Releases: bradharding/doomretro
Releases · bradharding/doomretro
DOOM Retro v4.2
- DOOM Retro is now compiled using v16.11.0 of Microsoft Visual Studio Community 2019.
- DOOM Retro now uses SDL v2.0.16.
- Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
- The following changes have been made to the dithered lighting cast when the
r_ditheredlighting
CVAR ison
:- The dithered lighting cast on textures is now more consistent regardless of the player’s viewing angle.
- Dithered lighting is now also cast on sprites.
- Dithered lighting is now cast when the
r_detail
CVAR islow
. - Dithered lighting is now cast on BOOM-compatible translucent wall textures if the
r_translucency
CVAR isoff
.
- The text in the console has been brought in from the left and right edges of the screen when the
vid_widescreen
CVAR ison
. - Minor changes have been made to the character set used in the console.
- 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 following changes have been made to the support for REKKR:
rekkrsa.wad
is now treated as an IWAD (that is,DOOM.WAD
will no longer be automatically loaded with it).- The correct monster and weapon names are now used in obituaries in the console when the
con_obituaries
CVAR ison
. - Sorrows and skelly bellies will now only bleed red blood.
- Gamepads will no longer vibrate when the axe is equipped and idle, and the
gp_vibrate_weapons
CVAR ison
.
- A bug has been fixed whereby any palette effects wouldn’t be restored when unpausing a game by pressing the ESC key rather than PAUSE key.
- The
alwaysrun
CVAR can now be toggled by pressing the CAPSLOCK key while on the title screen. - The fading of player messages onto and off of the screen is now smoother in some instances when the
fade
CVAR ison
. - A fade transition will now be applied when changing the
r_brightmaps
CVAR, or any CVARs that change a color, when thefade
CVAR ison
. - Corpses and dropped items will no longer perpetually slide back and forth on the floor in some rare instances.
- The maximum number of blood splats that can be spawned when a corpse slides on the floor and the
r_corpses_slide
CVAR ison
, has now been reduced. - The number of monsters killed due to infighting is now displayed by the
playerstats
CCMD. - The colors of doors in the automap that are unlocked using a keycard or skull key can now be changed using the new
am_reddoorcolor
,am_yellowdoorcolor
andam_bluedoorcolor
CVARs. These CVARs are160
by default (such that there is no apparent difference until one of them is changed), and231
when vanilla mode is enabled. - Minor improvements have been made to rendering the automap when the player has a computer area map power-up.
- The following changes have been made to the external automap when the
am_external
CVAR ison
:- When the F key is pressed to turn follow mode off, the player may now pan around the external automap as intended.
- The mouse wheel will no longer zoom in/out of the external automap, and instead only cycle through the player’s weapons.
- A bug has been fixed whereby the player’s weapon wouldn’t always be lit correctly when fired.
- A previously implemented feature that caused monsters to not be fullbright when firing and facing away from the player now works correctly.
- Spectres will now always be rendered correctly when freeze mode is on.
- More fixes have been applied to certain maps when the
r_fixmaperrors
CVAR ison
. - Minor changes have been made to the positioning of some elements in the widescreen HUD.
- Changing the
r_screensize
CVAR in the console will now also change thevid_widescreen
CVAR as necessary. - The following changes have been made when on the intermission screen:
- The
playerstats
andmapstats
CCMDs will now work. - Pressing the ENTER key while the menu or console are also open will no longer trigger the intermission screen.
- The
- The
+weapon1
to+weapon7
actions can now be bound to a mouse button using thebind
CCMD. - The effect applied when the player is in a damaging sector and the
r_shake_damage
CVAR is greater than0%
is now no longer applied when god mode is enabled. - A bug has been fixed whereby the “Damage received” stat viewed using the
playerstats
CCMD would continue to update when god mode was on. - The
toggle
CCMD now supports CVARs that accept multiple values. The value of these CVARs will increment by 1, and if their maximum value is reached, will wrap to their minimum.
DOOM Retro v4.1.3
- Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
- A bug has been fixed whereby some CVARs wouldn’t be initialized correctly when DOOM Retro was run for the first time.
- Player messages will now fade onto the screen when the
fade
CVAR ison
. - Minor changes have been made to text that is output to the console.
- The background will now be displayed correctly when resizing the window during intermission.
- The framerate will now be properly capped at 35 frames per second, rather than just interpolation being disabled, when the
vid_capfps
CVAR is35
. - The framerate will now drop to 35 frames per second if the game is paused, or the menu or console is open.
- The following changes have been made to the external automap when the
am_external
CVAR ison
:- The F key can now be pressed to toggle follow mode.
- Fade transitions will no longer be applied to the main display when pressing some keys to control the external automap and when the
fade
CVAR ison
.
DOOM Retro v4.1.2
- DOOM Retro is now compiled using v16.10.2 of Microsoft Visual Studio Community 2019.
- Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
- The height of the console during a game has been increased to allow two additional lines of text.
- A fade transition will now be applied when changing the
r_fov
CVAR in the console and when thefade
CVAR ison
. - Minor changes have been made to text that is output to the console.
- Obituaries will now be grouped again in the console, but only when the
groupmessages
CVAR ison
. - The mapping errors that are fixed when the
r_fixmaperrors
CVAR ison
are no longer applied to the maps in DOOM (Shareware).
DOOM Retro v4.1.1
- DOOM Retro is now compiled using v16.10.1 of Microsoft Visual Studio Community 2019.
- Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
- The smoke trailing behind rockets fired by the player and cyberdemons when the
r_rockettrails
CVAR ison
is now displayed correctly when ther_textures
CVAR isoff
. - A fade transition will now be applied when changing the
r_detail
orr_playersprites
CVARs in the console and when thefade
CVAR ison
. - Minor changes have been made to text that is output to the console.
- The following changes have been made to the external automap when the
am_external
CVAR ison
:- Player messages will now always be displayed correctly.
- The external automap will now be hidden while the menu or help screen is open on the main display.
- The 0 key can now be pressed to toggle maximum zoom.
- If the
+zoomin
and+zoomout
actions are rebound from the + and – keys, the external automap may be zoomed in and out.
- Player messages will now fade off the screen while the console is open and the
fade
CVAR ison
. - Player messages now fade off the screen smoother in the alternate widescreen HUD when the
fade
CVAR ison
. - If a filename is specified using the
condump
CCMD,.txt
will be added to the filename if it has no extension, and the resulting file will now be saved in theconsole
subfolder.
DOOM Retro v4.1
- DOOM Retro is now compiled using v16.10 of Microsoft Visual Studio Community 2019.
- Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
- The correct credits screen will now be displayed in all instances.
- Minor changes have been made to text that is output to the console.
- The lighting applied to all walls, floors and ceilings in a map is now dithered. This may be toggled using the new
r_ditheredlighting
CVAR, which ison
by default andoff
when vanilla mode is enabled. - The
r_dither
CVAR has been deprecated. BOOM-compatible translucent wall textures can no longer be dithered. - The smoke trailing behind rockets fired by the player and cyberdemons when the
r_rockettrails
CVAR ison
has been redesigned. - The smoke trailing behind rockets fired by the player will no longer spawn too close to their face, obscuring their view, when they hold down a control bound to the
+fire
action to fire multiple rockets. - The following changes have been made to player messages:
- The grouping of identical player messages can now be toggled using the new
groupmessages
CVAR, which ison
by default andoff
when vanilla mode is enabled. - Player messages are no longer grouped if more than 4 seconds apart.
- Player messages now fade off the screen smoother when the
fade
CVAR ison
. - A bug has been fixed whereby player messages wouldn’t completely fade off of the screen if the console was open and the
fade
CVAR wason
.
- The grouping of identical player messages can now be toggled using the new
- Any momentum applied to the player will now be removed when enabling freeze mode.
- Minor improvements have been made to the support of Chex Quest and HacX: Twitch ’n Kill.
- The power-up sound effect will no longer be played if the player picks up a berserk power-up and they already have one.
- The player will no longer make a noise if they drop down from a ledge when either freeze mode or no clipping mode is enabled.
- A bug has been fixed whereby the alert sounds of cyberdemons or spider masterminds wouldn’t be played.
- The maximum number of blood splats that can be spawned when a corpse slides on the floor and the
r_corpses_slide
CVAR ison
, is now based on its size. - A bug has been fixed whereby blood splats could be the wrong color in some instances.
- Invulnerability and partial invisibility power-ups will now respawn when the
respawnitems
CCMD is used. - Minor changes have been made to the shadows cast by monsters when the
r_shadows
CVAR ison
. - Blood splats are now slightly more translucent when the
r_bloodsplats_translucency
CVAR ison
. - The shaking effect applied when the player is in a damaging sector and the
r_shake_damage
CVAR is greater than0%
is now still applied when god mode is enabled. - If the WAD file entered manually in the WAD launcher isn’t found, and DOOM Retro then successfully guesses what was intended by finding the nearest match, the
wad
CVAR will now be updated. - The
r_hud
CVAR is nowoff
by default. - The default of the
r_bloodsplats_max
CVAR has now been doubled to131,072
, and is now also set to0
when vanilla mode is enabled. - A new
toggle
CCMD has been implemented that can be used to toggle the value of CVARs betweenon
andoff
. - The translucency of item and teleport fogs is now additive when the
r_translucency
CVAR ison
. - After loading a savegame, a crash will no longer occur if a blood splat is removed because the sector it is on becomes liquid.
- The effects of changing the
vid_borderlesswindow
CVAR in the console are now immediate. - The transitions between some screens when the
fade
CVAR ison
are now smoother. - Minor improvements have been made to the support of
DEHACKED
lumps.
DOOM Retro v4.0.9
- Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
- Minor improvements have been made to some title screens.
- Minor changes have been made to text that is output to the console.
- A dead player’s negative health will now always be positioned correctly in the widescreen HUD.
- A crash will no longer occur during the finale at the end of the third episode of DOOM.
- The
r_blood
CVAR is nownofuzz
by default. - A bug has been fixed whereby the
r_hud
CVAR would be lefton
when changing ther_screensize
CVAR in the console in some instances. - A sound is now made when changing the
r_screensize
CVAR in the console.
DOOM Retro v4.0.8
- DOOM Retro is now compiled using v16.9.4 of Microsoft Visual Studio Community 2019.
- Minor changes have been made to text that is output to the console.
- The
condump
CCMD will no longer continue to dump every line of text that is output to the console after it is entered. - Minor improvements have been made to the
DMENUPIC
lump. - Minor changes have been made to the help screen displayed using the F1 key.
- A bug has been fixed whereby the console couldn’t be opened using the ~ key on certain keyboards.
- The player will no longer be spawned into a map such that they could be stuck in the ceiling.
- Player messages will now quickly fade off of the screen if the
fade
CVAR ison
when the alternate widescreen HUD is displayed. - The
vid_showfps
CVAR can now beon
at startup if set in a.cfg
file that is either loaded using the WAD launcher or specified on the command-line. - Dead monsters may now be spawned again using the
spawn
CCMD. - A bug has been fixed whereby things with the
MF_BOUNCES
flag wouldn’t explode. - More fixes have been applied to certain maps when the
r_fixmaperrors
CVAR ison
. -shot
may be now be used as an alternative to-shotdir
on the command-line.- A bug has been fixed whereby corpses wouldn’t gib correctly in some rare instances if the
r_corpses_gib
CVAR wason
.
DOOM Retro v4.0.7
- Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
- DOOM Retro is now compiled using v16.9.3 of Microsoft Visual Studio Community 2019.
- Even wider versions of the title, credits, intermission and finale screens will now be used on ultra-wide displays when the
vid_widescreen
CVAR ison
. - DOOM Retro’s window can now be resized properly if the
vid_fullscreen
CVAR isoff
and thevid_widescreen
CVAR ison
. - Minor changes have been made to text that is output to the console.
- The F5 key may now be used to toggle the graphic detail while the automap is open and the status bar is visible (that is, when the
r_screensize
CVAR is less than8
). - Player messages will now quickly fade off of the screen if the
fade
CVAR ison
. - The
messages
CVAR is nowon
by default. - Any screen shake will now be canceled when warping to another map using the
IDCLEV
cheat or loading a savegame in some instances. - The credits screen will now be displayed for the same amount of time as the title screen.
- The correct title screen is now displayed when playing DOOM (Shareware), Final DOOM: The Plutonia Experiment or Final DOOM: TNT - Evilution.
- The id Software logo is no longer missing from certain title screens.
- The correct credits screen is now displayed for the registered version of DOOM.
- Vanilla DOOM’s notorious blockmap bug has now finally been fixed.
- Par times are now shown on the intermission screen when playing Chex Quest.
- A bug has been fixed whereby some sound effect lumps in the WAV format wouldn’t play correctly.
- The pitch of sounds made by monster projectiles are no longer randomized if the
s_randompitch
CVAR ison
. - The player’s weapon sprite is no longer cut off when reloading the super shotgun after firing it, and if the
vid_widescreen
CVAR ison
and ther_screensize
CVAR is8
. - Minor improvements have been made to the support of Freedoom: Phase 2.
DOOM Retro v4.0.6
- Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
- DOOM Retro is now compiled using v16.9.1 of Microsoft Visual Studio Community 2019.
- DOOM Retro now recognizes the following alternative names for the IWADs it supports:
DOOMU.WAD
,BFGDOOM.WAD
,DOOMBFG.WAD
,DOOMUNITY.WAD
,DOOM2F.WAD
,BFGDOOM2.WAD
,DOOM2BFG.WAD
,DOOM2UNITY.WAD
,PLUTONIAUNITY.WAD
andTNTUNITY.WAD
. - A bug has been fixed whereby certain lumps that are only 320 pixels wide wouldn’t be positioned correctly in some instances if the
vid_widescreen
CVAR wason
. - 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
. - A wider version of the
DMENUPIC
lump will now be displayed, and the menu will automatically open at startup again, when playing the BFG Edition of DOOM II: Hell On Earth. - Minor changes have been made to text that is output to the console.
- An obituary will now be displayed in the console if the
con_obituaries
CVAR ison
and:- A barrel explodes because of another barrel’s explosion.
- A corpse is gibbed by a nearby barrel or rocket explosion.
- Minor improvements have been made to the support of Freedoom: Phase 1, Freedoom: Phase 2 and HacX: Twitch ’n Kill.
- Minor improvements have been made to the support of
DEHACKED
lumps. - A bug has been fixed whereby some characters in the automap title wouldn’t be displayed correctly in some instances.
DOOM Retro v4.0.5
- DOOM Retro is now compiled using v16.9 of Microsoft Visual Studio Community 2019.
- Minor changes have been made to text that is output to the console.
- The finale at the end of the third episode of DOOM is now displayed correctly.
- You may no longer toggle widescreen using the + and – keys, or open the help screen using the F1 key, when on an intermission or finale screen.
- Certain fade transitions are now applied to the finales of both DOOM and DOOM II: Hell On Earth when the
fade
CVAR ison
. - When displaying certain lumps from a PWAD that are only 320 pixels wide, and the
vid_widescreen
CVAR ison
, the color of the surrounding pillarboxes will now be based on the most used color along the left and right edges of those lumps, rather than always be black. - A bug has been fixed whereby the wrong credits screen would be displayed in some instances.
- The background of the help screen displayed using the F1 key now won’t animate.