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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 was on.
The blood splats spawned around a corpse at the start of each map when the r_corpses_moreblood CVAR is on 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 and SECRETNEXT 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 to D_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 to DRHUDWP8 lumps are also changed.
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 the autoload 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 is on. Also, pressing the ENTER key while a player message is displayed will now hide that message.
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 is on 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 is on.
The number of power-ups the player picks up is now displayed by the playerstats CCMD.
The use of DEHACKED and MAPINFO lumps is now displayed by the mapstats CCMD.
A bug is fixed whereby the screen would glitch slightly as the player exited a map if the vid_scaleapi CVAR was direct3d11.
The vid_scaleapi CVAR is now direct3d9 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 than 0%.
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.