Doomretro Versions Save

The classic, refined DOOM source port. For Windows PC.

v5.3

2 months ago
  • 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 was on.
  • The blood splats spawned around a corpse at the start of each map when the r_corpses_moreblood CVAR is on 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 and SECRETNEXT 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 to D_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 to DRHUDWP8 lumps are also changed.
  • 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 the autoload 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 is on. 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 is on 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 is on.
  • The number of power-ups the player picks up is now displayed by the playerstats CCMD.
  • The use of DEHACKED and MAPINFO lumps is now displayed by the mapstats CCMD.
  • A bug is fixed whereby the screen would glitch slightly as the player exited a map if the vid_scale_api CVAR was direct3d11.
  • The vid_scale_api CVAR is now direct3d9 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 than 0%.
  • 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.

v5.2.1

4 months ago
  • 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 be direct3d9, direct3d11, opengl or software.
  • 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 is on 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 of 0.
    • Minor improvements have been made to drawing marks added by pressing the M key.
  • The con_obituaries CVAR has been renamed to just obituaries.
  • When the r_rockettrails CVAR is on:
    • 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.

v5.2

4 months ago
  • 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 is on, and also as a player message when the messages CVAR is on.
  • 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 the am_followmode CVAR is off.
  • 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 is on.
  • 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 is on.
    • All monsters declared now cast a shadow if the r_shadows CVAR is on.
    • If a name is specified in parentheses when declaring a thing, it is now used in obituaries when the con_obituaries CVAR is on.
    • The smoke that trails rockets fired by cyberdemons when the r_rockettrails CVAR is on is no longer spawned if certain states or sprites have been changed.
  • The mapstats CCMD now correctly indicates if a map is BOOM, MBF or MBF21 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 is on, the description of the current savegame is now updated with the title of the next map.
  • 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. Use spawn 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 the kill, name, resurrect and spawn 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.

v5.1.3

5 months ago
  • 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 in MAPINFO 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.

v5.1.2

5 months ago
  • 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 in MAPINFO lumps.

v5.1.1

5 months ago
  • 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 in MAPINFO lumps.

v5.1

5 months ago
  • 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 is low.
  • 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 is on, 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 is cross and the r_hud_translucency CVAR is off.
  • Minor improvements have been made to the parsing of DEHACKED, MAPINFO, MUSINFO and BRGHTMPS 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 is off and the vid_widescreen CVAR is on.
  • The spin of the player’s view in the menu’s background can now be disabled by changing the new menuspin CVAR, which is on 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 was on.
  • When the animatedstats CVAR is on:
    • 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 as atdoomsgate or runningfromevil.
  • 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 value numpad0 to numpad9.

v5.0.7

6 months ago
  • 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 to 35 now caps the framerate at 35 FPS again.
  • If the vid_capfps CVAR is off or greater than 60, and the vid_vsync CVAR is off, 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 is on.
  • Minor improvements have been made to determining when to lower the player’s view if the r_liquid_lowerview CVAR is on.
  • A bug is fixed whereby entering kill monsters in the console could then affect splash damage to the player.

v5.0.6

7 months ago
  • 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 is direct3d, 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 not 35 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 is on.
  • 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.

v5.0.5

7 months ago
  • DOOM Retro now uses SDL v2.28.4.
  • Minor changes have been made to text that is output to the console.
  • Minor changes have been made to the branding in the console.
  • The if CCMD works with boolean CVARs again.
  • Blood splats are now visible in the top half of the player’s view if not completely obscured by the map’s geometry.
  • If the player enters kill player in the console while buddha mode is enabled, their health is now reduced to 1%.
  • SIGIL.WAD is no longer autoloaded if a PWAD is loaded that contains an E1M1 lump.
  • If SIGIL.WAD or NERVE.WAD have been placed in the autoload folder:
    • They are now loaded before any other PWADs in the autoload folder,
    • But not if the PWADs already loaded contain any conflicting lumps.
  • NERVE.WAD now loads correctly if specified using the -file parameter on the command-line.
  • Minor improvements have been made to the highlight effect in the menu in some rare instances.
  • A bug is fixed whereby music changer objects would no longer work once loading a savegame.