is fixed whereby the player’s aim was slightly lower when the
freelook
CVAR wason
and ther_screensize
CVAR was8
. - These changes have been made to the alternate widescreen HUD:
- The weapon silhouette now accurately reflects the pickup sprite for each weapon.
- Certain elements have now either shifted position, increased in size and/or cast a slight shadow.
- The health bar no longer flashes white while it is red and the player picks up some health.
- Pressing the PRINTSCREEN key no longer advances the finale.
- The mouse wheel can no longer be used to advance DOOM II’s cast sequence.
- The amount of ammo the player has is no longer momentarily translucent in the widescreen HUD at the start of each map if the
animatedstats
CVAR ison
. - These changes have been made to the help screen:
- A bug is fixed whereby the help screen wouldn’t be fully displayed when the
vid_widescreen
CVAR wasoff
. - The
TITLEPIC
lump is now always used as the help screen’s background when not playing a game. - The help screen now displays better in some PWADs that have custom
PLAYPAL
lumps.
- A bug is fixed whereby the help screen wouldn’t be fully displayed when the
- Using the mouse pointer to move the scroll bar in the console is now more responsive when the
m_pointer
CVAR ison
. - Drop shadows are now always displayed correctly for all elements on the intermission screen.
- A bug is fixed whereby the wrong
INTERPIC
lump would be displayed in some instances. - The
vid_widescreen
CVAR no longer resets tooff
at startup if-nosplash
is used on the command-line. - A bug is fixed whereby the z-coordinates of things bobbing in liquid sectors were altered upon loading a savegame when the
r_liquid_bob
CVAR wason
. - Very short sprites are no longer clipped in liquid sectors when the
r_liquid_clipsprites
CVAR ison
. - These changes have been made to the automap:
- Aspect ratio correction is now applied. This feature can be toggled off using the new
am_correctaspectratio
CVAR, which ison
by default andoff
when vanilla mode is enabled. - In the original DOOM, if the player moved around while the automap was open, walls seen by the player for the first time weren’t mapped. This behavior can now be restored by disabling the new
am_dynamic
CVAR, which ison
by default andoff
when vanilla mode is enabled. - The automap now displays correctly when zooming out in very large maps.
- The grid now always covers the entire screen when the
am_rotatemode
CVAR ison
. - A bug is fixed whereby the player’s path would stop being drawn after the player teleported and the
am_rotatemode
CVAR wasoff
. - A bug is also fixed whereby the player’s path would display incorrectly at the start of a map in some instances.
- Aspect ratio correction is now applied. This feature can be toggled off using the new
- The fuzz effect from spectres and the partial invisibility power-up now:
- Doesn’t cause the status bar to bleed into the player’s view while the console is open.
- Freezes along with everything else when freeze mode is enabled.
- Flying monsters no longer nudge corpses beneath them when the
r_corpses_nudge
CVAR ison
. - Scrolling textures are now smoother when the
vid_capfps
CVAR is a value other than35
. - The interpolation of moving floors and ceilings is now smoother in some instances when the
vid_capfps
CVAR is a value other than35
. - Semi-colons are now parsed correctly when using the
alias
CCMD in the console. - All actions can now be bound to a second key using the
bind
CCMD in the console. - If the key bound to the
+followmode
action is bound to another action, pressing that key now works outside of the automap. - Maps that use BOOM’s
WATERMAP
lump are now supported. - A bug is fixed whereby the next map wouldn’t load after displaying a text screen during intermission in some rare instances.
- The
episode
CVAR is now reset to its default if the WAD loaded in the launcher is different than last time. - Minor improvements have been made to the support for MBF21-compatible WADs.
- A bug is fixed whereby Wolfenstein SS were replaced by zombiemen at the start of each map in some rare instances.
- The behavior of lost souls spawned by pain elementals is now consistent with the original DOOM II.
- The drop shadows of menu items displayed using a
DBIGFONT
lump no longer overlap. - Torched trees no longer bob when in liquid sectors.
- The player and monsters now traverse liquid sectors at different heights better.
DOOM Retro v5.5.1
- DOOM Retro now uses SDL v2.30.6.
- Minor changes have been made to text that is output to the console.
- Player messages that don’t fit on the screen when the
vid_widescreen
CVAR isoff
now wrap to a second line rather than being truncated with an ellipsis. - These changes have been made when loading a savegame:
- The date and time a savegame was saved, and whether it has changed the skill level, is now displayed in the console.
- The
episode
andskilllevel
CVARs are now updated as necessary. - A bug is fixed whereby certain floor heights, ceiling heights and wall texture offsets could be slightly off after loading a savegame in some rare instances.
- A crash no longer occurs when killing something that has both an
Exploding frame
andBits = NOBLOOD
specified in aDEHACKED
lump, and ther_blood_gibs
CVAR ison
. - These changes have been made to the support of
MAPINFO
lumps:- A bug is fixed whereby a
MAPINFO
lump wouldn’t be parsed at all in some instances. - Actions specified using
BOSSACTION
now always trigger as intended. INTERTEXT = CLEAR
is now parsed.- Up to 9 episodes can now be specified using
EPISODE
and will display correctly in the episode menu.
- A bug is fixed whereby a
- A bug is fixed whereby the player wouldn’t telefrag monsters.
- The player now equips their fists if they pick up a berserk power-up and they already have one.
- Player and voodoo doll corpses can now trigger line specials again.
- A bug is fixed whereby the mouse pointer couldn’t be used to move the text caret or scroll bar in the console when the
m_pointer
CVAR wason
and thevid_widescreen
CVAR wasoff
. - These changes have been made in response to id Software’s rerelease of DOOM and DOOM II during QuakeCon on August 8, 2024:
- When DOOM Retro is run for the first time, the WAD launcher will now also look for the IWADs included with installations of this release.
- A bug is fixed whereby several wrong lumps would be displayed when loading a PWAD alongside the new DOOM or DOOM II IWADs.
- Several compatibility fixes have been implemented for Legacy Of Rust.
- If
extras.wad
is found alongsideDOOM.WAD
orDOOM2.WAD
, it is now autoloaded, and Andrew Hulshult’s IDKFA soundtrack is played instead of the regular MIDI music.
- Minor improvements have been made to the support of REKKR and REKKR: Sunken Land.
- The
STTMINUS
lump used in the status bar and widescreen HUD when thenegativehealth
CVAR ison
and the player is dead, is now positioned correctly in instances where its vertical offset is missing. - A bug is fixed whereby a string CVAR couldn’t be changed in the console to the same string but with a different case.
- The length of the
playername
CVAR is now limited to 16 characters. - Blood splats now move with everything else on BOOM-compatible scrolling floors.
- If the
+alwaysrun
action is bound to the CAPSLOCK key, and thealwaysrun
CVAR ison
, the CAPSLOCK key is now toggled off when the console is opened, and then toggled back on when it closes.
DOOM Retro v5.5
- DOOM Retro is now built using v17.10.5 of Microsoft Visual Studio Community 2022.
- DOOM Retro now uses SDL v2.30.5.
- Several changes have been made to further improve the overall performance and stability of DOOM Retro.
- Several changes have been made to text that is output to the console.
- The mouse no longer has any effect on DOOM Retro’s window when it doesn’t have focus.
- Changing the
r_mirroredweapons
CVAR no longer affects the random colors of marine corpses when ther_corpses_color
CVAR ison
. - These changes have been made to the support of
MAPINFO
lumps:- A bug is fixed whereby map names wouldn’t be parsed correctly in some instances.
EPISODE
is now parsed correctly in more instances.- Newline characters in
INTERTEXT
andINTERTEXTSECRET
strings are now parsed.
- These changes have been made to the support of
DEHACKED
lumps:- The values specified using
Initial health
andInitial bullets
will now be used at the start of each map if thepistolstart
CCMD or-pistolstart
command-line parameter are used. - A bug is fixed whereby the health of spiderdemons would always be 3,000 even if a value was specified using
Hit points
.
- The values specified using
- These changes have been made to the support for controllers:
- Improvements have been made to the rumbling of controllers when the player uses certain weapons and the
joy_rumble_weapons
CVAR ison
. - A bug is fixed whereby the player would continually turn to their right if the
joy_analog
CVAR wasoff
(including when vanilla mode was enabled). - Hotplugging controllers now always works.
- Pressing the left thumbstick of a controller is no longer bound to the
+alwaysrun
action by default. - Controllers no longer rumble if the mouse or keyboard are being used by the player instead.
- Improvements have been made to the rumbling of controllers when the player uses certain weapons and the
- The aspect ratio of the display when in widescreen mode can now be forced by changing the new
vid_aspectratio
CVAR from its defaultauto
to16:9
,16:10
,21:9
or32:9
. - Pressing the ENTER key to close the help screen no longer causes the previous player message to be displayed.
- The
save
andload
CCMDs can now be used to save and load games by specifying numbers1
to8
. - The player’s currently equipped weapon is now translucent when they have a partial invisibility power-up and the
r_textures
CVAR isoff
. - A bug is fixed, present in the original DOOM, whereby sprites wouldn’t be rendered if the sector they were in wasn’t in the player’s line of sight.
- Sprites also no longer disappear when drawn against the left and right edges of ultra-wide displays.
- A small amount of blood is now sprayed when a monster is gibbed. This can be disabled using the new
r_blood_gibs
CVAR, which ison
by default andoff
when vanilla mode is enabled. - The
playername
CVAR is now“”
rather than“you”
by default. - A bug is fixed whereby the ammo the player had for their equipped weapon wasn’t displayed in the widescreen HUD while they were dead.
- The power-up bar is now displayed in the alternate widescreen HUD when the player enters the
IDBEHOLDL
cheat. - These changes have been made to the menu:
- Minor improvements have been made to the highlighting of items selected in the menu.
- The highlighting of items selected in the menu can now be disabled using the new
menuhighlight
CVAR, which ison
by default andoff
when vanilla mode is enabled. - Shadows cast by items in the menu can now be disabled using the new
menushadow
CVAR, which ison
by default andoff
when vanilla mode is enabled. - The
episode
,expansion
andskilllevel
CVARs are now always updated whenever the selected episode, expansion or skill level are changed in the menu. DBIGFONT
lumps are now supported. This will allow more menu items to be displayed in the correct font, andCONSOLE...
to be displayed in the options menu, in some instances.- These changes have been made to the load and save game menus:
- The text caret in the save game menu is now larger and flashes quicker.
- A bug is fixed whereby the text caret could become momentarily stuck at the end of a truncated savegame description in some instances.
- To be consistent with every other menu, pressing a key that corresponds with the first letter of a savegame description now navigates to that savegame slot.
- The sound effect heard when opening and closing the console by pressing the ~ key is now slightly louder.
- Further improvements have been made to rendering liquid sectors when the
r_liquid_bob
CVAR ison
. - The screen’s brightness can now be adjusted using the new
vid_brightness
CVAR. This CVAR can be between-100%
and100%
, and is0%
by default and when vanilla mode is enabled. - The screen’s contrast can now be adjusted using the new
vid_contrast
CVAR. This CVAR can be between-100%
and100%
, and is0%
by default and when vanilla mode is enabled. - The screen’s red, green and blue levels can now be adjusted using the new
vid_red
,vid_green
andvid_blue
CVARs. These CVARs can be between-100%
and100%
, and are0%
by default and when vanilla mode is enabled. - The
r_saturation
CVAR is renamedvid_saturation
, is now a value between-100%
and100%
and is0%
by default. - The
vid_scaleapi
CVAR is nowdirect3d11
by default. - The map title in the automap is now always positioned correctly when the
am_external
CVAR ison
. - Additional brightness can now be applied to all of the lighting in the current map using the new
r_levelbrightness
CVAR. This CVAR can be between0%
and100%
, and is0%
by default and when vanilla mode is enabled. - The
infiniteammo
andregenhealth
CCMDs can no longer be entered when a game isn’t being played. - The color of the bottom edge of the console now changes to reflect the color of the digits in the status bar, (or in some cases, the text in the menu), if the relevant lumps have been replaced by the currently loaded PWAD.
- The mouse pointer may now be used to move the scroll bar in the console when the
m_pointer
CVAR ison
. - Minor changes have been made to text in the status bar and alternate widescreen HUD.
- The
r_shake_damage
CVAR is now a value ofon
oroff
and ison
by default. Improvements have been made to the shake effect when this CVAR ison
. - A confirmation message is now displayed when entering the
endgame
CCMD in the console. - A bug is fixed whereby a controller’s left thumbstick would be too sensitive while the player was running.
- A minor improvement has been made to the rumble of controllers when the player picks something up and the
joy_rumble_pickup
CVAR ison
. - A bug is fixed whereby advancing the intermission screen wouldn’t work in some instances.
- A crash no longer occurs if a texture is missing a patch.
DOOM Retro v5.4
- DOOM Retro is now built using v17.9.6 of Microsoft Visual Studio Community 2022.
- DOOM Retro now uses SDL v2.30.3.
- Minor changes have been made to further improve the overall performance and stability of DOOM Retro.
- Several changes have been made to text that is output to the console.
- A slightly brighter color is now chosen for the surrounding pillarboxes when displaying certain lumps from PWADs that are only 320 pixels wide and the
vid_widescreen
CVAR ison
. - A bug is fixed whereby grouping wasn’t being applied to the previous player message when displayed by pressing the ENTER key if both the
messages
andgroupmessages
CVARs wereon
. - Minor improvements have been made to certain animations on the intermission screen.
- The status bar now shows when the player has picked up both a keycard and a skull key of the same color by introducing support for BOOM’s
STKEYS6
,STKEYS7
andSTKEYS8
lumps. - Improvements have been made to drawing thing triangles in the automap when the
IDDT
cheat has been entered. - The underscores of the message displayed when the
IDBEHOLD
cheat has been entered now always line up. - The shadow cast by the status bar in the automap is now low detail when the
r_detail
CVAR islow
. - The color of the player stats shown in the automap when the
am_playerstats
CVAR ison
can now be changed using the newam_playerstatscolor
CVAR, which is4
by default. - These changes have been made to the support of
MAPINFO
lumps:- Scrolling skies are now supported if a value is specified with
SKY1
. ALLOWMONSTERTELEFRAGS = 0
now works on all maps.- A bug is fixed whereby map names wouldn’t be used in some instances.
- Scrolling skies are now supported if a value is specified with
- Minor improvements have been made to the parsing of
DEHACKED
lumps. - The status bar and widescreen HUD are now always correctly updated when the
give
ortake
CCMDs are used to give or take keycards and skull keys to or from the player. The order in which they are given has also improved. - The
DSSAWUP
sound effect is no longer heard in its entirety when the player equips their chainsaw. - If a sound effect lump in a PWAD is 0 bytes in size, now rather than playing the IWAD’s lump it replaces, nothing is played.
- Explosions now cast shadows if the
r_shadows
CVAR ison
. - These changes have been made to intermission text screens:
- A sound effect is now played when a key is pressed to advance the text.
- A crash no longer occurs if the text is too long.
- The F1 key no longer interrupts the splash screen if pressed.
- The console can no longer be opened while a menu confirmation message is displayed.
- Further improvements have been made to the position of player messages in some instances.
- These changes have been made to the load and save game menus:
- If any
STCFNxxx
lumps are present in a PWAD, the savegame descriptions are now correctly positioned vertically. - The correct savegame description is now always displayed in the confirmation message when pressing DEL to delete a savegame.
- If any
- The
mouselook
CVAR and the+mouselook
action have been renamedfreelook
and+freelook
. - These changes have been made when using the
resetall
CCMD:- A bug is fixed whereby certain actions bound to a mouse button weren’t being reset.
- The automap no longer closes if it was open.
- A bug is fixed whereby the sky wouldn’t be stretched if the
+freelook
action was bound to a button on a controller. - The text in the console has been brought in slightly from the left and right edges of the screen when the
vid_widescreen
CVAR ison
, and even more so on ultra-wide displays. - Improvements have been made to the position of some elements of the alternate widescreen HUD.
- The game may now be ended during intermission by either using the
endgame
CCMD in the console or selecting “End Game” in the options menu. - The number of keycards and skull keys the player picks up is now displayed by the
playerstats
CCMD. - The translucency of the trail of smoke behind rockets fired by the player and cyberdemons can now be toggled separately from other sprites by using the new
r_rockettrails_translucency
CVAR. This CVAR ison
by default andoff
when vanilla mode is enabled. - Boss actions now occur when using the
kill
CCMD in the console. - Improvements have been made to displaying the disk icon when the
r_diskicon
CVAR ison
. - Improvements have been made to the contents of files created using the
condump
CCMD. - Liquid sectors are now rendered correctly when their floor height is in line with the player’s view height and the
r_liquid_bob
CVAR ison
. - The
help
CCMD has been renamedwiki
. - Player messages no longer cast shadows when vanilla mode is enabled.
- An infinite amount of ammo for all of the player’s weapons can now be enabled by using the new
infiniteammo
CCMD.
DOOM Retro v5.3
- DOOM Retro is now built using v17.9.2 of Microsoft Visual Studio Community 2022.
- DOOM Retro now uses SDL v2.30.0 and SDL_mixer v2.8.0.
- Changes have been made to DOOM Retro’s splash screen.
- Several changes have been made to further improve the overall performance and stability of DOOM Retro.
- Support has been added for maps with compressed, extended nodes.
- A warning is now displayed in the console at startup if a lump in a PWAD is an unsupported PNG image, since trying to display it would cause DOOM Retro to crash.
- Minor changes have been made to text that is output to the console.
- Improvements have been made when the player moves using a controller.
- A bug is fixed whereby corpses weren’t being nudged whenever the player or a monster walked over them and the
r_corpses_nudge
CVAR wason
. - The blood splats spawned around a corpse at the start of each map when the
r_corpses_moreblood
CVAR ison
are no longer spawned outside of the map if the corpse happens to be too close to a wall. - These changes have been made when entering the
IDCLEV
cheat:- If it is used to restart the current map, the player message displayed is now always correct.
- If invalid parameters are entered, such as if
IDCLEV01
is entered while playing DOOM instead of DOOM II, the player no longer equips their fists because the 1 key was pressed.
- The
IDMUS
cheat now works as intended. - The thing triangles of spectres in the automap are now translucent when the
IDDT
cheat has been entered. - Improvements have been made to parsing custom monster names in
DEHACKED
lumps. - These changes have been made to the support of
MAPINFO
lumps:BOSSACTION
now always works as intended.NEXT
andSECRETNEXT
now always work as intended.- Custom episodes greater than episode 4 now work as intended when playing DOOM.
- A crash no longer occurs during the finale when playing DOOM II and
ENDGAME = TRUE
is present.
- If the music lumps
D_E4M1
toD_E4M9
are found in a PWAD, they are now heard when playing maps in episode 4 of DOOM. - These changes have been made to the weapon silhouettes in the alternate widescreen HUD:
- The
DRHUDWP0
lump can now be changed in a PWAD to display a weapon silhouette when the player has their fists equipped. - If any of the player weapon sprites have changed in a PWAD, the weapon silhouettes can now be displayed if the
DRHUDWP0
toDRHUDWP8
lumps are also changed.
- The
- Several improvements have been made to the position, translucency and truncation of player messages and the current map’s title in the automap.
- When playing DOOM (Shareware), files no longer attempt to autoload from the
autoload
folder during startup. - A bug is fixed whereby the presence of
SIGIL_SHREDS.WAD
in theautoload
folder would cause a crash in some instances. - Restoring a lesser known feature from the original DOOM, pressing the ENTER key now displays the previous player message if the
messages
CVAR ison
. Also, pressing the ENTER key while a player message is displayed will now hide that message. - Further improvements have been made to the support of Freedoom: Phase 1 and Freedoom: Phase 2.
- Solid walls now always clip correctly against the left and top edges of the automap.
- The puffs of smoke that trail behind rockets fired by the player and cyberdemons when the
r_rockettrails
CVAR ison
are now randomly mirrored. - The
spawn
CCMD no longer spawns something if the ceiling in front of the player is too low. - The stairs in MAP30: Last Call of Final DOOM: TNT - Evilution now rise up to their correct heights.
- A bug is fixed whereby the player’s view angle would be slightly off after they teleported.
- Both the player and monsters can no longer move under corpses hanging from the ceiling if the
infiniteheight
CVAR ison
. - The number of power-ups the player picks up is now displayed by the
playerstats
CCMD. - The use of
DEHACKED
andMAPINFO
lumps is now displayed by themapstats
CCMD. - A bug is fixed whereby the screen would glitch slightly as the player exited a map if the
vid_scaleapi
CVAR wasdirect3d11
. - The
vid_scaleapi
CVAR is nowdirect3d9
by default. - Minor improvements have been made to the position and translucency of several elements on the intermission screen.
- The total amount of time played is now displayed in the console each time the player exits a map.
- The amount the screen shakes when the player receives damage has been reduced if the
r_shake_damage
CVAR is greater than0%
. - These changes have been made when using the
kill
CCMD in the console:- The distance a monster slides upon their death, and the amount of blood splats that are spawned, are now consistent regardless of the size of the monster.
- Friendly monsters no longer affect the total number of monsters killed in the current map.
- A bug is fixed whereby invalid obituaries would be displayed in some instances.
- Entering
explode barrels
in the console now works as intended. - Entering
explode missiles
in the console now also explodes any projectiles that the player has fired.
DOOM Retro v5.2.1
- DOOM Retro is now built using v17.8.4 of Microsoft Visual Studio Community 2022.
- DOOM Retro now uses Direct3D 11 by default rather than Direct3D 9 to scale every frame on the screen, resulting in a considerable boost in performance. The
vid_scaleapi
CVAR can now bedirect3d9
,direct3d11
,opengl
orsoftware
. - IT, S3M, XM and MOD music lumps now play again.
- These changes have been made in the automap:
- The player’s path is now drawn correctly if the
am_path
CVAR ison
and they have just teleported. - A controller’s left and right shoulder buttons can now be held down to zoom in and out.
- The subtle shadow cast by the status bar is now only visible when the
am_backcolor
CVAR is its default of0
. - Minor improvements have been made to drawing marks added by pressing the M key.
- The player’s path is now drawn correctly if the
- The
con_obituaries
CVAR has been renamed to justobituaries
. - When the
r_rockettrails
CVAR ison
:- A bug is fixed whereby no smoke was trailing behind rockets fired by the player and cyberdemons.
- Smoke trailing behind rockets fired by cyberdemons won’t be spawned if certain states or sprites have been changed in a
DEHACKED
lump.
- A sound effect is now played when using a control that has been bound to the
toggle
CCMD.
DOOM Retro v5.2
- DOOM Retro now uses SDL_image v2.8.2.
- Minor 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.
- If the player dies, their obituary is now displayed in the console in red when the
con_obituaries
CVAR ison
, and also as a player message when themessages
CVAR ison
. - A bug is fixed whereby Buckethead’s music wouldn’t be autoloaded when
SIGIL_SHREDS.WAD
was present. - The z-coordinate displayed by the
IDMYPOS
cheat is now correct when the automap is open and theam_followmode
CVAR isoff
. - These improvements have been made to the support for John Romero’s SIGIL II:
- A warning is now displayed in the console when attempting to load SIGIL II extracted from the official DOOM port. Please download SIGIL II from here instead.
- Par times are now displayed on the intermission screen.
- The correct intermission music is now played when both SIGIL and SIGIL II are loaded.
- The
IDMUS
cheat can now be used to change to SIGIL II’s music if it is available.
- Right-clicking the mouse in the menu now hides the mouse pointer if the
m_pointer
CVAR ison
. - Minor improvements have been made to the help screen opened by pressing the F1 key.
- A bug is fixed whereby the width of monsters was being miscalculated in some rare instances, which in turn could cause nearby line specials not to trigger as intended.
- These improvements have been made to the parsing of
DEHACKED
lumps:- All things declared now have their sprites clipped in liquid sectors if the
r_liquid_clipsprites
CVAR ison
. - All monsters declared now cast a shadow if the
r_shadows
CVAR ison
. - If a name is specified in parentheses when declaring a thing, it is now used in obituaries when the
con_obituaries
CVAR ison
. - The smoke that trails rockets fired by cyberdemons when the
r_rockettrails
CVAR ison
is no longer spawned if certain states or sprites have been changed.
- All things declared now have their sprites clipped in liquid sectors if the
- The
mapstats
CCMD now correctly indicates if a map isBOOM
,MBF
orMBF21
compatible. - Improvements have been made to the console’s background.
- If map titles are obtained from a
MAPINFO
lump:- The
maplist
CCMD now lists them correctly. - When exiting a map and the
autosave
CVAR ison
, the description of the current savegame is now updated with the title of the next map.
- The
- The
.wad
file extension no longer needs to be included when using the-iwad
or-file
command-line parameters. - The
weapon
CVAR can no longer be changed while the player is dead. - Helper dogs spawned using the
spawn
CCMD in the console are now friendly by default. Usespawn unfriendly dog
to spawn a dog that will attack the player. - The player may now use the term
unfriendly
to refer to monsters that will attack the player when entering thekill
,name
,resurrect
andspawn
CCMDs in the console. - Using the
kill
CCMD with a value specifying a type of monster no longer thrusts those monsters away from the player. - A bug is fixed whereby midtextures weren’t being clipped in some rare instances.
- The
thinglist
CCMD now displays the angle and flags of every thing in the current map. - Opening the console while entering a savegame description in the save game menu now works correctly.
- When deleting a savegame in the save or load game menus using the DEL key, the closest remaining savegame in the menu is now selected.
- A crash no longer occurs if a map’s title needs to be truncated in the automap.
DOOM Retro v5.1.3
- DOOM Retro now uses SDL_image v2.8.1.
- Minor changes have been made to text that is output to the console.
- The MD5 hash value of the current map’s WAD is now displayed by the
mapstats
CCMD. - Further improvements have been made to the parsing of
bossaction
inMAPINFO
lumps. - A bug is fixed whereby selecting an episode in the menu wouldn’t change the
episode
CVAR in some instances. - SIGIL is now still automatically loaded if found and SIGIL II is manually loaded.
- Improvements have been made to recognizing the SIGIL and SIGIL II WAD files if they have been renamed.
DOOM Retro v5.1.2
- Minor changes have been made to text that is output to the console.
- These improvements have been made to the support for John Romero’s SIGIL II:
- “SIGIL” can no longer be selected in the episode menu if SIGIL isn’t loaded but SIGIL II is.
- The Spider Mastermind’s health in E6M8: Abyss Of Despair is now correct.
- Thorr’s music is now louder.
- If the current map is from a supported WAD, its author is now displayed by the
mapstats
CCMD. - A bug is fixed whereby the corpses of monsters could remain solid, blocking the player’s path, in some rare instances.
- Minor improvements have been made to text autocompleted in the console by pressing the TAB key.
- Minor improvements have been made to the parsing of
enterpic
inMAPINFO
lumps.
DOOM Retro v5.1.1
- These improvements have been made to the support for John Romero’s SIGIL II:
- The registered version of SIGIL II is now supported.
- The correct sky is now displayed.
- The correct background is now displayed on the intermission screen, and a crash no longer occurs if SIGIL hasn’t also been loaded.
- Improvements have been made to the “SIGIL II” text in the episode menu.
- The player now warps to the correct map after finishing the secret map.
- The titles of Thorr’s music are now displayed by the
mapstats
CCMD when playing the registered version of SIGIL II.
- Minor improvements have been made to the parsing of
bossaction
inMAPINFO
lumps.