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Releases: bradharding/doomretro

DOOM Retro v4.4.6.1

25 Feb 05:34
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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

24 Feb 05:49
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  • 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 or RMAPINFO lump that is found in a PWAD, now all of these lumps are parsed if found.
    • ZMAPINFO lumps are now also parsed.
  • 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 is on.
  • The music’s volume is now lowered if the PAUSE key is pressed and the s_lowermusicvolume CVAR is on.
  • Music now always stops playing in the background when DOOM Retro’s window loses focus and the s_musicinbackground CVAR is off.
  • The +back, +left, +right, +strafeleft and +straferight actions may now be bound to a mouse button using the bind CCMD.

DOOM Retro v4.4.5

17 Feb 19:37
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  • 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 is on.
    • 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.
  • 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 is off 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 is on.
  • 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 is on has increased to be more consistent with Vanilla DOOM.
  • Dithered lighting is now applied to missing wall textures if the r_ditheredlighting CVAR is on.
  • 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 in MAPINFO lumps.

DOOM Retro v4.4.4

05 Feb 20:56
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  • Optimizations have been made to further improve the overall performance of DOOM Retro.
  • Controllers connected after DOOM Retro has started are now recognized again.
  • A bug is fixed whereby the wrong message was displayed when the player picked up ammo in some instances.
  • If the player runs out of shells while firing their shotgun, they will now automatically equip their shotgun again rather than their super shotgun when later picking up more shells.
  • Minor improvements have been made to the support of DEHACKED lumps.
  • The widescreen HUD is now positioned slightly higher.
  • The following changes have been made when the r_textures CVAR is off and the r_translucency CVAR is on:
    • The muzzle flash of the player’s weapon is now translucent.
    • The player’s weapon is now translucent when they have a partial invisibility power-up.

DOOM Retro v4.4.3

31 Jan 06:08
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  • Optimizations have been made to further improve the overall performance of DOOM Retro.
  • Crashes no longer occur in the following instances:
    • When loading two or more PWADs without an IWAD using the WAD launcher.
    • When loading a PWAD containing a PNG lump.
    • When sometimes enabling widescreen during a game by pressing the + key.
  • MIDI music will now actually pause rather than just be muted when DOOM Retro’s window loses focus or the PAUSE key is pressed.
  • Further improvements have been made to the support for controllers:
    • The LEDs on PS4 DualShock 4 and PS5 DualSense controllers now change back to blue when quitting DOOM Retro.
    • Left thumbsticks are now bound to the +alwaysrun action by default.
    • The paddles on Xbox Elite controllers can now be bound to an action by using paddle1 to paddle4 with the bind CCMD.
    • The touchpad on PS4 DualShock 4 and PS5 DualSense controllers can now be bound to an action by using touchpad with the bind CCMD.
    • The Xbox Series X controller’s share button, the PS5 DualSense controller’s microphone button and the Nintendo Switch pro controller’s capture button can now be bound to an action by using misc1 with the bind CCMD.
  • Minor improvements have been made to the support of MBF21-compatible WADs.
  • Minor changes have been made to text that is output to the console.
  • Fade transitions are no longer applied if the console is open and the fade CVAR is on.
  • The player’s teleport fog is now positioned correctly when using the teleport CCMD.
  • The armortype CVAR is now set to none if the armor CVAR is set to 0 in the console.
  • The player’s health, armor or ammo will now always flash in the widescreen HUD if changed using the health, armor or ammo CVARs in the console.
  • Removing a behavior originally implemented in MBF, monsters no longer back away from the player if they get too close with their fists or chainsaw equipped.

DOOM Retro v4.4.2

13 Jan 21:38
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  • DOOM Retro is now compiled using v17.0.5 of Microsoft Visual Studio Community 2022.
  • DOOM Retro now uses SDL v2.0.20.
  • Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
  • A crash no longer occurs if the player makes a typo while entering a filename in the WAD launcher.
  • Improvements have been made to the support of MBF21-compatible maps and mods.
  • Improvements have been made to the playback of MIDI music.
  • Lowering the music’s volume in the menu and console may now be disabled using the new s_lowermenumusic CVAR, which is on by default and off when vanilla mode is enabled.
  • Extensive improvements have been made to the support for controllers:
    • Rumble now works again for those controllers that support it.
    • The LEDs on PS4 DualShock 4 and PS5 DualSense controllers now turn red when connected.
    • The gp_vibrate_barrels, gp_vibrate_damage and gp_vibrate_weapons CVARs have been renamed joy_rumble_barrels, joy_rumble_damage and joy_rumble_weapons.
    • All other CVARs that start with gp_ now start with joy_.
    • The gamepad1 to gamepad4 parameters used by the bind CCMD have been renamed button1 to button4.
  • Several minor changes have been made to text that is output to the console.
  • Minor improvements have been made to the console’s autocomplete feature.
  • A crash no longer occurs when ending a game from the options menu.
  • The screen size is now always correct if changed from the options menu while no game is being played.
  • The following improvements have been made to the support of REKKR and REKKR: Sunken Land:
    • Blood splats now appear around corpses spawned at the start of a map when the r_corpses_moreblood CVAR is on.
    • The souls of former humans are now translucent when the r_translucency CVAR is on.
  • The corpses of monsters now always fall when close to an edge.
  • The shadows of MBF-compatible helper dogs are now positioned correctly.
  • When the player is injured, their health now flashes in the widescreen HUD.

DOOM Retro v4.4.1

07 Dec 20:57
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  • Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
  • Minor improvements have been made to the support of MBF21-compatible maps and mods.
  • Minor improvements have been made to the support of DEHACKED lumps.
  • The screen now flashes green as the player’s radiation shielding suit power-up runs out while they also have a berserk power-up and their fists equipped.
  • Minor changes have been made to text that is output to the console.
  • If the player takes an hour or more to finish a map, “SUCKS” is now positioned correctly on the intermission screen.
  • Some elements in the options menu are now positioned correctly for certain PWADs.
  • A bug is fixed whereby music wouldn’t play correctly in some instances if the s_musicvolume CVAR was set high enough.

DOOM Retro v4.4

02 Dec 19:33
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  • DOOM Retro is now compiled using v17.0.2 of Microsoft Visual Studio Community 2022.
  • DOOM Retro now uses SDL v2.0.18.
  • Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
  • DOOM Retro now supports MBF21-compatible maps and mods.
  • DOOM Retro no longer crashes at startup when trying to load a PWAD containing a PNG lump.
  • A bug is fixed whereby .deh, .bex and .cfg files wouldn’t load if selected in the WAD launcher.
  • If the player makes a typo when entering a filename in the WAD launcher, and DOOM Retro is unable to find what they intended, that text now remains when the launcher reopens so the player may easily correct it.
  • The file midiproc.exe that allows the volume of MIDI music to be adjusted independently of the sound effects volume is no longer necessary and therefore no longer distributed with DOOM Retro.
  • The volume of non-MIDI music has been lowered to be consistent with the volume of MIDI music.
  • Several changes have been made to text that is output to the console.
  • Minor changes have been made to the positioning of the input and branding in the console.
  • Further improvements have been made to the support of Chex Quest, Freedoom, REKKR and REKKR: Sunken Land.
  • The r_berserkintensity CVAR is renamed r_berserkeffect and is now 3 rather than 2 by default.
  • The red effect when the player is injured can now be toggled using the new r_damageeffect CVAR, which is both on by default and when vanilla mode is enabled.
  • The red effect when the player is injured is now also smoother when the new r_damageeffect CVAR is on.
  • The red effect when the player is killed is now more prominent when the new r_damageeffect CVAR is on.
  • If the player is injured when the r_blood CVAR is green and the new r_damageeffect CVAR is on, the screen now flashes green.
  • The gold effect when the player picks up an item can now be toggled using the new r_pickupeffect CVAR, which is both on by default and when vanilla mode is enabled.
  • The green effect when the player has a radiation shielding suit power-up can now be toggled using the new r_radsuiteffect CVAR, which is both on by default and when vanilla mode is enabled. If this CVAR is off, the screen flashes green to indicate when the power-up is about to run out.
  • Fixing a possible oversight in Vanilla DOOM, if the player picks up a megasphere when they have 200% green armor, that armor is now upgraded to blue armor.
  • The player no longer grunts when trying to open a door that is currently open.
  • The player now smoothly slides against two-sided textures.
  • Minor improvements have been made to the alternate widescreen HUD.
  • Things altered in DEHACKED lumps will now always behave correctly.
  • Scrolling skies specified in MAPINFO lumps are now smoother.
  • The number of times the automap is opened by the player is now displayed by the playerstats CCMD.
  • Player messages are now always grouped in the console, regardless of the time between them, when the groupmessages CVAR is on.
  • The behavior of friendly monsters has improved. They no longer always crowd the player when there are no other monsters nearby.
  • Thing triangles in the automap that represent MBF-compatible helper dogs are now the correct size again when using the IDDT cheat.

DOOM Retro v4.3

14 Oct 21:31
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  • DOOM Retro is now compiled using v16.11.5 of Microsoft Visual Studio Community 2019.
  • Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
  • When DOOM Retro is run for the first time, the WAD launcher will now look for installations of The Ultimate DOOM and DOOM II: Hell On Earth purchased and downloaded using the Bethesda.net Launcher.
  • The WAD launcher will now display and launch files with an .IWAD or .PWAD extension.
  • Minor changes have been made to the splash screen.
  • Minor changes have been made to text that is output to the console.
  • Minor improvements have been made to the console’s autocomplete feature.
  • Further improvements have been made to the support for REKKR.
  • Support has also been added for the commercial release, REKKR: Sunken Land.
  • A new am_playerstats CVAR has been implemented that toggles player stats in the automap. When this CVAR is on, the number of monsters the player has killed, the items they have picked up and the secrets they have found will be displayed while the automap is open. This CVAR is both off by default and when vanilla mode is enabled.
  • The distance the player has traveled in the current map is now displayed in the top right corner of the external automap when the am_path CVAR is on.
  • Rotating the automap is now smoother when the am_rotate CVAR is on.
  • All lines in the automap will now be displayed correctly when the player has used the IDDT cheat.
  • A bug has been fixed whereby some sound effect lumps in the WAV format wouldn’t play at all.
  • The following changes have been made when a monster is crushed to death by a lowering ceiling:
    • Cacodemons, barons of hell and hell knights will now leave gibs.
    • All gibs will now be green if the r_blood CVAR is green.
    • The gibs of spectres will now be red if the r_blood CVAR is red or nofuzz.
    • An obituary is now displayed in the console when the con_obituaries CVAR is on.
  • The title in the automap has been moved slightly in some instances.
  • A dead player’s negative health will now be displayed in the status bar as it is in the widescreen HUD.
  • The items that monsters drop when they are killed will now also move slightly if walked over when the r_corpses_nudge CVAR is on.
  • The number of monsters resurrected is now displayed by the playerstats CCMD.
  • The “monsters killed by infighting” stat is now reset at the start of each map as intended.
  • A bug has been fixed whereby the facebackcolor CVAR wouldn’t be reset to its default of 5 if vanilla mode was enabled.
  • The background of the player’s face will now be a better size when the facebackcolor CVAR is a value other than its default of 5.
  • When vanilla mode is enabled, any timer set using the timer CCMD will now be reset to 0, rather than being disabled altogether.
  • The external automap will now be displayed correctly when the vid_borderlesswindow CVAR is off.
  • The vid_scaleapi CVAR is now “direct3d” by default.
  • Minor improvements have been made to the support of MAPINFO lumps.
  • Blood splats are now translucent when the r_translucency CVAR is on and the r_textures CVAR is off.
  • Turning left and right using a gamepad is now smoother.
  • A bug has been fixed whereby switching from a window to fullscreen by pressing ALT + ENTER would affect the aspect ratio if the vid_borderlesswindow CVAR was off.
  • Translucent things now cast more translucent shadows.
  • Dithered lighting is now cast on BOOM-compatible translucent wall textures.
  • Things on scrolling floors will no longer continue to move while the menu is open.
  • When the player drops down from a great height, their weapon will no longer move too far downwards when the weaponbounce CVAR is on.

DOOM Retro v4.2.3

18 Sep 21:41
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  • DOOM Retro is now compiled using v16.11.3 of Microsoft Visual Studio Community 2019.
  • Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
  • The splash screen’s animation is now smoother.
  • Minor changes have been made to the font used in the console, and the player messages in the alternate widescreen HUD.
  • Minor changes have been made to text that is output to the console.
  • Further improvements have been made to the support for Chex Quest, Freedoom and REKKR.
  • The bounce of the player’s weapon when dropping down from a greater height is now slightly slower when the weaponbounce CVAR is on.
  • When clicking a mouse button that is bound to the +screenshot action, the screen will now flash and a sound will now be heard.
  • The console’s background will no longer be affected when entering the vanilla CCMD.
  • A fade transition is now applied after saving a game in the save game menu and the fade CVAR is on.
  • Further improvements have been made to when the player’s view should be lowered if the r_liquid_lowerview CVAR is on.
  • A bug has been fixed whereby the title in the automap could be positioned incorrectly in some rare instances.
  • The player’s arrow will now be positioned correctly in the automap when the am_rotate CVAR is on and the am_followmode CVAR is off.
  • The following changes have been made when the am_path CVAR is on:
    • The player’s path in the automap will now still be updated when either freeze mode or no clipping mode is enabled.
    • The player’s path will now be positioned correctly in the automap when the am_rotate CVAR is on and the am_followmode CVAR is off.
    • The distance the player has traveled in the current map is now displayed in the top right corner of the automap.
  • A bug has been fixed whereby the timer displayed when using the timer CCMD could be positioned incorrectly in some rare instances.
  • The size of the crosshair has been reduced when the crosshair CVAR is cross and the r_detail CVAR is low.
  • The message displayed when entering the IDMYPOS cheat will now be visible when the fade CVAR is on.
  • The sky will now be stretched if the weaponrecoil CVAR is on and the r_screensize CVAR is 8.
  • Sprites in liquid sectors now bob correctly when the player is first spawned into a map and the r_liquid_bob CVAR is on.