Releases: bradharding/doomretro
Releases · bradharding/doomretro
DOOM Retro v5.4
- DOOM Retro is now built using v17.9.6 of Microsoft Visual Studio Community 2022.
- DOOM Retro now uses SDL v2.30.3.
- Minor changes have been made to further improve the overall performance and stability of DOOM Retro.
- Several changes have been made to text that is output to the console.
- A slightly brighter color is now chosen for the surrounding pillarboxes when displaying certain lumps from PWADs that are only 320 pixels wide and the
vid_widescreen
CVAR ison
. - A bug is fixed whereby grouping wasn’t being applied to the previous player message when displayed by pressing the ENTER key if both the
messages
andgroupmessages
CVARs wereon
. - Minor improvements have been made to certain animations on the intermission screen.
- The status bar now shows when the player has picked up both a keycard and a skull key of the same color by introducing support for BOOM’s
STKEYS6
,STKEYS7
andSTKEYS8
lumps. - Improvements have been made to drawing thing triangles in the automap when the
IDDT
cheat has been entered. - The underscores of the message displayed when the
IDBEHOLD
cheat has been entered now always line up. - The shadow cast by the status bar in the automap is now low detail when the
r_detail
CVAR islow
. - The color of the player stats shown in the automap when the
am_playerstats
CVAR ison
can now be changed using the newam_playerstatscolor
CVAR, which is4
by default. - These changes have been made to the support of
MAPINFO
lumps:- Scrolling skies are now supported if a value is specified with
SKY1
. ALLOWMONSTERTELEFRAGS = 0
now works on all maps.- A bug is fixed whereby map names wouldn’t be used in some instances.
- Scrolling skies are now supported if a value is specified with
- Minor improvements have been made to the parsing of
DEHACKED
lumps. - The status bar and widescreen HUD are now always correctly updated when the
give
ortake
CCMDs are used to give or take keycards and skull keys to or from the player. The order in which they are given has also improved. - The
DSSAWUP
sound effect is no longer heard in its entirety when the player equips their chainsaw. - If a sound effect lump in a PWAD is 0 bytes in size, now rather than playing the IWAD’s lump it replaces, nothing is played.
- Explosions now cast shadows if the
r_shadows
CVAR ison
. - These changes have been made to intermission text screens:
- A sound effect is now played when a key is pressed to advance the text.
- A crash no longer occurs if the text is too long.
- The F1 key no longer interrupts the splash screen if pressed.
- The console can no longer be opened while a menu confirmation message is displayed.
- Further improvements have been made to the position of player messages in some instances.
- These changes have been made to the load and save game menus:
- If any
STCFNxxx
lumps are present in a PWAD, the savegame descriptions are now correctly positioned vertically. - The correct savegame description is now always displayed in the confirmation message when pressing DEL to delete a savegame.
- If any
- The
mouselook
CVAR and the+mouselook
action have been renamedfreelook
and+freelook
. - These changes have been made when using the
resetall
CCMD:- A bug is fixed whereby certain actions bound to a mouse button weren’t being reset.
- The automap no longer closes if it was open.
- A bug is fixed whereby the sky wouldn’t be stretched if the
+freelook
action was bound to a button on a controller. - The text in the console has been brought in slightly from the left and right edges of the screen when the
vid_widescreen
CVAR ison
, and even more so on ultra-wide displays. - Improvements have been made to the position of some elements of the alternate widescreen HUD.
- The game may now be ended during intermission by either using the
endgame
CCMD in the console or selecting “End Game” in the options menu. - The number of keycards and skull keys the player picks up is now displayed by the
playerstats
CCMD. - The translucency of the trail of smoke behind rockets fired by the player and cyberdemons can now be toggled separately from other sprites by using the new
r_rockettrails_translucency
CVAR. This CVAR ison
by default andoff
when vanilla mode is enabled. - The dead marine at the very start of E1M1: Hangar is now always green again when the
r_corpses_color
CVAR ison
. - Boss actions now occur when using the
kill
CCMD in the console. - Improvements have been made to displaying the disk icon when the
r_diskicon
CVAR ison
. - Improvements have been made to the contents of files created using the
condump
CCMD. - Liquid sectors are now rendered correctly when their floor height is in line with the player’s view height and the
r_liquid_bob
CVAR ison
. - The
help
CCMD has been renamedwiki
. - Player messages no longer cast shadows when vanilla mode is enabled.
- An infinite amount of ammo for all of the player’s weapons can now be enabled by using the new
infiniteammo
CCMD.
DOOM Retro v5.3
- DOOM Retro is now built using v17.9.2 of Microsoft Visual Studio Community 2022.
- DOOM Retro now uses SDL v2.30.0 and SDL_mixer v2.8.0.
- Changes have been made to DOOM Retro’s splash screen.
- Several changes have been made to further improve the overall performance and stability of DOOM Retro.
- Support has been added for maps with compressed, extended nodes.
- 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 wason
. - The blood splats spawned around a corpse at the start of each map when the
r_corpses_moreblood
CVAR ison
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
andSECRETNEXT
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
toD_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
toDRHUDWP8
lumps are also changed.
- The
- 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 theautoload
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 ison
. Also, pressing the ENTER key while a player message is displayed will now hide that message. - Further improvements have been made to the support of Freedoom: Phase 1 and Freedoom: Phase 2.
- 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 ison
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 ison
. - The number of power-ups the player picks up is now displayed by the
playerstats
CCMD. - The use of
DEHACKED
andMAPINFO
lumps is now displayed by themapstats
CCMD. - A bug is fixed whereby the screen would glitch slightly as the player exited a map if the
vid_scale_api
CVAR wasdirect3d11
. - The
vid_scale_api
CVAR is nowdirect3d9
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 than0%
. - 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.
DOOM Retro v5.2.1
- DOOM Retro is now built using v17.8.4 of Microsoft Visual Studio Community 2022.
- DOOM Retro now uses Direct3D 11 by default rather than Direct3D 9 to scale every frame on the screen, resulting in a considerable boost in performance. The
vid_scaleapi
CVAR can now bedirect3d9
,direct3d11
,opengl
orsoftware
. - IT, S3M, XM and MOD music lumps now play again.
- These changes have been made in the automap:
- The player’s path is now drawn correctly if the
am_path
CVAR ison
and they have just teleported. - A controller’s left and right shoulder buttons can now be held down to zoom in and out.
- The subtle shadow cast by the status bar is now only visible when the
am_backcolor
CVAR is its default of0
. - Minor improvements have been made to drawing marks added by pressing the M key.
- The player’s path is now drawn correctly if the
- The
con_obituaries
CVAR has been renamed to justobituaries
. - When the
r_rockettrails
CVAR ison
:- A bug is fixed whereby no smoke was trailing behind rockets fired by the player and cyberdemons.
- Smoke trailing behind rockets fired by cyberdemons won’t be spawned if certain states or sprites have been changed in a
DEHACKED
lump.
- A sound effect is now played when using a control that has been bound to the
toggle
CCMD.
DOOM Retro v5.2
- DOOM Retro now uses SDL_image v2.8.2.
- Minor 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.
- If the player dies, their obituary is now displayed in the console in red when the
con_obituaries
CVAR ison
, and also as a player message when themessages
CVAR ison
. - A bug is fixed whereby Buckethead’s music wouldn’t be autoloaded when
SIGIL_SHREDS.WAD
was present. - The z-coordinate displayed by the
IDMYPOS
cheat is now correct when the automap is open and theam_followmode
CVAR isoff
. - These improvements have been made to the support for John Romero’s SIGIL II:
- A warning is now displayed in the console when attempting to load SIGIL II extracted from the official DOOM port. Please download SIGIL II from here instead.
- Par times are now displayed on the intermission screen.
- The correct intermission music is now played when both SIGIL and SIGIL II are loaded.
- The
IDMUS
cheat can now be used to change to SIGIL II’s music if it is available.
- Right-clicking the mouse in the menu now hides the mouse pointer if the
m_pointer
CVAR ison
. - Minor improvements have been made to the help screen opened by pressing the F1 key.
- A bug is fixed whereby the width of monsters was being miscalculated in some rare instances, which in turn could cause nearby line specials not to trigger as intended.
- These improvements have been made to the parsing of
DEHACKED
lumps:- All things declared now have their sprites clipped in liquid sectors if the
r_liquid_clipsprites
CVAR ison
. - All monsters declared now cast a shadow if the
r_shadows
CVAR ison
. - If a name is specified in parentheses when declaring a thing, it is now used in obituaries when the
con_obituaries
CVAR ison
. - The smoke that trails rockets fired by cyberdemons when the
r_rockettrails
CVAR ison
is no longer spawned if certain states or sprites have been changed.
- All things declared now have their sprites clipped in liquid sectors if the
- The
mapstats
CCMD now correctly indicates if a map isBOOM
,MBF
orMBF21
compatible. - Improvements have been made to the console’s background.
- If map titles are obtained from a
MAPINFO
lump:- The
maplist
CCMD now lists them correctly. - When exiting a map and the
autosave
CVAR ison
, the description of the current savegame is now updated with the title of the next map.
- The
- The
.wad
file extension no longer needs to be included when using the-iwad
or-file
command-line parameters. - The
weapon
CVAR can no longer be changed while the player is dead. - Helper dogs spawned using the
spawn
CCMD in the console are now friendly by default. Usespawn unfriendly dog
to spawn a dog that will attack the player. - The player may now use the term
unfriendly
to refer to monsters that will attack the player when entering thekill
,name
,resurrect
andspawn
CCMDs in the console. - Using the
kill
CCMD with a value specifying a type of monster no longer thrusts those monsters away from the player. - A bug is fixed whereby midtextures weren’t being clipped in some rare instances.
- The
thinglist
CCMD now displays the angle and flags of every thing in the current map. - Opening the console while entering a savegame description in the save game menu now works correctly.
- When deleting a savegame in the save or load game menus using the DEL key, the closest remaining savegame in the menu is now selected.
- A crash no longer occurs if a map’s title needs to be truncated in the automap.
DOOM Retro v5.1.3
- DOOM Retro now uses SDL_image v2.8.1.
- Minor changes have been made to text that is output to the console.
- The MD5 hash value of the current map’s WAD is now displayed by the
mapstats
CCMD. - Further improvements have been made to the parsing of
bossaction
inMAPINFO
lumps. - A bug is fixed whereby selecting an episode in the menu wouldn’t change the
episode
CVAR in some instances. - SIGIL is now still automatically loaded if found and SIGIL II is manually loaded.
- Improvements have been made to recognizing the SIGIL and SIGIL II WAD files if they have been renamed.
DOOM Retro v5.1.2
- Minor changes have been made to text that is output to the console.
- These improvements have been made to the support for John Romero’s SIGIL II:
- “SIGIL” can no longer be selected in the episode menu if SIGIL isn’t loaded but SIGIL II is.
- The Spider Mastermind’s health in E6M8: Abyss Of Despair is now correct.
- Thorr’s music is now louder.
- If the current map is from a supported WAD, its author is now displayed by the
mapstats
CCMD. - A bug is fixed whereby the corpses of monsters could remain solid, blocking the player’s path, in some rare instances.
- Minor improvements have been made to text autocompleted in the console by pressing the TAB key.
- Minor improvements have been made to the parsing of
enterpic
inMAPINFO
lumps.
DOOM Retro v5.1.1
- These improvements have been made to the support for John Romero’s SIGIL II:
- The registered version of SIGIL II is now supported.
- The correct sky is now displayed.
- The correct background is now displayed on the intermission screen, and a crash no longer occurs if SIGIL hasn’t also been loaded.
- Improvements have been made to the “SIGIL II” text in the episode menu.
- The player now warps to the correct map after finishing the secret map.
- The titles of Thorr’s music are now displayed by the
mapstats
CCMD when playing the registered version of SIGIL II.
- Minor improvements have been made to the parsing of
bossaction
inMAPINFO
lumps.
DOOM Retro v5.1
- DOOM Retro is now built using v17.8.3 of Microsoft Visual Studio Community 2022.
- DOOM Retro now uses SDL v2.28.5 and SDL_image v2.8.0.
- Support has been added for John Romero’s newly released SIGIL II.
- Several changes have been made to text that is output to the console.
- The automap is now also shown in low detail when the
r_detail
CVAR islow
. - A bug is fixed whereby the effects of changing a color CVAR for the automap wouldn’t be immediate.
- Explosions from rockets fired by the player and cyberdemons are now randomly mirrored.
- These changes have been made when vanilla mode is enabled:
- Extra blood is no longer spawned when a monster is injured.
- Blood and bullet puffs are no longer randomly mirrored.
- Monsters now only become non-solid at the end of their death sequence rather than at the start.
- When the
r_shadows
CVAR ison
, if a monster is fullbright when they attack, the shadow they cast now momentarily becomes slightly lighter. - The player’s crosshair now displays correctly when the
crosshair
CVAR iscross
and ther_hud_translucency
CVAR isoff
. - Minor improvements have been made to the parsing of
DEHACKED
,MAPINFO
,MUSINFO
andBRGHTMPS
lumps. - The
-dog
parameter, as well as-dogs 1
to-dogs 8
, can now be used on the command-line to spawn one or more MBF-compatible helper dogs at the start of the game. Those dogs that survive each map will then follow the player into the next. - These changes have been made when pressing the TAB key to autocomplete text in the console:
- The case of the autocompleted text now always matches the text that’s already been entered.
- Any text to the left of a semi-colon is no longer cleared.
- The border of the menu’s background is no longer displayed if the
vid_fullscreen
CVAR isoff
and thevid_widescreen
CVAR ison
. - The spin of the player’s view in the menu’s background can now be disabled by changing the new
menuspin
CVAR, which ison
by default. - The help screen can now be shown when the menu is open by pressing the F1 key.
- The window’s caption now includes the current episode or expansion when playing a game.
- DOOM Retro no longer remains paused once its window regains focus.
- A bug is fixed whereby the main window would lose focus and the splash screen would be corrupted if an external automap was successfully created at startup because the
am_external
CVAR wason
. - When the
animatedstats
CVAR ison
:- The player’s health now animates correctly if they are telefragged.
- The player’s health, armor and ammo now animate correctly when loading a savegame.
- A bug is fixed whereby numbers in the alternate widescreen HUD could be positioned incorrectly in some rare instances.
- Minor improvements have been made to the support of Chex Quest, Chex Quest 2, Harmony Compatible and REKKR.
- A bug is fixed whereby monsters would respawn only once when playing on Nightmare! or if the
respawnmonsters
CCMD was used. - The “Map explored” stat displayed by the
playerstats
CCMD is now accurate. - The
mapstats
CCMD now shows the number of voodoo dolls in the current map. - The
play
CCMD now also accepts a music title as its value, such asatdoomsgate
orrunningfromevil
. - A bug is fixed whereby screenshots taken by pressing the PRINTSCREEN key would become corrupted in some rare instances.
- Actions may now be bound to the numeric keypad using the
bind
CCMD with a valuenumpad0
tonumpad9
.
DOOM Retro v5.0.7
- A crash no longer occurs when a spectre touches the bottom of the screen in some instances.
- Minor changes have been made to text that is output to the console.
- Minor improvements have been made to the border of the menu’s background.
- The help screen is now shown when pressing the F1 key while playing the registered version of DOOM.
- A bug is fixed whereby stairs rising up from the floor wouldn’t rise to their correct height in some instances.
- Changing the
vid_capfps
CVAR to35
now caps the framerate at 35 FPS again. - If the
vid_capfps
CVAR isoff
or greater than60
, and thevid_vsync
CVAR isoff
, the framerate is now capped at 60 FPS when on the title screen, in the menu, in the console, or the game is paused. - The frames per second are now displayed in the menu when the
vid_showfps
CVAR ison
. - Minor improvements have been made to determining when to lower the player’s view if the
r_liquid_lowerview
CVAR ison
. - A bug is fixed whereby entering
kill monsters
in the console could then affect splash damage to the player.
DOOM Retro v5.0.6
- DOOM Retro is now built using v17.7.5 of Microsoft Visual Studio Community 2022.
- DOOM Retro now uses Direct3D 11 rather than Direct3D 9 when the
vid_scaleapi
CVAR isdirect3d
, resulting in a considerable boost in performance. - The handling of errors caused by SDL has improved.
- The capping of the framerate when the
vid_capfps
CVAR is not35
has improved. - Minor changes have been made to text that is output to the console.
- The ALT key can no longer be used to open the menu from the title screen.
- Item and teleport fogs no longer appear when using the
spawn
CCMD in the console while freeze mode is on. - A crash no longer occurs when the player explodes a barrel using their BFG-9000 in some instances and the
con_obituaries
CVAR ison
. - Minor improvements have been made to the support for
DEHACKED
lumps. - The “Games loaded” stat now updates correctly in the output of the
playerstats
CCMD. - A bug is fixed whereby PWADs wouldn’t autoload when placed in the
autoload
folder.