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Releases: bradharding/doomretro

DOOM Retro v4.2.2

02 Sep 23:26
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  • Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
  • The menu’s background animation is now smoother.
  • Further improvements have been made to the support for REKKR.
  • A bug has been fixed whereby the automap wouldn’t be updated as the player moves around while it is open.

DOOM Retro v4.2.1

31 Aug 22:07
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  • DOOM Retro is now compiled using v16.11.2 of Microsoft Visual Studio Community 2019.
  • Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
  • Minor changes have been made to text that is output to the console.
  • The framerate will no longer drop to 35 frames per second if the game is paused, or the menu or console is open.
  • A slight dithered effect is now applied to fade transitions when the fade CVAR is on.
  • A fade transition will now always be applied when exiting the help screen and the fade CVAR is on.
  • Translucency is now applied to megaspheres when the r_translucency CVAR is on.
  • The following changes have been made when the r_shake_damage CVAR is greater than 0% and god mode is enabled:
    • The maximum amount of time the screen will shake when the player is attacked has been reduced.
    • The screen will no longer shake if the player is in a sector with special 16 (“Damage -10% or -20% health”) or 4 (“Damage -10% or -20% health and light blinks (0.5 sec.)”).
  • Improvements have been made to the clipping of the bottom of sprites when in liquid and the r_liquid_clipsprites CVAR is on.
  • A bug has been fixed whereby an action couldn’t be bound to or unbound from the ; key using the bind and unbind CCMDs.
  • The background of the player’s face will now be positioned correctly when the facebackcolor CVAR is a value other than its default of 5 and the vid_widescreen CVAR is on.
  • Zooming in and out of the automap is now more responsive.
  • The M_LGTTL and M_SGTTL lumps will now be used as the titles in the load and savegame menus if replaced in a PWAD.
  • Further improvements have been made to the support for Chex Quest.
  • Further improvements have been made to the support for REKKR.
  • A bug has been fixed whereby par times weren’t being displayed on the intermission screen in some instances.

DOOM Retro v4.2

11 Aug 21:50
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  • 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 is on:
    • 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 is low.
    • Dithered lighting is now cast on BOOM-compatible translucent wall textures if the r_translucency CVAR is off.
  • The text in the console has been brought in from the left and right edges of the screen when the vid_widescreen CVAR is on.
  • 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 is on.
    • 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 is on.
  • 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 is on.
  • A fade transition will now be applied when changing the r_brightmaps CVAR, or any CVARs that change a color, when the fade CVAR is on.
  • 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 is on, 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 and am_bluedoorcolor CVARs. These CVARs are 160 by default (such that there is no apparent difference until one of them is changed), and 231 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 is on:
    • 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 is on.
  • 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 the vid_widescreen CVAR as necessary.
  • The following changes have been made when on the intermission screen:
    • The playerstats and mapstats CCMDs will now work.
    • Pressing the ENTER key while the menu or console are also open will no longer trigger the intermission screen.
  • The +weapon1 to +weapon7 actions can now be bound to a mouse button using the bind CCMD.
  • The effect applied when the player is in a damaging sector and the r_shake_damage CVAR is greater than 0% 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

21 Jun 05:43
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  • 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 is on.
  • 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 is 35.
  • 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 is on:
    • 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 is on.

DOOM Retro v4.1.2

18 Jun 00:41
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  • 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 the fade CVAR is on.
  • 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 is on.
  • The mapping errors that are fixed when the r_fixmaperrors CVAR is on are no longer applied to the maps in DOOM (Shareware).

DOOM Retro v4.1.1

13 Jun 05:00
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  • 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 is on is now displayed correctly when the r_textures CVAR is off.
  • A fade transition will now be applied when changing the r_detail or r_playersprites CVARs in the console and when the fade CVAR is on.
  • 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 is on:
    • 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 is on.
  • Player messages now fade off the screen smoother in the alternate widescreen HUD when the fade CVAR is on.
  • 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 the console subfolder.

DOOM Retro v4.1

04 Jun 23:30
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  • 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 is on by default and off 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 is on 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 is on by default and off 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 is on.
    • 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 was on.
  • 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 is on, 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 is on.
  • Blood splats are now slightly more translucent when the r_bloodsplats_translucency CVAR is on.
  • The shaking effect applied when the player is in a damaging sector and the r_shake_damage CVAR is greater than 0% 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 now off by default.
  • The default of the r_bloodsplats_max CVAR has now been doubled to 131,072, and is now also set to 0 when vanilla mode is enabled.
  • A new toggle CCMD has been implemented that can be used to toggle the value of CVARs between on and off.
  • The translucency of item and teleport fogs is now additive when the r_translucency CVAR is on.
  • 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 is on are now smoother.
  • Minor improvements have been made to the support of DEHACKED lumps.

DOOM Retro v4.0.9

30 Apr 01:20
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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 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 now nofuzz by default.
  • A bug has been fixed whereby the r_hud CVAR would be left on when changing the r_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

15 Apr 22:40
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  • 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 is on when the alternate widescreen HUD is displayed.
  • The vid_showfps CVAR can now be on 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 is on.
  • -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 was on.

DOOM Retro v4.0.7

02 Apr 06:28
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  • 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 is on.
  • DOOM Retro’s window can now be resized properly if the vid_fullscreen CVAR is off and the vid_widescreen CVAR is on.
  • 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 than 8).
  • Player messages will now quickly fade off of the screen if the fade CVAR is on.
  • The messages CVAR is now on 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 is on.
  • The player’s weapon sprite is no longer cut off when reloading the super shotgun after firing it, and if the vid_widescreen CVAR is on and the r_screensize CVAR is 8.
  • Minor improvements have been made to the support of Freedoom: Phase 2.