Releases: bradharding/doomretro
Releases · bradharding/doomretro
DOOM Retro v2.2.2
- One IWAD or PWAD may now be specified on the command-line without the need for the
–iwad
or–file
command-line parameters. - Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
- The
am_followmode
CVAR no longer appears indoomretro.cfg
. - A bug has been fixed whereby the case of map titles in the console would be displayed incorrectly in some instances.
- The
movebob
CVAR now only specifies the amount the player’s view bobs up and down when they are moving. The amount the player’s weapon bobs up and down is now specified using a new CVAR calledweaponbob
. Both CVARs are75%
by default. - The
savegame
CVAR, that specifies the savegame currently selected in the menu, can now be accessed from the console. - The
map
CCMD can now be used with thefirst
andlast
parameters when a game hasn’t started. - Several new monster name variations can now be used with the
spawn
CCMD. - A
play
CCMD has been implemented that allows any music or sound lump to be played. - A bug has been fixed whereby marks couldn’t be added to the automap when rotate mode was off.
- The filename displayed when taking a screenshot while
am_external
ison
is now fixed. - The “picked up” player messages are no longer displayed when using the
give
CCMD. - The position of flashing keycards and skull keys in the alternate HUD when the player tries to open a locked door has been fixed.
- Taking screenshots can now be bound to a key other than PRINTSCREEN using the
bind
CCMD with the new+screenshot
action. - Parameters can no longer be entered at the end of CCMDs that don’t use them.
- The player’s view will no longer jump slightly when dropping down between two liquid sectors greater than 24 units apart.
DOOM Retro v2.2.1
- DOOM Retro is now back to supporting Windows XP again.
- A crash will no longer occur when pressing the PRINTSCREEN key to take a screenshot on a display with an aspect ratio less than 4:3 (such as 1280×1024).
- A missing texture has been added to linedef 445 in E3M9 in
doom.wad
. - Messages are now paused while the console is open.
- A bug has been fixed whereby IWADs weren’t being identified correctly.
- The player’s view is now only lowered if they are actually touching a liquid sector.
- Bobbing liquid sectors will now animate correctly if adjacent to a masked texture.
- The
centerweapon
CVAR can now also be entered ascentreweapon
. - The
centered
value for thevid_windowposition
CVAR can now also be entered ascentred
.
DOOM Retro v2.2
- Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
- DOOM Retro’s settings and savegames are now placed in
C:\username\DOOM Retro\
. - “.wad” is now removed from savegame folder paths.
- Entering
r_gamma off
in the console now works correctly. - Player messages and the automap title are now less translucent.
- Monsters will no longer be alerted when the player punches thin air. They will still be alerted if the player punches a wall, however.
- A bug has been fixed whereby obituaries in the console would be incorrect in some instances.
- Support has been added for
MUSINFO
lumps. - Support has also been added for music changer map objects.
- The translucency of health bonuses has been reduced from 33% to 25%.
- A slight change has been made to the background noise effect in the console.
- Screenshots are now saved as PNG files rather than Windows BMP files.
- The full path of the file is now displayed in the console when a screenshot is taken.
- The player’s view will no longer briefly change before the screen wipes when exiting a map.
- The view border is now displayed correctly for PWADs such as
valiant.wad
andaaliens_rc2.wad
. - The positions of the shadows of some monsters have been improved.
- The flats
SLIME09
toSLIME12
no longer animate as liquid in Ancient Aliens. - The
help
CCMD will now open the console section of the DOOM Retro Wiki in the default browser. - There are now
ammo
,armor
andhealth
CVARs that allow changing the player’s ammo, armor and health to specific values. - The texture offset of linedef 638 in MAP10 of
DOOM2
has been corrected. - The compiler used to build DOOM Retro, and its version, are now displayed in the console at startup.
- A bug has been fixed whereby pressing a mouse or gamepad button at startup in the brief moment before the splash screen appears would cause the screen to stay black.
- Several visual aspects of the console have been redesigned.
- The markers are now smaller in the health and armor bars in the alternate HUD.
- If the player has more than 100% health, a second marker will appear above the health bar in the alternate HUD.
- The armor bar in the alternate HUD is now slightly thinner, and divided into five rather than four sections.
- The larger digits used in the alternate HUD are now consistent with the smaller ones.
- The screen’s green haze when the player has the radiation suit power-up will now be visible if the player also has the berserk power-up, their fists selected, but the
r_berserkintensity
CVAR set to0%
. - The default gamepad sensitivity has been increased from 32 to 48.
- Corpses are no longer teleported if the
kill
CCMD is used. - Player messages are now always yellow in the console.
- Color CVARs are now set to their defaults, rather than the closest valid value, if invalid at startup.
- C++ style comments are now allowed in
MAPINFO
lumps. - The correct colors are now preserved in the automap, the console and the alternate HUD if a PWAD contains a custom
PLAYPAL
lump. (An example of such a PWAD is skillsaw’s recently released MegaWAD, Ancient Aliens.) - A bug has been fixed whereby parts of the super shotgun would be transparent in Ancient Aliens.
- The
r_corpses_color
CVAR is now validated at startup. - If
am_external
is on but there’s only one display found, there will no longer be a crash if the graphics system is restarted. - The number of logical cores and amount of system RAM is now displayed in the console at startup.
- ZDoom’s obituary strings are now ignored in
DEHACKED
patches so warnings aren’t displayed in the console at startup. - A bug has been fixed whereby a frame would be skipped when rotating monsters in the DOOM II cast sequence.
DOOM Retro v2.1.3
- Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
- Scrolling up in the options menu now works correctly.
- The
playername
CVAR is reset to its default if it’s empty at startup. - The fixes that DOOM Retro applies to maps in the official DOOM and DOOM II IWADs are now listed in the console when a map is loaded and
–devparm
is specified on the command-line. - The default mouse sensitivity has been increased from 24 to 32.
- The health cross in the alternate HUD is now squarer.
- An armor count is now displayed in the alternate HUD.
- A bug has been fixed whereby keycards and skull keys weren’t positioned correctly in the status bar in some instances.
- The brightmap for the
SW2BRNGN
wall texture is now fixed. - Blood splats are now always spawned for monsters that bleed when using the
kill
CCMD. - Monsters will now be alerted when the player punches a wall or the air.
- The full map title of John Romero’s new map, E1M4B: Phobos Mission Control is now displayed in both the console and AutoMap.
- The player’s view will now bob up and down if they die on a liquid sector.
- Improvements have been made to the accuracy of “Weapon accuracy” in the output of the
playerstats
CCMD. - The corpses of monsters are no longer spawned if “No monsters” has been set.
DOOM Retro v2.1.2
- Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
- Changes have been made to the format of savegames that breaks compatibility with previous versions of DOOM Retro.
- Any momentum from the player is now stopped when exiting a map so updating the exit switch is smoother.
- The
r_shakescreen
CVAR is now a value between0%
and100%
, instead of juston
oroff
. Its default is100%
. - A bug has been fixed whereby some screen resolutions weren’t displaying correctly in the console at startup.
- DOOM Retro’s settings and savegames are now placed in
C:\username\AppData\Local\DOOM Retro\
. Remember, to change settings, open the console using the ~ key when DOOM Retro is running. - Monster counts in the
playerstats
CCMD are no longer increased if “No monsters” has been set. - Hanging decorations will no longer drop to the ground when over a liquid sector that moves.
- The direction items are dropped when a monster is killed is now better randomized.
- A bug has been fixed whereby pressing the ENTER key to close the help screen would cause the screen’s aspect ratio to be set incorrectly.
- The effects of changing the
r_translucency
CVAR are now instantaneous. - A stray black pixel has been removed from under “N” characters in the menu.
- The WINDOWS key can no longer be pressed when fullscreen, as intended.
- The Windows screensaver is now disabled while DOOM Retro is running.
DOOM Retro v2.1.1
- Pain elementals can now shoot lost souls through two-sided walls that have the
ML_BLOCKMONSTERS
flag, as is possible in Vanilla DOOM. (An example of this is at the end of MAP04 inrequiem.wad
.) - The screen will no longer briefly flash if the player has a berserk or radiation shielding suit power-up and then loads a savegame or starts a new game from the menu.
- The time taken to complete a map is now restored correctly when loading a savegame.
- A bug has been fixed whereby a map would become corrupted if the player triggered a generalized line with no tag (such as when the player takes the “plunge” in MAP08 of
jenesis.wad
). - A crash will no longer occur when using the
maplist
CCMD. - Multiple
STBAR
lumps are now better handled. (For example, now the correct status bar will be displayed ifJPCP_HUDjpn.wad
is loaded along withJPCP_1st.wad
.) - Double-resolution yellow and grey digits will no longer be displayed in the status bar if a
STBAR
lump from a PWAD is used. - The correct WAD is displayed in the output of the
mapstats
in DOOM II: Hell On Earth ifnerve.wad
is also present.
DOOM Retro v2.1
- 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 is33%
. - 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 ofBits2
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
ands_sfxvolume
CVARs are now corrected at startup if invalid. - The
faceback
CVAR has been renamed tofacebackcolor
. - 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
andspawn
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 theiddqd
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 thespawn
andgive
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 between10%
and400%
and has a default of100%
. - 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 themaplist
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.
DOOM Retro v2.0.5
- Bugs have been fixed whereby using
map next
in the console would warp the player to the next episode rather than the next map, andmap ExMy
wouldn’t warp at all. - 100 additional sprites, named
SP00
toSP99
and numbered 145 to 244, have been added for use in DeHackEd lumps. - The amount of negative health a monster must receive to be gibbed can now be changed using a
Gib health
parameter in DeHackEd lumps. - An invalid character will no longer be displayed in the console when changing the music or SFX volume in the menu.
- A bug has been fixed whereby when adjusting the SFX volume in the menu, the music volume was being displayed in the console instead.
DOOM Retro v2.0.4
- Using an
A_FireOldBFG
code pointer in a DeHackEd lump will no longer cause the game to freeze. - The following improvements have been made to HacX: Twitch ’n Kill support:
- The correct status bar is now displayed.
- The projectiles of the nuker are no longer translucent.
- The smoke trails have been removed from the projectiles of the photon ’zooka.
- The “B” in John Romero’s E1M8B.WAD is now displayed when the map starts, and in the automap.
- Dead players can now trigger actions that allow them to exit a map.
- The total number of monsters, and the percentage killed, are now displayed for each type of monster in the output of the
playerstats
CCMD. - The position of keys when using a custom status bar has been corrected.
- CCMDs and CVARs now appear in the correct order when pressing the TAB key in the console to autocomplete.
- The brightmap for the
SW2METAL
wall texture has been fixed. SLIMExx
flats will no longer animate as liquid in EPIC2.WAD.- A small icon is now shown next to each warning in the console.
- The
STARTUP5
string is now displayed correctly in the console when playing Freedoom. - The
SDL2_mixer.dll
file supplied with DOOM Retro is now compiled with libmad 0.15.1b, fixing the tempo of some MP3 lumps. Consequently,smpeg2.dll
is no longer required. - A bug has been fixed whereby using the
map
CCMD would cause the game to crash in some instances. - The selected episode or expansion in the menu is set as necessary when using the
map
CCMD.
DOOM Retro v2.0.3
- “Pistol start” gameplay is now supported. By using the
pistolstart
CCMD, (or specifying–pistolstart
on the command-line), the player’s health, armor, weapons and ammo will be reset at the start of each map. Also, aPISTOLSTART
definition may now be used inMAPINFO
lumps. - The muzzle flash of the player’s rocket launcher has been fixed.
- The
+menu
action can now be bound to a key, withesc
being the default. - The
+console
action can now be bound to a key, withtilde
being the default. - The amount of bobbing has been reduced for higher values of the
stillbob
CVAR. - A bug has been fixed whereby successive movement keys would not register if a cheat existed that started with a movement key (as is the case in HacX: Twitch ’n Kill).
- The armor bar in the alternate HUD is now slightly lighter.
- A bug has been fixed whereby map names from
MAPINFO
lumps weren’t being displayed. - The map title and author of John Romero’s recently released E1M8B.WAD is now displayed when the map starts, and in the automap.
- The
GOTREDSKULL
string may now also be spelled asGOTREDSKUL
in DeHackEd lumps. - Pressing ALT + F4 to quit DOOM Retro now works again.
- Stylized quotes are now used in place of double quotes in the console.
- Text in the console is now slightly translucent.
- A random static effect has been applied to the console’s background.
- The effects of changing the
vid_windowposition
andvid_windowsize
CVARs while in the console and in a window are now immediate.