Doomretro Versions Save

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

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.

v5.0.4

8 months ago
  • These changes have been made when gibbing a corpse and the r_corpses_gib CVAR is on:
    • Gibbing already gibbed corpses now always works as intended.
    • Certain gibbed corpses spawned at the start of the map can now be gibbed further.
    • Obituaries are no longer displayed in the console for when a corpse is gibbed.
    • Gibbed corpses are now only randomly mirrored if the r_corpses_mirrored CVAR is also on.
  • The intermission and finale screens now pause if DOOM Retro’s window loses focus.
  • The player no longer continues to move across the map if moving when the automap is opened and the am_followmode CVAR is off.
  • A bug is fixed whereby the amount of cells the player had would be brighter than usual in the widescreen HUD when their BFG-9000 was equipped.
  • The player’s view is no longer affected when walking over certain linedefs in liquid sectors and the r_liquid_lowerview CVAR is on.
  • Buckethead’s music is now heard when playing SIGIL if SIGIL_SHREDS.WAD happens to be loaded before SIGIL.WAD at startup.
  • Obituaries displayed in the console when the player explodes a barrel using their BFG-9000 are now always correct.

v5.0.3

8 months ago
  • Further improvements have been made when toggling widescreen using the + and keys while the menu is open.
  • Minor improvements have been made to the help screen shown when pressing the F1 key.
  • A crash no longer occurs when moving the mouse while the help screen is open.
  • A bug is fixed whereby some elements in the menu would only cast their shadow on the left side of the screen in some instances.
  • A warning is now displayed in the console if a savegame couldn’t be deleted in the save or load game menus when pressing the DEL key.

v5.0.2

8 months ago
  • Minor changes have been made to text that is output to the console.
  • The values of all CVARs that have been changed from their defaults are now highlighted when entering the cvarlist CCMD in the console.
  • Pressing the ENTER key now closes the console if nothing has been typed in.
  • These changes have been made to voodoo dolls:
    • They now move at the correct speed when on very slow scrolling floors.
    • The angle they face no longer changes once they teleport.
  • A bug is fixed whereby the BFG-9000’s secondary projectiles would fire off in the wrong direction in some instances.
  • The english CVAR now uses a value of british rather than international.
  • Several improvements have been made to translating certain words when the english CVAR is british.
  • Gibbed corpses now gib even more when reacting to further splash damage if the r_corpses_gib CVAR is on.
  • The vertical position of an arch-vile’s shadow when the r_shadows CVAR is on has improved.
  • A crash no longer occurs when pressing certain keys while the help screen is open.
  • The player’s health, armor and ammo in the alternate widescreen HUD will now quickly count up from zero when entering a map if the animatedstats CVAR is on.
  • A bug is fixed whereby the melee attack of monsters specified in DEHACKED lumps wouldn’t work if they used thing types 150 to 249.
  • The vertical positions of the text on the intermission screen have improved.
  • The vertical positions of the monsters’ shadows in DOOM II’s cast sequence have improved when the r_shadows CVAR is on.

v5.0.1

8 months ago
  • A crash no longer occurs when loading a savegame from a DSDHacked-compatible WAD.
  • A bug is fixed whereby no music or sound effects would play when opening DOOM Retro for the first time after installing it.
  • Panning around the automap using a controller’s left thumbstick when the am_followmode CVAR is off now works as intended.
  • These changes have been made when playing Smooth DOOM MBF21:
    • Bullet casings no longer disappear and leave blood splats on the floor.
    • Blood splats now appear around corpses spawned at the start of a map when the r_corpses_moreblood CVAR is on.
  • The savegame CVAR is now:
    • Updated when deleting a savegame in the save or load game menus using the DEL key.
    • No longer updated if the player cancels entering a savegame description in the save game menu.
  • A bug is fixed whereby WADs placed in the autoload folder were causing a “W_GetNumForName: PLAYPAL not found!” error at startup.

v5.0

8 months ago
  • DOOM Retro is now built using v17.7.4 of Microsoft Visual Studio Community 2022.
  • DOOM Retro now uses SDL v2.28.3.
  • Extensive optimizations have been made to further improve the overall performance and stability of DOOM Retro.
  • Any .cfg files placed in the autoload folder are now autoloaded when DOOM Retro starts.
  • DOOM Retro now parses any response files specified on the command-line.
  • When using the WAD launcher to load a PWAD, if that PWAD doesn’t contain any conflicting maps, SIGIL.WAD or NERVE.WAD will now still be autoloaded if found.
  • E1M4B: Phobos Mission Control and E1M8B: Tech Gone Bad are no longer available if either E1M4 or E1M8 have been replaced by a PWAD.
  • These changes have been made to the support for DEHACKED lumps:
    • Support has been added for DSDHacked, allowing an unlimited number of things, states, sprites and sound effects.
    • A bug is fixed whereby custom monsters wouldn’t bleed in some instances.
  • Minor changes have been made to DOOM Retro’s splash screen.
  • Extensive changes have been made to text that is output to the console.
  • Minor improvements have been made to text autocompleted in the console by pressing the TAB key.
  • The caret may now be repositioned in the console’s input using the mouse pointer when the m_pointer CVAR is on.
  • The effects of changing the r_gamma and r_color CVARs are now applied to DOOM Retro’s splash screen.
  • The r_color CVAR has been renamed r_saturation, and can now be set to a value over 100% to a maximum of 200%, allowing colors on the screen to be oversaturated.
  • A crash no longer occurs when trying to display certain patches greater than 200 pixels in height.
  • These changes have been made to the menu:
    • Menu entries are now subtly highlighted when selected.
    • Improvements have been made when toggling widescreen using the + and keys while the menu is open.
    • The fade to black when quitting DOOM Retro from the menu is no longer affected by the player having either a berserk or radiation shielding suit power-up.
    • Minor improvements have been made to the edges of the menu’s background.
    • The skull cursor is no longer positioned incorrectly in the main menu in some rare instances.
    • When navigating the menu using the mouse pointer if the m_pointer CVAR is on:
      • The episode, expansion, savegame and skilllevel CVARs are now only updated when necessary.
      • The precision of selecting menu items has improved.
      • The Nightmare! skill level can now always be selected.
      • Clicking outside of the selected savegame slot when entering text in the save game menu now works as expected.
      • The mouse pointer now becomes visible after having just used a controller to navigate the menu.
    • “New Game” is now selected in the main menu after deleting the only savegame in the save or load game menus using the DEL key.
    • Minor improvements have been made to the vertical positioning of elements in the load and save game menus.
    • The skull cursor’s eyes are now always on while entering a savegame description in the save game menu.
    • The F5 key can no longer be used to toggle the graphic detail while the menu is open and a game isn’t being played.
    • The console can now be opened using the ~ key while the menu is open.
    • The console can now also be opened by selecting the new “Console” entry in the options menu.
    • The shadows cast by the sliders in the options menu have improved in some rare instances.
    • The positions of ON/OFF and HIGH/LOW in the options menu have been fixed in some instances.
    • Right-clicking the mouse or pressing the BACKSPACE key on the title screen no longer opens the menu.
  • The r_supersampling CVAR has been renamed r_antialiasing and is now off by default.
  • Minor changes have been made to the help screen shown when pressing the F1 key.
  • The r_lowpixelsize CVAR can now also be set to 1×2 or 2×1.
  • A bug is fixed whereby sometimes the player wouldn’t pick up an item in a liquid sector when the r_liquid_clipsprites CVAR was on.
  • The player’s view is no longer affected when walking over certain linedefs in a liquid sector and the r_liquid_lowerview CVAR is on.
  • Improvements have been made to equipping either the chainsaw or fists when the player presses the 1 key.
  • When a monster is killed in a liquid sector and the r_liquid_clipsprites CVAR is on:
    • The monster’s death animation is now at a consistent height.
    • The item they drop is no longer clipped before it reaches the liquid if the tossdrop CVAR is on.
  • A bug is fixed whereby the player’s field of view would sometimes be wrong when changing the r_fov CVAR.
  • Minor improvements have been made to the support of REKKR: Sunken Land.
  • Floors and ceilings far away from the player are now rendered better.
  • The sprites of multiple things that occupy the same coordinates now appear in the correct order, and also no longer flicker in some instances.
  • The bobbing of sprites in liquid sectors can now be toggled using the new r_liquid_bobsprites CVAR, which is on by default and off when vanilla mode is enabled. This is separate to the existing r_liquid_bob CVAR, which now only toggles the bobbing of the liquid sectors themselves.
  • Walls that have been incorrectly marked as two-sided are now rendered as intended.
  • When the IDCLEV cheat has been entered and vanilla mode is enabled, the player now starts the map with 100% health, no armor, and only a pistol with 50 bullets.
  • A slightly darker 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 is on.
  • A bug is fixed, present in the original DOOM, whereby stairs rising up from the floor would fail in some rare instances.
  • If regenerating health is enabled using the regenhealth CCMD, a sound is now played and the “Health picked up” stat is updated every second the player’s health increases by 1% until it is 100% again.
  • Several improvements have been made to the player’s health in the status bar when they are dead and the negativehealth CVAR is on.
  • The r_althud CVAR is now off by default again.
  • These changes have been made to the widescreen HUD:
    • The translucency has been reduced slightly when the r_hud_translucency CVAR is on.
    • Several improvements have been made to the flashing of the player’s health, armor and ammo when they change.
  • All lines in the automap can now be anti-aliased by enabling the new am_antialiasing CVAR, which is off by default and when vanilla mode is enabled.
  • The player’s crosshair when the crosshair CVAR is on, as well as the crosshair in the automap when the am_followmode CVAR is off, are no longer visible in the background while the console is open.
  • These improvements have been made to the support for MBF21-compatible WADs:
    • The A_RadiusDamage codepointer now correctly uses Args1 rather than Args2 for the amount of damage inflicted.
    • Things spawned using the A_SpawnObject codepointer now inherit the blood color of the spawner.
  • These improvements have been made to the support for MAPINFO lumps:
    • A bug is fixed whereby many compatibility flags weren’t being parsed correctly.
    • MAPINFO lumps from other PWADs are now parsed if either NERVE.WAD or SIGIL.WAD are also loaded.
    • episode is now parsed correctly.
    • bossaction is now parsed.
    • The compat_stairs and compat_zombie compatibility flags are now parsed.
  • Friendly monsters spawned using the spawn CCMD now follow the player into the next map.
  • The mouse pointer is no longer displayed on the intermission or finale screens when the player moves the mouse and the m_pointer CVAR is on.
  • When the mouselook CVAR is on:
    • Minor improvements have been made when the player aims vertically.
    • The player can now see slightly further when looking up or down.
    • A crash no longer occurs if a blood splat happens to touch the top of the screen while the player is looking down.
    • The vertical direction the player is looking is no longer reset in the help screen’s background when pressing the F1 key.
  • Blood splats far away from the player no longer flicker in some instances.
  • The text in the automap is now always positioned correctly when the am_external CVAR is on.
  • The default value of the am_gridcolor CVAR is now 6 instead of 111.
  • The player no longer exits the map if they are dead when a timer set using the timer CCMD runs out.
  • Support has been added for the lumps STFXDTH0 to STFXDTH9. If included in a PWAD, the player’s face in the status bar now animates when they are gibbed. This is a feature revived from the old 3DO, Jaguar and PSX DOOM ports.
  • The accompanying readme file for the currently loaded PWAD can now be displayed by entering the new readme CCMD in the console.
  • These extensive changes have been made when using a controller:
    • Using a controller in the menu is now more responsive.
    • The right trigger can now be used to select menu items.
    • The left and right thumbsticks, as well as the directional pad, can now be used to scroll the output in the console.
    • The B button can now be used to close the console.
    • The speed at which the player turns using a controller no longer increases while running.
    • Turning and moving using a controller is now more precise when only nudging the thumbsticks.
    • Controllers now rumble slightly when the player picks something up. This can be disabled by the new joy_rumble_pickup CVAR, which is on by default and off when vanilla mode is enabled.
    • When the joy_rumble_weapons CVAR is on:
      • Controllers now rumble again when the player uses their chainsaw.
      • The amounts of rumble for each weapon the player fires have been adjusted.
    • The left and right shoulder buttons now equip the player’s previous and next weapons by default.
    • The default values of the joy_deadzone_left and joy_deadzone_right CVARs are now both 15% rather than 25%, and their maximum values are now both 30% rather than 100%.
  • A bug is fixed whereby the vid_fullscreen CVAR couldn’t be changed in the console.
  • The player’s weapon now displays correctly when it touches the right edge of the screen and the vid_capfps CVAR is not 35.
  • A bug is fixed whereby the flash of the player’s weapon could be drawn incorrectly if they fired it while falling and the weaponbounce CVAR was on.
  • Movement of the player’s weapon is no longer blurred when the r_detail CVAR is low.
  • The weapon CVAR can now also be set to the values 1 to 7.
  • A bug is fixed whereby the iwadfolder CVAR wouldn’t be updated in some instances.
  • The iwadfolder CVAR has been renamed to just wadfolder.
  • Improvements have been made to the minimum and maximum levels the player can zoom in the automap.
  • A crash no longer occurs when starting a map that has things 4001 to 4004 (player starts 5 to 8).
  • The message displayed when using the IDCLEV cheat or map CCMD to warp to a secret map is now gold.
  • Minor improvements have been made to translating certain words when the english CVAR is international.
  • A character no longer appears in the input when opening the console for the first time in some instances.
  • The times on the intermission screen now have shadows.
  • The brightmap of the SW2STONE texture has improved slightly when the r_brightmaps CVAR is on.
  • The WAD being played is now displayed in the window caption again.
  • A bug is fixed whereby certain messages were not being displayed in some instances.
  • The player now falls at the correct speed when the clipping or freeze modes are enabled.
  • All power-ups can now be given to the player by entering give powerups in the console.
  • Conversely, all power-ups the player currently has can now be taken away from them by entering take powerups in the console.
  • Widescreen mode can now be toggled using the + and keys on the intermission and finale screens.
  • All actions may now be bound to all controls using the bind CCMD.
  • Skies can now be drawn horizontally linear by enabling the new r_linearskies CVAR, which is off by default and when vanilla mode is enabled.
  • The automap is now always updated when the r_screensize CVAR is changed while it is open.
  • A bug is fixed whereby any player movement wouldn’t be canceled when opening the automap and the am_followmode CVAR was off.
  • Savegames that were saved in maps ExM10 or ExM11 no longer crash when loaded.
  • The console may now be closed by right-clicking the mouse.

v4.9.2

1 year ago
  • DOOM Retro is now built using v17.5.5 of Microsoft Visual Studio Community 2022.
  • Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
  • DOOM Retro’s window caption now always includes the text “DOOM Retro”.
  • Changes have been made to text that is output to the console.
  • Minor improvements have been made to the text that can be autocompleted in the console by pressing the TAB key.
  • The menu’s background is now rendered correctly if DOOM Retro’s window is extremely wide.
  • Adjusting the sliders in the options and sound volume menus using the mouse pointer is now more responsive when the m_pointer CVAR is on.
  • Widescreen mode can now be toggled using the + and keys while the menu is open.
  • The sucktime CVAR now shows as being off when set to 0, and now has a maximum value of 24 hours.
  • The time displayed on the intermission screen is now positioned better if the player takes more than an hour to complete a map and the sucktime CVAR is greater than its default of 1 hour.
  • The map’s title in the automap is now gold if the player is in the secret map of DOOM II: No Rest For The Living.
  • When the flashkeys CVAR is on:
    • Flashing keycards and skull keys are now positioned correctly in the alternate widescreen HUD.
    • Improvements have been made to flashing keycards and skull keys in the status bar when the player tries to open a BOOM-compatible door that requires all six keys.
  • A bug is fixed whereby the amount of armor the player had was positioned incorrectly in the alternate widescreen HUD in some instances.
  • Improvements have been made to the console’s background when the player has an invulnerability power-up or the r_textures CVAR is off.
  • The number of monsters left to kill in a map, displayed in the automap when the am_playerstats CVAR is on, is now always correct after loading a savegame.
  • The bounce of the player’s weapon when they land after a fall is now slightly faster when the weaponbounce CVAR is on.
  • The default value of the am_markcolor CVAR is now 89.
  • The default values of the joy_deadzone_left and joy_deadzone_right CVARs are now both 25%.
  • These changes have been made to vanilla mode toggled using the vanilla CCMD:
    • The +strafe action is now bound to mouse2 control again, allowing the player to strafe with the mouse, and to also double-click the button to use doors and switches.
    • The speed the player can move forward and back, and strafe left and right, has been reduced.
  • Improvements have been made to the alternate widescreen HUD when the r_hud_translucency CVAR is off and either the r_textures CVAR is also off or the player has an invulnerability power-up.

v4.9.1

1 year ago
  • DOOM Retro is now built using v17.5.4 of Microsoft Visual Studio Community 2022.
  • Optimizations 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.
  • When playing DOOM (Shareware), games are now saved in a separate folder to the full version of DOOM.
  • A bug is fixed whereby the music’s volume wasn’t being set correctly in some instances.
  • A crash no longer occurs when a corpse is crushed into gibs by a lowering sector in some instances.
  • When the m_pointer CVAR is on:
    • Adjusting the sliders in the options and sound volume menus using the mouse pointer is now more responsive.
    • The mouse pointer is now visible in the console if the player moves the mouse while it is open. Clicking anywhere below the console during a game now closes it.
  • The map’s title in the automap is now gold if the player is in a secret map.
  • The smoke trailing rockets when the r_rockettrails CVAR is on is now colored correctly even if a custom PLAYPAL lump is loaded.
  • When loading a savegame:
    • A warning is now displayed in the console if a WAD is missing.
    • A bug is fixed whereby the number of items to be picked up in the map was wrong in some instances.
  • The player now slides more smoothly against walls at certain angles.
  • These changes have been made to the radiation shielding suit power-up:
    • The screen no longer briefly flashes yellow when the player picks up the power-up and the r_pickupeffect CVAR is on.
    • If the r_radsuiteffect CVAR is off:
      • The screen now briefly flashes green when the player picks up the power-up and the r_pickupeffect CVAR is on.
      • The screen now flashes green again to indicate when the power-up is about to run out.
  • The screen no longer briefly flashes yellow when the player picks up a berserk power-up and the r_pickupeffect CVAR is on.
  • When the player uses a controller, it now rumbles when they use their chainsaw, there’s no target, and the joy_rumble_weapons CVAR is on.

v4.9

1 year ago
  • DOOM Retro is now built using v17.5.3 of Microsoft Visual Studio Community 2022.
  • DOOM Retro now uses SDL v2.26.5.
  • Several optimizations have been made to further improve the overall performance, stability and memory usage of DOOM Retro.
  • Several changes have been made to text that is output to the console.
  • When the m_pointer CVAR is on:
    • The mouse pointer may now be used to move:
      • The sliders in the options and sound volume menus.
      • The text caret when entering a savegame description in the save game menu.
    • Selecting menu items using the mouse pointer is now accurate when the vid_widescreen CVAR is off.
    • The mouse pointer is no longer shown on the help screen if the mouse is moved.
  • The positions of ON/OFF and HIGH/LOW in the options menu have been fixed in some instances.
  • A bug is fixed whereby when changing the r_pickupeffect CVAR in the console the r_damageeffect CVAR would be changed instead.
  • The player’s health, armor and ammo in both the status bar and widescreen HUD now animate when they change. This can be disabled by the new animatedstats CVAR, which is on by default and off when vanilla mode is enabled.
  • These changes have been made to the alternate widescreen HUD:
    • The position of the player’s health is now fixed when 0% and the negativehealth CVAR is off.
    • Every part of the HUD is now black, silhouetted against the bright background, when the player has an invulnerability power-up or the r_textures CVAR is off.
    • The vertical positions of some of the weapon silhouettes have changed.
    • Minor improvements have been made to the armor bar when the player has blue armor.
  • Crashes no longer occur when:
    • Changing the health CVAR to 0% or less.
    • Using the take CCMD to take more health from the player than they have.
  • A bug is fixed whereby widescreen mode wouldn’t be restored correctly when turning vanilla mode off using the vanilla CCMD.
  • NEXT and SECRETNEXT now work as intended in MAPINFO lumps.
  • Partial translucency effects when the r_sprites_translucency CVAR is on, and smoke that trails rockets when the r_rockettrails CVAR is on, now appear again if a custom PLAYPAL lump is loaded.
  • The player’s “Health picked up” stat now updates correctly when the player picks up a soul sphere.
  • A bug is fixed whereby the number of monsters in the map may have been wrong after loading a savegame in some instances.
  • Blood splats are no longer overly bright when the r_textures CVAR is off.
  • Masked midtextures with a brightmap specified in a BRGHTMPS lump now display correctly when the r_brightmaps CVAR is on.
  • Bound controls are now grouped by type when saved in doomretro.cfg and in the output of the bindlist CCMD.
  • The triangles in the automap that represent every blood splat, displayed when using the IDDT cheat, are now slightly larger.
  • Blood is now shown when shooting a lost soul and the r_blood CVAR is red.
  • The movement of some sectors is now smoother when the vid_capfps CVAR is not 35.
  • A bug is fixed whereby pressing a key or mouse button while a controller is rumbling could cause the rumble to continue indefinitely in some instances.
  • These changes have been made to the fuzz effect applied to both the player’s weapon when they have a partial invisibility power-up, and to spectres:
    • A crash no longer occurs if the sprite of a spectre touches the top of the screen.
    • The effect is no longer frozen when freeze mode is on.
  • The vid_borderlesswindow CVAR is now on by default.
  • The vid_vsync CVAR is now off by default.
  • Minor improvements have been made to translating certain words when the english CVAR is international.
  • Thing triangles no longer move in the automap when the IDDT cheat has been entered and freeze mode is on.

v4.8.1

1 year ago
  • DOOM Retro now uses SDL v2.26.4.
  • 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.
  • A bug is fixed whereby if the alwaysrun CVAR was on, the CAPSLOCK key wouldn’t always turn off as intended when quitting DOOM Retro.
  • A bug is fixed whereby a wrong player message would be displayed each time the player picked up an item in some instances when the messages CVAR was off.
  • Minor improvements have been made to the color of some elements in the alternate widescreen HUD.