Releases: bradharding/doomretro
Releases · bradharding/doomretro
DOOM Retro v4.6
- 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 ison
by default andoff
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 nowon
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 ison
. - 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
andHELP2
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 than1.0
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 ison
by default andoff
when vanilla mode is enabled. - The new
r_textures_translucency
CVAR toggles the translucency of certain BOOM-compatible wall textures. This CVAR is alsoon
by default andoff
when vanilla mode is enabled.
- The new
- Blood is now spawned during melee attacks from monsters. This feature may be toggled using the new
r_blood_melee
CVAR, which ison
by default andoff
when vanilla mode is enabled. - Bullet puffs are no longer spawned instead of blood when the
r_blood
CVAR isnone
. - The following changes have been made when the
r_liquid_clipsprites
CVAR ison
:- 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
orWIF
lumps are taller than the screen.
- When entering the
- 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 thevid_capfps
CVAR is a value other than35
. - The current map’s title is now in italics when the
r_althud
andvid_widescreen
CVARs areon
. - All text displayed now has the same amount of translucency when the
r_althud
andvid_widescreen
CVARs areon
. - 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 ison
.
- The angles of thing triangles when the
- 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
andvid_widescreen
CVARs areon
. - 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 inBits
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
orMax Health
are changed to a value greater than999
. - 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 between0
and8
(representing the colors red, gray, green, blue, yellow, black, purple, white and orange).- If the
SHADOW
flag is used inBits
, the monster now spills fuzzy blood if ther_blood
CVAR isall
. Blood
inThing
blocks is no longer used.- The
TRANSLUCENT_REDTOGREEN_33
,TRANSLUCENT_REDTOBLUE_33
,REDTOGREEN
andREDTOBLUE
flags inRetro 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 ther_shake_barrels
CVAR ison
. - 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 ison
. - The values of
Green Armor Class
andBlue Armor Class
inMisc
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
andvid_widescreen
CVARs areon
.
- The following changes have been made to the support of
MAPINFO
lumps:nofreelook
andnojump
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 theinfiniteheight
CVAR whenoff
.
- 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 ison
:- 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
andCOMPUTE3
textures. - Brightmaps can now be applied to masked midtextures.
- A new
- The existing feature of randomizing the starting frame of certain sprites may now be toggled using the new
r_randomstartframes
CVAR, which ison
by default andoff
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 turnedoff
. - Red blood is now spawned when shooting a lost soul.
- The value of the
vid_showfps
CVAR is now remembered when disabling vanilla mode.
- The
- 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
andcon_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 than35
. - 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 thefade
CVAR ison
. - The
vid_borderlesswindow
CVAR is nowoff
by default.
DOOM Retro v4.5.1
- Minor changes have been made to the menu’s background.
- A crash no longer occurs when the
r_ditheredlighting
CVAR isoff
. - Obituaries displayed when a monster is killed by an explosion are now correct.
- Minor improvements have been made to the color chosen for the surrounding pillarboxes when certain lumps from a PWAD that are only 320 pixels wide are displayed and the
vid_widescreen
CVAR ison
. - Blood splats are no longer spawned when using the
kill
CCMD to kill a spectre, or if ther_corpses_moreblood
CVAR isoff
.
DOOM Retro v4.5
- DOOM Retro is now compiled using v17.2.2 of Microsoft Visual Studio Community 2022.
- DOOM Retro now uses SDL v2.0.22.
- Extensive optimizations have been made to further improve the overall performance and stability of DOOM Retro.
- Moving the mouse to turn the player is now even smoother.
- Several changes have been made to text that is output to the console.
- Minor improvements have been made to the console’s autocomplete feature.
- Minor changes have been made to the menu’s background.
- The following changes have been made to the external automap:
- The display used to show the external automap can now be specified using the new
am_display
CVAR, which is2
by default. - Zooming in and out of the external automap is now only possible if the
+zoomin
and+zoomout
actions are rebound from the + and – keys.
- The display used to show the external automap can now be specified using the new
- The player’s stats shown in the automap when the
am_playerstats
CVAR ison
are now positioned correctly if there are no monsters in the map. - Text displayed in the top right of the screen while the automap is open is now slightly more translucent.
- The colors of keycards and skull keys in the automap when the
IDDT
cheat is used can now be changed using the newam_redkeycolor
,am_yellowkeycolor
andam_bluekeycolor
CVARs. These CVARs are all112
by default (the same as theam_thingcolor
CVAR) and when vanilla mode is enabled. - When a pain elemental spawns a lost soul, the number of monsters the player has left to kill now increases as intended.
- Blood splats are no longer spawned when a lost soul is killed using the
kill
CCMD. - Bullet puffs are now positioned correctly when shooting at a lost soul and the
r_blood
CVAR isnone
. - The
am_followmode
CVAR no longer changes when enabling vanilla mode using thevanilla
CCMD. - Changing the
r_fov
CVAR from its default of90
° is now effective again when thevid_widescreen
CVAR isoff
. - The effects of changing the
r_corpses_mirrored
andr_mirroredweapons
CVARs in the console are now immediate. - The following changes have been made when the player enters a cheat:
- The display of the cheat in the console is now redacted.
- The cheat is now skipped in the console’s input history when pressing the ↑ or ↓ keys.
- A warning is now displayed in the console indicating that the player has cheated.
- Fade effects are no longer applied when entering most cheats if the
fade
CVAR ison
. - More time has been given to the player to enter the
IDBEHOLDx
cheat.
- The pausing and then resuming of any liquid sectors in view when opening and then closing the console is now smoother.
- Improvements have been made in determining whether something is in liquid or not.
- Dithering is no longer applied to fade transitions if both the
fade
andr_ditheredlighting
CVARs areon
. - The branding in the console is now positioned correctly again when the
vid_widescreen
CVAR ison
. - The swirl of liquid sectors when the
r_liquid_swirl
CVAR ison
has been slowed down slightly to better sync with their bob when ther_liquid_bob
CVAR is alsoon
. - The player’s currently equipped weapon can now be changed using the new
weapon
CVAR. It can befists
,chainsaw
,pistol
,shotgun
,supershotgun
,chaingun
,rocketlauncher
,plasmarifle
orbfg9000
. - The bobbing of power-ups when the
r_floatbob
CVAR ison
is no longer affected if the ceiling above them is too low. - The following changes have been made to blood splats:
- Extensive optimizations have been made to the rendering of blood splats.
- The amount of blood splats rendered no longer depends on their distance from the player.
- Blood splats now retain their random shades of color if the
r_blood
CVAR is changed in the console. - The translucency of blood splats when the
r_textures
CVAR isoff
now depends on ther_bloodsplats_translucency
CVAR rather than ther_translucency
CVAR. - Blood splats are now left on the floor as intended if blood falls on a moving sector.
- Centered messages are now spaced better vertically.
- The player’s face in the status bar and widescreen HUD now always looks forward while the console is open.
- Displaying the player’s health as less than
0%
when they die can now be toggled using the newnegativehealth
CVAR, which ison
by default andoff
when vanilla mode is enabled. - When the player tries to open a locked door that they don’t have the keycard or skull key for, that key now flashes in the status bar as it already does in the widescreen HUD. This feature can also now be disabled using the new
flashkeys
CVAR, which ison
by default andoff
when vanilla mode is enabled. - A timer set using the
timer
CCMD can now be turned off by usingoff
as a parameter. - Minor improvements have been made to how MBF-compatible helper dogs are displayed.
- The following improvements have been made to the support of MBF21-compatible WADs:
- The
DMGIGNORED
andFULLVOLSOUNDS
flags now work correctly. - The
JumpIfFlagsSet
,AddFlags
andRemoveFlags
code pointers now work correctly. - The player can now walk over certain linedefs in E2M7: Spawning Vats again.
- The
- The “automap opened” stat shown by the
playerstats
CCMD is now reset at the start of each map as intended. - The
playerstats
CCMD now displays how many monsters have been telefragged and also how many have respawned. - The following improvements have been made to obituaries displayed in the console then the
con_obituaries
CVAR ison
:- Obituaries are now displayed whenever the player or a monster is telefragged.
- Obituaries displayed when a corpse is gibbed now indicate the monster is dead.
- A crash no longer occurs when:
- An arch-vile is attacked while resurrecting a monster.
- The player telefrags a monster.
- The player’s plasma rifle is now lit correctly when fired.
- The
map
CCMD can now be used to warp the player to maps up toE9M99
andMAP99
. - The
mapstats
CCMD now displays how many linedefs have line specials in the current map. - Commander Keens are no longer spawned at the start of a map when the
nomonsters
CCMD has been entered in the console, or the-nomonsters
parameter has been specified on the command-line. - The following changes have been made to the support of
MAPINFO
lumps:compat_light
can now be used so when a light level changes to the highest light level found in neighboring sectors, the search is made only for the first tagged sector, like in Vanilla DOOM.nograduallighting
can now be used to disable the effects of ther_graduallighting
CVAR.compat_vileghosts
can now be used instead ofcompat_coprsegibs
.
- The following changes have been made to the support of
DEHACKED
lumps:- A bug is fixed whereby the bounding box of monsters wouldn’t change when using
Width
. REDTOBLUE
andREDTOGREEN
now work.- If Wolfenstein SS or Commander Keen are changed, and a new
Name
isn’t specified, “monster” will be used in their obituaries in the console. - Multiple
DEHACKED
lumps are now parsed in the correct order.
- A bug is fixed whereby the bounding box of monsters wouldn’t change when using
- Flying monsters now spawn at the correct height when using the
spawn
CCMD. - Sliding corpses can now nudge other corpses when the
r_corpses_nudge
CVAR ison
. - Corpses in liquid sectors can now be nudged again when the
r_corpses_nudge
CVAR ison
. - Minor improvements have been made to the sliding of decorative corpses and barrels that are too close to an edge.
- Now only the alert and death sounds of cyberdemons and spider masterminds are at full volume.
- Savegame descriptions in the console and player messages are no longer truncated when loading or saving a game.
- Further improvements have been made to the support of Freedoom: Phase 1 and Freedoom: Phase 2.
- The window is now positioned correctly when changing the
vid_windowpos
CVAR tocentered
in the console and thevid_fullscreen
CVAR isoff
. - A bug is fixed whereby when the window regains focus, input could be disabled in some instances.
- Blood splats are no longer removed when using the
remove
CCMD to remove all corpses. - Brightmaps are now applied to more textures when the
r_brightmaps
CVAR ison
. - Pressing a mouse button bound to the
+left
action will now cause the player to turn left rather than right.
DOOM Retro v4.4.10
- Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
- Moving the mouse to turn the player is now even smoother.
- Minor changes have been made to text that is output to the console.
- The obituary displayed when a monster kills themselves by exploding a barrel is now correct when the
con_obituaries
CVAR ison
. - The movement of the mouse now always affects the direction the menu’s background spins.
- The following improvements have been made to the automap:
- The automap will now update correctly again if the player moves around while it is open.
- Text displayed in the top right of the screen while the automap is open is now less translucent.
- A subtle shadow is now applied to the bottom edge of the automap when the
r_screensize
CVAR is7
or less.
- The following improvements have been made to the
remove
CCMD:- Item and teleport fogs now appear for all things that are removed.
- Corpses will now be removed along with everything else when the
everything
parameter is used. - A type of item may now be specified as a parameter. For example,
remove healthbonuses
will remove all health bonuses from the map.
- Compatibility fixes have been implemented that add blood splats to decorative corpses, and correct the offsets of sprites, in Ancient Aliens.
- If the player picks up multiples of the same item, and they are all in exactly the same position, the resulting message and gold effect will now be the same as if they picked up only one item.
- If the
r_fov
CVAR is changed from its default of90
°, it is now only effective when thevid_widescreen
CVAR ison
.
DOOM Retro v4.4.9
- DOOM Retro is now compiled using v17.1.1 of Microsoft Visual Studio Community 2022.
- Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
- The amount of blood splats drawn now decreases the further away they are from the player.
- Blood and bullet puffs are now translucent when the
r_textures
CVAR isoff
and ther_translucency
CVAR ison
. - Minor changes have been made to text that is output to the console.
- The player and monsters will now move between two liquid sectors of differing heights smoothly again.
- Sprites in liquid sectors now bob correctly if in view when the player is first spawned into a map and the
r_liquid_bob
CVAR ison
. - The main menu now displays correctly when certain PWADs with custom menu lumps are loaded.
- All sound effects now stop playing the moment either the menu or console are opened, or the game is paused.
- The red effect when the player is injured now fades if the menu is opened.
- The red effect when the player is injured now fades quicker than before if the console is opened.
- Use of the mouse is no longer lost if the external automap is shown on another display when the
am_external
CVAR ison
. - The new
explode
CCMD is now used instead of thekill
CCMD to explode allbarrels
ormissiles
in the map. - There is also a new
remove
CCMD that may be used to remove allitems
,decorations
,corpses
,bloodsplats
, oreverything
in the map. - Long player messages are now centered rather than truncated when the
r_screensize
CVAR is7
and thevid_widescreen
CVAR ison
.
DOOM Retro v4.4.8
- Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
- Using the mouse to turn the player is now significantly smoother.
- The current map’s title in the automap is no longer translucent when the
r_hud_translucency
CVAR isoff
. - Minor changes have been made to text that is output to the console.
- Minor improvements have been made to the support of
DEHACKED
lumps. - Further improvements have been made to the support of MBF21-compatible WADs.
- Further improvements have been made to the support of Chex Quest.
- DOOM Retro now recognizes the presence of
compat_corpsegibs
andcompat_limitpain
inMAPINFO
lumps.
DOOM Retro v4.4.7
- Optimizations have been made to further improve the overall performance of DOOM Retro.
- Minor changes have been made to text that is output to the console.
- The lighting cast on walls and sprites now appears correctly again when the
r_ditheredlighting
CVAR ison
.
DOOM Retro v4.4.6.1
Update version to 4.4.6.1 Because of the fix in d5ddcbd51f044ed202cb8a6eaef10a331d5e8e4e, I'm going to upload a very small release. Before I would just reupload the Windows binaries, but that caused issues for those building from source, so I'll do this instead. The blog won't be updated and there will be no release notes.
DOOM Retro v4.4.6
- Optimizations have been made to further improve the overall performance of DOOM Retro.
- The following changes have been made to the support of
MAPINFO
lumps:- Instead of only parsing the first
MAPINFO
,UMAPINFO
orRMAPINFO
lump that is found in a PWAD, now all of these lumps are parsed if found. ZMAPINFO
lumps are now also parsed.
- Instead of only parsing the first
- Minor changes have been made to text that is output to the console.
.deh
and.bex
files specified on the command-line are now always parsed correctly.- Further improvements have been made to the support for DOOM 4 VANILLA.
- The widescreen status bar now appears correctly on display resolutions with an aspect ratio less than 16:9.
- The bottom of sprites are no longer clipped while falling above a liquid sector if the
r_liquid_clipsprites
CVAR ison
. - The music’s volume is now lowered if the PAUSE key is pressed and the
s_lowermusicvolume
CVAR ison
. - Music now always stops playing in the background when DOOM Retro’s window loses focus and the
s_musicinbackground
CVAR isoff
. - The
+back
,+left
,+right
,+strafeleft
and+straferight
actions may now be bound to a mouse button using thebind
CCMD.
DOOM Retro v4.4.5
- DOOM Retro is now compiled using v17.1 of Microsoft Visual Studio Community 2022.
- Optimizations have been made to further improve the overall performance of DOOM Retro.
- Crashes no longer occur in the following instances:
- Sometimes when the player moves at the start of a map while the automap is open and the
am_path
CVAR ison
. - When running DOOM Retro as a non-Steam game through Steam and a controller is connected.
- When the player exits a map after the music has been changed using a
MUSINFO
lump. - When a map contains a linedef with an invalid special.
- Sometimes when the player moves at the start of a map while the automap is open and the
- Minor changes have been made to text that is output to the console.
- The diagonal pattern of the console’s background now shifts with the rest of the console as it opens and closes.
- Music can now continue to play in the background when DOOM Retro’s window loses focus by enabling the new
s_musicinbackground
CVAR, which isoff
by default. - Further improvements have been made to the support for DOOM 4 VANILLA.
- Use of the mouse is no longer lost if the external automap is shown on another display when the
am_external
CVAR ison
. - Monsters spawned using the
spawn
CCMD now face the player. - The intensity of the red effect when the player is injured and the
r_damageeffect
ison
has increased to be more consistent with Vanilla DOOM. - Dithered lighting is now applied to missing wall textures if the
r_ditheredlighting
CVAR ison
. - The gold effect when the player picks up an item now appears correctly in Chex Quest, Freedoom, HacX: Twitch ’n Kill and REKKR.
- DOOM Retro now recognizes the presence of
allowmonstertelefrags
inMAPINFO
lumps.