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Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
Support has been added for the SWITCHES lump.
Fast monsters can now be enabled by using the fastmonsters CCMD. Also, –fastmonsters as well as just –fast can be specified on the command-line.
Warnings displayed when parsing DeHackEd files and lumps are now only displayed if –devparm is specified on the command-line.
Automatically loading the last savegame when the player dies can now be disabled by using the autoload CVAR.
The intensity of the red haze effect when the player has the berserk power-up and their fists selected can now be changed using the r_berserkintensity CVAR. The default is 33%.
Player sprites may now be translucent if they are replaced in a PWAD by using Translucent = 1 for the relevant frame in DeHackEd files and lumps.
Thing flags specific to DOOM Retro can now be changed using Retro Bits instead of Bits2 in DeHackEd files and lumps.
A bug has been fixed whereby the use of unknown music names in MAPINFO lumps would cause a crash.
The s_musicvolume and s_sfxvolume CVARs are now corrected at startup if invalid.
The faceback CVAR has been renamed to facebackcolor.
The extraneous brown pixel in the super shotgun is no longer removed if the weapon is changed in a DeHackEd file or lump.
Further improvements have been made to the appearance of the rocket launcher's muzzle flash.
DoomEd numbers are now allowed as the parameter for the give, kill and spawn CCMDs.
The translucency of the super shotgun's muzzle flash is now disabled when the r_translucency CVAR is off.
A bug has been fixed whereby monsters would not respawn correctly when playing using the Nightmare! skill level.
The shadow of the player's corpse is now removed when resurrecting using either the resurrect CCMD or the iddqd cheat.
The console is now hidden when using the iddqd cheat to resurrect the player.
The screen now goes to black sooner when starting DOOM Retro.
DOOM II's cast sequence now works correctly when using SMOOTHED.WAD.
The console can no longer be opened during a screen wipe.
The bottoms of things that bob in liquid now animate.
A bug has been fixed whereby no monsters had lower pitches when the s_randompitch CVAR was enabled.
The error message displayed when doomretro.wad is invalid has changed.
bfg is now allowed as a parameter for the spawn and give CCMDs.
A bug has been fixed whereby the player was unable to switch back to the selfie stick once obtained in InstaDoom.
The last savegame will no longer be automatically loaded when the player dies of the pistolstart CVAR is enabled.
Individual monster kill counts used by the playerstats CCMD are now retained in savegames. Please note that this breaks savegame compatibility with previous versions of DOOM Retro.
The speed of the player can now be changed using the turbo CVAR. Functioning like the command-line parameter of the same name, it can be a value between 10% and 400% and has a default of 100%.
A bug has been fixed (that is present in Vanilla DOOM) whereby the player would go in reverse when running if their speed was set to a value greater than 255% using the –turbo command-line parameter.
Monsters can now respawn when playing a skill level other than Nightmare! by using the respawnmonsters CCMD. The –respawn command-line parameter has also been reimplemented, and –respawnmonsters may also be used.
The value set by Max Health in DeHackEd files and lumps is now only applied to health bonuses.
100 extra things (numbered 152 to 251) have been added for use in DeHackEd files and lumps.
Things with the same (x,y,z) coordinates now bob in sync with each other if they are in liquid.
The arachnorbs in valiant.wad are now killed when using the kill CCMD.
Map names changed using a MAPINFO lump are now shown in the output of the maplist CCMD.
The WINDOWS key can no longer be used at any time when fullscreen. It can only be used when in a window, and the game is paused, or the menu or console is open.
Wall textures that are both animated and translucent can now be rendered correctly without causing a crash.
The E key may now be pressed as an alternative to SPACE to use doors, switches, etc. It is bound to the +use2 action.
When the vid_showfps CVAR is enabled, the frames per second is now displayed correctly while the screen shakes when the player is injured.