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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.
A message is now displayed when using the IDCLEVxy cheat in the console.
The average frames per second will no longer be shown when the vid_showfps CVAR is on and the game is paused or the menu is open.
The lumps in doomretro.wad that are used for the alternate HUD can now be replaced by lumps in a PWAD.
When the r_shadows CVAR is on and the vid_capfps CVAR is a value other than 35, the shadows of monsters are now interpolated along with the movement of the monsters themselves.
The BFG Edition of doom2.wad will now be identified as an IWAD in the console, even though it has been incorrectly marked as a PWAD.
The number of barrels exploded is now displayed when using the playerstats CCMD.
The number of monsters, pickups and decorations, as well as the number of liquid and damaging sectors, are now displayed when using the mapstats CCMD.
The choice of colors used in the numerous translucent effects in DOOM Retro has been improved.
BOOM-compatible translucent wall textures are now drawn using a dithering effect. This can be disabled using the new r_dither CVAR.
Instead of being set to the currently selected item in the corresponding menu, the episode, expansion, savegame and skilllevel CVARs are now set to read-only strings of the episode, expansion, savegame and skill level for the current game.
The player’s path in the automap, enabled using the am_path CVAR, will no longer be recorded while the player is in “no clipping mode”.
Corpses will no longer perpetually shift back and forth over sector boundaries with small height differences.
The effect of changing the r_brightmaps CVAR from off to on is now immediate, and doesn’t require DOOM Retro to be restarted.
A bug has been fixed whereby the brightmap of the SW1STON2 and SW2STON2 switch textures wouldn’t be applied correctly in DOOM but would in DOOM II.
The following changes have been made to the spawn CCMD:
A crash will no longer occur when trying to spawn certain decorations and pickups that don’t exist in DOOM but do in DOOM II.
Hanging decorations are now spawned on the ceiling.
Things will now be in the same state they would be if they were spawned when the map started.
The “floating skull rock” decoration now casts a shadow when the r_shadow CVAR is on.
A crash will no longer occur when using the give CCMD to try to give the player the plasma rifle, BFG-9000 or cells in DOOM Shareware, or the super shotgun in DOOM.
A bug has been fixed whereby when the s_randommusic CVAR was on, random music would attempt to start playing at the start of a map but then stop, and the game would become almost completely unresponsive.
When the s_randommusic CVAR is on, the random music chosen at the start of a map will now loop rather than different music starting to play after the first finishes.