Skip to content

Releases: bradharding/doomretro

DOOM Retro v6.3

Choose a tag to compare

@bradharding bradharding released this 08 Aug 01:05
Immutable release. Only release title and notes can be modified.
  • DOOM Retro is now built using v18.8.2 of Microsoft Visual Studio Community 2026.
  • Several changes have been made to further improve the overall performance and stability of DOOM Retro.
  • Minor changes have been made to DOOM Retro’s splash screen.
  • Minor changes have been made to text that is output to the console.
  • These changes have been made when the smoothtransitions CVAR is on:
    • The highlight effect when selecting items in the menu now slightly fades in and out when the menuhighlight CVAR is also on.
    • The status bar now quickly slides up from and off of the bottom of the screen when toggling the widescreen HUD using the + and – keys.
    • The widescreen HUD now fades in and out when toggled using the + and – keys, and when changing the r_althud CVAR from the console.
    • The screen now fades back to the desktop when quitting DOOM Retro if the vid_fullscreen and vid_borderlesswindow CVARs are also on.
    • Pressing the F2, F3, F4 or F6 keys a second time to cancel their respective actions will now fade the screen back to the game.
  • When the smoothtransitions CVAR is off, the opening and closing of the console is now instantaneous rather than it sliding down from and up to the top of the screen.
  • DOOM Retro now supports Discord Rich Presence. This can be disabled using the new discordpresence CVAR, which is on by default and off when vanilla mode is enabled.
  • These improvements have been made to ID24 compatibility:
    • ID24 bits, Min respawn tics, Respawn dice, Pickup ammo type, Pickup ammo category, Pickup weapon type, Pickup item type, Pickup bonus count, Pickup sound, Pickup message and Translation are now supported in thing definitions in DEHACKED lumps.
    • Tranmap is now supported in state definitions in DEHACKED lumps.
    • Support has been added for TRAKINFO lumps.
  • These changes have been made to taking screenshots by pressing the PRINTSCREEN key:
    • Screenshots are now saved in subfolders of the screenshots folder named after the current WAD.
    • Clean screenshots can now be taken by enabling the new cleanscreenshots CVAR, which is off by default and when vanilla mode is enabled. While this CVAR is on, any extraneous elements on the screen, such as player messages, the widescreen HUD, or the crosshair, won’t be captured.
    • Screenshots can now be taken when the console is open over the menu.
  • A bug is fixed whereby text in the menu would be misaligned for certain PWADs.
  • The BIGDOOR1 texture is now always vertically aligned as intended.
  • Weapons that cause a high amount of damage now have a limit on how many blood splats they can spawn per tic.
  • The incorrect intermission screen no longer appears once completing E2M7: Brink at the end of Legacy Of Rust.
  • The swirling effect applied to the player’s view in BOOM-compatible deep water when the r_liquid_swirl CVAR is on now freezes when freeze mode is enabled using the freeze CCMD.
  • The time and par time are now always positioned correctly on the intermission screen.
  • The background no longer glitches when pressing the + or – keys to toggle widescreen while on the intermission screen.
  • God and buddha modes are no longer turned off if the player uses the IDBEHOLDV or IDCHOPPERS cheats.
  • The correct music now always plays when using the IDMUS cheat.
  • Per-column lighting is now also applied to pickups when the r_percolumnlighting CVAR is on.
  • The diminished lighting on the floor and ceiling surrounding the player is now radial rather than linear. This can be disabled using the new r_radiallighting CVAR, which is on by default and off when vanilla mode is enabled.
  • The sky projection is now cylindrical rather than planar. This can be disabled using the new r_skyprojection CVAR, which can be either vanilla, linear or cylindrical, is cylindrical by default, and is vanilla when vanilla mode is enabled.
  • The r_linearskies CVAR has been deprecated. The new r_skyprojection CVAR can be set to linear instead to achieve the same effect.
  • A bug is fixed whereby the sky wouldn’t be stretched correctly when the r_screensize CVAR was 8 and the freelook CVAR was on.
  • You may now click anywhere to the right of DOOM Retro's logo on the console’s edge and drag upwards to close the console.
  • The crosshair no longer snaps to spectres, or any target in full darkness, when the snapcrosshair CVAR is on.
  • The colors used in the automap can be stopped from being forced to use the default DOOM palette by disabling the new am_forcepalette CVAR, which is on by default and off when vanilla mode is enabled.
  • A bug is fixed whereby if the console was open over the menu and the s_lowermenumusic CVAR was on, closing the console would restore the music to full volume even though the menu was still open.
  • The fake contrast applied to walls can now be changed using the new r_fakecontrast CVAR, which can be set to none, smooth or vanilla. This CVAR is smooth by default and vanilla when vanilla mode is enabled.
  • When the confirmation message is displayed when deleting a savegame from the save or load game menus, or when ending a game from the options menu or pressing the F7 key, if the m_pointer CVAR is on and the mouse has been moved to show the pointer, YES and NO buttons that can be selected with the mouse are now displayed instead of the usual text.
  • When ending a game by pressing the F7 key, canceling the confirmation message no longer opens the options menu.
  • When toggling messages off either from the options menu or pressing the F8 key, the message “Messages OFF” is now displayed.
  • The mouse pointer no longer moves when selecting “CONSOLE” from the options menu while the m_pointer CVAR is on.
  • Minor improvements have been made to the support of Chex Quest and Chex Quest 2.

DOOM Retro v6.2

Choose a tag to compare

@bradharding bradharding released this 03 Jul 06:59
Immutable release. Only release title and notes can be modified.
  • DOOM Retro is now built using v18.7.3 of Microsoft Visual Studio Community 2026.
  • Minor changes have been made to further improve the overall performance and stability of DOOM Retro.
  • sdl2_image.dll is no longer included with DOOM Retro. It was causing false positives in some antivirus software, and now isn’t required for taking screenshots.
  • The desktop now fades to black when starting DOOM Retro if the vid_fullscreen, vid_borderlesswindow, and smoothtransitions CVARs are on.
  • Minor changes have been made to DOOM Retro’s splash screen.
  • Minor changes have been made to text that is output to the console.
  • The console now appears over the menu if opened while the menu is open, rather than the menu closing first.
  • While not playing a game and if the m_pointer CVAR is on, moving the mouse pointer towards the top of the screen now displays the bottom edge of the console. You may then click on it (or click and drag downwards) to open the console.
  • You may now also click and drag the console’s edge upwards to close it.
  • A bug is fixed whereby obituaries weren’t being displayed in the console when the obituaries CVAR was on.
  • The effect when the player has an invulnerability power-up can now be changed using the new r_invulnerabilityeffect CVAR, which can be set to invertedgrayscale (the default) or grayscale.
  • ENTERANIM is now parsed correctly in MAPINFO lumps.
  • Retro bits = FLOATBOB used in DEHACKED lumps is now allowed for shootable things.
  • A bug is fixed whereby a monster sometimes wouldn’t play a sound effect if it’s already playing one.
  • A crash no longer occurs when pressing the F1 key to open the help screen from the title screen.
  • The crosshair displayed using the crosshair CVAR can now snap to your current target by enabling the new snapcrosshair CVAR, which is off by default and when vanilla mode is enabled.
  • If extras.wad is autoloaded, Andrew Hulshult’s IDKFA soundtrack can be disabled using the new s_remix CVAR, which is on by default and off when vanilla mode is enabled.
  • Savegames are now compressed to save disk space. This can be disabled using the new compresssavegames CVAR, which is on by default and off when vanilla mode is enabled.
  • Screenshots are now saved as smaller 8-bit PNG images rather than 32-bit.
  • The swirling effect applied to the player’s view in BOOM-compatible deep water when the r_liquid_swirl CVAR is on has improved.
  • The mapstats CCMD now displays the length of the current map’s music lump.

DOOM Retro v6.1.1

Choose a tag to compare

@bradharding bradharding released this 13 Jun 21:46
Immutable release. Only release title and notes can be modified.
  • DOOM Retro is now built using v18.7.0 of Microsoft Visual Studio Community 2026.
  • Minor changes have been made to further improve the overall performance and stability of DOOM Retro.
  • Minor changes have been made to DOOM Retro’s splash screen.
  • Minor changes have been made to text that is output to the console.
  • A bug is fixed whereby the player’s view would spin as the screen faded to black when quitting using the quit CCMD in the console.
  • The very top line of the console now displays correctly.
  • The correct sprite for the strength symbiote power-up is now displayed when playing Freedoom: Phase 1 or Freedoom: Phase 2.
  • Music is now heard again when playing DOOM’s fourth episode, Thy Flesh Consumed.
  • Several improvements have been made to the support of the Master Levels.
  • The correct map names are now used when playing Final DOOM: The Plutonia Experiment and TNT – Evilution.
  • The value of the alwaysrun CVAR is now retained when entering resurrect player in the console.
  • Pressing the END key in the console now moves the text caret to the end of the input first, before scrolling to the bottom of the console.
  • Dithered lighting when the r_ditheredlighting CVAR is on now appears correctly when the r_detail CVAR is low and the r_lowpixelsize CVAR is not its default of 2×2.

DOOM Retro v6.1

Choose a tag to compare

@bradharding bradharding released this 05 Jun 05:35
Immutable release. Only release title and notes can be modified.
  • DOOM Retro is now built using v18.6.2 of Microsoft Visual Studio Community 2026.
  • DOOM Retro now uses SDL_mixer v2.8.2.
  • Several changes have been made to further improve the overall stability of DOOM Retro.
  • Minor changes have been made to text that is output to the console.
  • These bugs have been fixed on older versions of Windows that were affecting some users:
    • An error message about SetProcessInformation would appear at startup.
    • The screen’s palette would be corrupted.
  • The Master Levels are now supported. When loading doom2.wad, if masterlevels.wad is found in the same folder, it will be loaded automatically and “Master Levels” may then be chosen from the expansion menu.
  • A bug is fixed whereby the TEKWALL1 texture would be misaligned in some instances.
  • Minor improvements have been made to the support of ID24-compatible intermissions.
  • Warnings in the console now wrap correctly.
  • Brightmaps can now be applied to sprites and flats by specifying them using a BRGHTMPS lump in a PWAD.
  • Changing the screen size using the + and – keys can now be rebound to other controls using the new +sizeup and +sizedown actions with the bind CCMD.
  • These changes have been made while a confirmation message is displayed:
    • Screenshots can now be taken using the PRINTSCREEN key.
    • The console can now be opened using the ~ key.
    • When ending or quitting a game, or selecting the Nightmare! skill level, if the m_pointer CVAR is on, and the mouse has been moved to show the pointer, YES and NO buttons that can be selected with the mouse are now displayed instead of the usual text.
  • The ellipsis has been removed from “CONSOLE…” in the options menu.
  • The correct M_DOOM lump is now displayed in the main menu when playing Freedoom: Phase 1 or Freedoom: Phase 2.
  • The menu’s background now continues to animate as the screen fades to black when quitting.

DOOM Retro v6.0

Choose a tag to compare

@bradharding bradharding released this 10 May 00:02
Immutable release. Only release title and notes can be modified.
  • DOOM Retro is now built using v18.5.2 of Microsoft Visual Studio Community 2026.
  • DOOM Retro now uses SDL_image v2.8.12.
  • Extensive changes have been made to further improve the overall performance and stability of DOOM Retro.
  • If DOOM Retro does happen to crash, a dialog box is now displayed and a crash report is generated that you are then encouraged to send to the developer.
  • DOOM Retro now uses Direct3D 11 rather than Direct3D 9 to scale every frame on the screen when the vid_scaleapi CVAR is its default of direct3d, resulting in a considerable increase in performance.
  • Changes have been made to DOOM Retro’s splash screen.
  • Several changes have been made to text that is output to the console.
  • These changes have been made to scrolling in the console:
    • Wrapped lines are no longer skipped.
    • A bug is fixed whereby it sometimes wasn’t possible to scroll all the way to the top of the console.
    • The scroll bar’s thumb is now sized more accurately, and no longer gets too small such that its grip isn’t shown.
  • Long lines in the console can now wrap over multiple lines.
  • Minor improvements have been made to text autocompleted in the console.
  • When a semicolon is used so another command can be entered in the console’s input, any whitespace preceding it will be removed, a space will be added after it, and the TAB key can be pressed to autocomplete that command.
  • Changes made to the console’s input that have been undone by pressing CTRL + Z can now be redone by pressing CTRL + Y.
  • These changes have been made to the support of MAPINFO lumps:
    • Maps greater than MAP99 are now supported.
    • A bug is fixed whereby MUSIC wouldn’t be parsed correctly in some rare instances.
    • ALLOWMONSTERTELEFRAGS is now parsed correctly.
    • ENDGAME = TRUE is now parsed correctly.
  • A bug is fixed, present in the original DOOM, whereby some floor textures wouldn’t change when line specials 37, 84, 159 or 177 were triggered in some instances.
  • These changes have been made to the automap:
    • The color of undiscovered secrets when using the IDDT cheat can now be changed using the new am_secretcolor CVAR, which can be set to none (the default), or 0 to 255. All secrets flash three times in this color upon entering the cheat.
    • Panning around using the mouse has changed. When the am_mousepanning CVAR is on, pressing the F key to turn follow mode off and moving the mouse will now show the mouse pointer. You may then click and drag the mouse to pan around instead of just moving the mouse. (This feature also requires the m_pointer CVAR to be on.)
    • The crosshair displayed when the am_followmode CVAR is off now remains behind the console while it is open.
    • The accuracy of the lines drawn when the am_rotatemode CVAR is on has improved.
    • Both zooming and panning, using the keyboard, mouse or controller, are now smoother.
    • The player’s path is now anchored to the back of the player’s arrow when the am_path CVAR is on.
    • The +maxzoom action has been renamed +fullzoom.
    • The correct player arrow is now shown when the player has a partial invisibility power-up.
  • Flat textures between both F_START/F_END and FF_START/FF_END markers are now always found.
  • A bug is fixed whereby if the ENTER key was bound to an action using the bind CCMD, when pressed it would also still show the previous player message.
  • A bug is fixed whereby strings of commands bound to mouse buttons using the bind CCMD wouldn’t always execute.
  • Actions may now be bound to more keys on the numeric keypad using the bind CCMD with the values numpad/, numpad+, numpad-, numpad* and numpad..
  • Actions may now be bound to tilting the mouse wheel left or right using the bind CCMD with the values wheelleft and wheelright.
  • Looking up, down, and centering the view can now be bound a control using the bind CCMD with the actions +lookup, +lookdown and +lookcenter.
  • The bindlist CCMD now also lists all unbound controls and actions.
  • The thinglist CCMD now also lists the DoomEd number of each thing.
  • The ammo CCMD now always successfully changes the amount of ammo for the currently equipped weapon.
  • The fade CVAR has been renamed smoothtransitions.
  • A transition effect now occurs when pressing the + and – keys to toggle widescreen. This effect can be disabled using the smoothtransitions CVAR.
  • The player’s vertical field of view is now exactly the same in both widescreen and non-widescreen modes.
  • Screenshots taken while the menu is open, or if the palette CCMD is in use, now have more descriptive filenames.
  • Texture offsets are now corrected in certain maps built with ZDBSP extended nodes.
  • A bug is fixed whereby the con_timestampformat, english, r_detail and units CVARs couldn’t be changed in the console. These CVARs also weren’t being reset when vanilla mode was enabled.
  • The playername CVAR can now be changed back to its default of “” in the console.
  • If the playername CVAR is “you” (its default value in earlier versions of DOOM Retro), it is now automatically changed to “” at startup as it was affecting the grammar of obituaries in the console.
  • The restartmap CCMD can now be used during intermission.
  • Support has been added for maps with ZDoom’s XGLN, ZGLN, XGL2, ZGL2, XGL3 and ZGL3 extended formats.
  • Maps without nodes, or unsupported node formats, will now be rebuilt using the integrated NanoBSP node builder.
  • Custom palettes and M_DOOM patches now work as intended when playing Freedoom: Phase 1 or Freedoom: Phase 2.
  • Minor improvements have been made to the support of Back To Saturn X E1: Get Out Of My Stations and Back To Saturn X E2: Tower In The Fountain Of Sparks.
  • The FPS graph displayed when the vid_showfps CVAR is on now displays correctly when the menu is open and a DBIGFONT lump is being used.
  • Minor improvements have been made to the colors used for the DOOM Retro logo in the console when the edge color is bright.
  • The player’s face now flashes in the status bar when they have the invulnerability power-up and it starts to wear out.
  • A crash no longer occurs when the player picks up an invulnerability power-up and the r_textures CVAR is off.
  • The underscores below the player message displayed when using the IDBEHOLD cheat are now always aligned correctly.
  • Smoothing of the mouse can now be toggled off using the new m_smoothing CVAR, which is on by default and off when vanilla mode is enabled.
  • The mouse’s vertical sensitivity when the freelook CVAR is on can now be changed separately from its horizontal sensitivity using the new m_sensitivity_vertical CVAR, which is 16 by default.
  • The m_sensitivity CVAR has been renamed m_sensitivity_horizontal to reflect that it now only affects horizontal sensitivity. Also, adjusting “mouse sensitivity” in the options menu now only changes this CVAR.
  • These changes have been made to the menu’s background:
    • The r_textures CVAR no longer affects it.
    • The player’s view now tilts upwards slightly.
    • Things such as barrels now animate.
  • Elements in the widescreen HUD now have drop shadows when the r_hud_translucency CVAR is on.
  • These changes have been made to blood splats:
    • Extensive optimizations have been made to the rendering of blood splats.
    • A bug is fixed whereby the shapes of blood splats weren’t as random as intended.
    • There are no longer slight random variations in the colors of blood splats.
    • When the number of blood splats spawned in the current map reaches the amount set by the r_bloodsplats_max CVAR, the oldest blood splats are now removed to make room for new ones, rather than blood splats stopping being spawned altogether.
    • Blood splats are now selectively culled the further they are away from the player.
    • There is now a new read-only CVAR called r_bloodsplats_visible that shows the number of blood splats currently visible to the player.
    • The r_bloodsplats_total CVAR is now reset to 0 when the player finishes a map.
    • Blood splats spawned when the player is injured in Chex Quest and Chex Quest 2 are now green.
  • These changes have been made to shadows when the r_shadows CVAR is on:
    • Monsters that are in liquid sectors now cast shadows.
    • Shadows can now be cast on multiple floors at different heights.
  • The player is now able to slide along walls at any angle without getting stuck.
  • A bug is fixed, present in the original DOOM and called the “long wall error”, whereby very long walls would shift back and forth as the player moved relative to them.
  • Wide sprites that are partially obscured by a wall are now less likely to disappear.
  • Freeze mode, enabled using the freeze CCMD, is now remembered in savegames.
  • Whether god mode, no clipping mode, freeze mode or no target mode are enabled or disabled as a result of loading a savegame is now displayed in the console.
  • The r_playersprites CVAR has been renamed r_playerweapon.
  • Instead of using the r_sprites_translucency CVAR, the translucency effect when the player fires their weapon c...
Read more

DOOM Retro v5.8.2

Choose a tag to compare

@bradharding bradharding released this 11 Dec 23:12
  • DOOM Retro is now built using v18.1.0 of Microsoft Visual Studio Community 2026.
  • Minor changes 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.
  • When changing a CVAR in the console, a message is now displayed indicating that the CVAR has been changed and what it was previously.
  • The values of color CVARs in the console, shown either by entering a CVAR individually or by using the cvarlist CCMD, are now shown with a colored background.
  • A new palette CCMD has been implemented that will display a table of all 256 colors in the current palette.
  • The spawn CCMD now still tries to spawn things anywhere around the player if there isn’t enough space directly in front of them.
  • Minor improvements have been made to the colors used for the DOOM Retro logo in the console when the edge color is bright.
  • These changes have been made to the support of DEHACKED lumps:
    • The trail of smoke behind rockets fired by the player and cyberdemons when the r_rockettrails CVAR is on now appear if thing 149 and/or its accompanying states are replaced.
    • A bug is fixed whereby the execution of certain codepointers could be repeated in the same tic in some rare instances.
  • Navigating to E1M0, E2M0 and MAP99 in Legacy Of Rust using the map CCMD or IDCLEV cheat has been fixed.
  • These improvements have been made to the support of DBIGFONT lumps:
    • Black pixels are no longer translucent.
    • ON/OFF and HIGH/LOW now appear in the options menu.
  • A bug is fixed whereby music wouldn’t be played in some rare instances when extras.wad was autoloaded.
  • The screen now always clears to black at startup.
  • A bug is fixed whereby certain player’s stats would become invalid when a monster is resurrected.
  • The default values of the crosshaircolor and am_crosshaircolor CVARs are now correct.
  • Improvements have been made to the position of the STTMINUS lump in the status bar and widescreen HUD when the player is dead and the negativehealth CVAR is on.
  • The map title and author in the automap are now always truncated correctly when the r_screensize CVAR is 8.

DOOM Retro v5.8.1

Choose a tag to compare

@bradharding bradharding released this 04 Nov 19:33
  • DOOM Retro is now built using v17.14.19 of Microsoft Visual Studio Community 2022.
  • The player is now notified at startup if a newer version of DOOM Retro is found.
  • Minor changes 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 r_levelbrightness CVAR has been renamed r_extralighting.
  • The timestamps in the console are now correct.
  • A bug is fixed whereby textures containing patches with negative offsets wouldn’t render correctly.
  • These changes have been made to the intermission screen:
    • The par time is now still displayed if the “SUCKS” text is shown.
    • An exclamation mark now follows the “SUCKS” text.
  • The authors of the maps are now displayed by the mapstats and maplist CCMDs when playing No Rest For The Living.
  • These changes have been made when the vid_showfps CVAR is on:
    • The frames per second shown are now more accurate.
    • The frames per second are now shown if a HELP or HELP1 lump from a PWAD is displayed.
  • Focus is now given to your browser when using the license, releasenotes or wiki CCMDs.
  • The MIDI music of the free versions of SIGIL and SIGIL II now play as intended.
  • A bug is fixed whereby binding the +supershotgun action to a control, and then using that control, would cause the player to jump rather than equip their super shotgun.

DOOM Retro v5.8

Choose a tag to compare

@bradharding bradharding released this 13 Oct 21:30
  • DOOM Retro is now built using v17.14.16 of Microsoft Visual Studio Community 2022.
  • DOOM Retro now uses SDL v2.32.10.
  • 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.
  • Support has been added for version 1.23 of John Romero’s SIGIL by autoloading SIGIL_V1_23_REG.wad or SIGIL_V1_23.wad if found.
  • The backgrounds of the intermission screens in SIGIL and SIGIL II are now widescreen.
  • Additional brightmaps have been added to Legacy Of Rust when the r_brightmaps CVAR is on.
  • The player’s path in the automap can now easily be toggled on and off by pressing the P key. This can be rebound to another key using the new +path action with the bind CCMD in the console.
  • The length of the player’s path in the automap can now be changed using the new am_pathlength CVAR. This CVAR can be short, medium (the default), long or endless.
  • Moving the mouse now pans around the automap when follow mode is off. This feature can be disabled using the new am_mousepanning CVAR, which is on by default and off when vanilla mode is enabled.
  • The movement of the player into and out of liquid sectors is now smoother in some instances when the r_liquid_lowerview CVAR is on.
  • These changes have been made to the support of MAPINFO lumps:
    • If AUTHOR is specified, the author of the map is now displayed in the console when the map starts, and in the automap. This feature can be disabled in the automap using the new am_author CVAR, which is on by default and off when vanilla mode is enabled.
    • NOJUMP and NOFREELOOK now always work as intended.
    • LABEL is now supported.
    • A bug is fixed whereby music wouldn’t be randomized when the s_randommusic CVAR was on and custom music was specified using MUSIC.
    • A bug is fixed whereby BOSSACTION wouldn’t be parsed in some rare instances.
  • The music now updates immediately when changing the s_randommusic CVAR in the console.
  • These changes have been made to the alternate widescreen HUD:
    • Changes have been made so that the color, translucency and drop shadow of all elements are now consistent, particularly when the player has an invulnerability power-up or the r_textures CVAR is off.
    • A bug is fixed whereby the wrong keys would flash when trying to open a BOOM-compatible locked door that requires all six keys.
    • The DRHUDWP1 lump can now be replaced in a PWAD to change the silhouette of the player’s pistol.
  • Barrels now appear in the background when the menu is open.
  • Navigating the menu using the thumbsticks on a controller, and using the mouse when the m_pointer CVAR is on, has improved.
  • The framerate is now capped at 60 FPS when the menu is open and the vid_vsync CVAR is on.
  • These changes have been made to the crosshair:
    • The default value of the crosshaircolor CVAR has changed from 4 (white) to 112 (green).
    • The crosshair is now slightly more opaque when the r_hud_translucency CVAR is on.
    • The crosshair now becomes brighter when the player is firing their weapon and the r_hud_translucency CVAR is off.
    • The crosshair is now larger and consistent regardless of the value of the r_detail CVAR.
    • Several new crosshair styles are available. As well as the existing cross and dot, the crosshair CVAR can now be set to angle, bigcross, circle, bigcircle, chevron, chevrons or arcs.
    • The crosshair can now be replaced in a PWAD by including DRXHAIR1 to DRXHAIR9 lumps.
    • The crosshair now remains on the screen while the console is open.
  • The crosshair in the automap when am_followmode is off is now also slightly larger.
  • The number of decorations in the map displayed by the mapstats CCMD is now more accurate.
  • A crash no longer occurs when the player has a partial invisibility power-up and the r_textures CVAR is off.
  • A bug is fixed whereby the flash of the super shotgun could be misaligned in some rare instances.
  • Textures with widths that are not powers of two are now rendered correctly.
  • Support has been added for textures between TX_START and TX_END markers in PWADs.
  • These changes have been made to the timestamps in the console:
    • They are now more accurate.
    • They can now be disabled using the new con_timestamps CVAR, which is on by default.
    • Their format can now be changed using the new con_timestampformat CVAR, which can be set to standard (the default, and which now displays whether it is AM or PM), or military.
  • The color of the console’s edge can now be changed using the new con_edgecolor CVAR, which can be auto (the default), or 0 to 255. Also, the color of DOOM Retro’s logo is now black if the color chosen is too bright.
  • The warninglevel CVAR has been renamed con_warninglevel.
  • The player’s health now updates when they are resurrected and the negativehealth CVAR is on.
  • The health CVAR can now be set to 0% when the negativehealth CVAR is on.
  • The maplist CCMD now lists the author for each map.
  • Mouse buttons bound to the +rotatemode action now work as intended.
  • The times displayed on the intermission screen, when the am_playerstats CVAR is on, and when the timer CCMD is used, now show the number of milliseconds.
  • Per-pixel translucency is now removed from sprites that are replaced in a PWAD.

DOOM Retro v5.7.2

Choose a tag to compare

@bradharding bradharding released this 01 Aug 22:23
  • DOOM Retro is now built using v17.14.10 of Microsoft Visual Studio Community 2022.
  • A graph is now displayed along with the number of frames per second when the vid_showfps CVAR is on.
  • The distance the player travels, displayed in the automap when the am_path CVAR is on, and by the playerstats CCMD, has improved in accuracy.
  • A message is now displayed in the console when the player upgrades from an earlier version of DOOM Retro.
  • A new releasenotes CCMD has been implemented that opens a list of what’s changed since the last version of DOOM Retro in the default browser.
  • A bug is fixed whereby DEHACKED lumps wouldn’t be parsed correctly in some rare instances.
  • BRGHTMPS lumps are now always parsed if included in a PWAD.
  • Helper dogs spawned using the spawn CCMD in the console are now colored correctly when a custom PLAYPAL lump is used.
  • Solid, non-shootable sprites now appear in the background when the menu is open.
  • Per-column lighting is now only cast on monsters when the r_percolumnlighting CVAR is on.
  • A bug is fixed whereby pressing a mouse button would perform other unbound actions in some rare instances.
  • Minor improvements have been made to the support of ID24 line specials.

DOOM Retro v5.7.1

Choose a tag to compare

@bradharding bradharding released this 03 Jul 20:52
  • DOOM Retro is now built using v17.14.7 of Microsoft Visual Studio Community 2022.
  • A bug is fixed whereby pressing SPACE to accelerate the intermission screen wouldn’t always work.
  • Brightmaps specified using a BRGHTMPS lump in a PWAD now combine with the default brightmaps, rather than replace them.
  • Displaying messages in the alternate font when the alternate HUD is displayed can now be toggled off using the new r_althudfont CVAR, which is on by default.
  • Minor 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.
  • A bug is fixed whereby monsters could telefrag other monsters.
  • Automatically switching your weapon when picking up a new one or better ammo can now be toggled off using the new autoswitch CVAR, which is on by default and when vanilla mode is enabled.
  • Controls can now be bound to the +fists, +chainsaw, +pistol, +shotgun, +supershotgun, +chaingun, +rocketlauncher, +plasmarifle and +bfg9000 actions using the bind CCMD in the console.
  • Improvements have been made to when the mouse wheel is bound to an action other than +nextweapon or +prevweapon.
  • A bug is fixed whereby the CREDITS lump wouldn’t be displayed during the title sequence of DOOM II.
  • The player can now pick up more than one of the same type of key card or skull key.
  • Randomness is no longer applied to the angle of non-shootable things.
  • The DRHUDKEY and DRHUDSKU are now positioned better in the alternate widescreen HUD if replaced in a PWAD.
  • Performance has improved slightly when the vid_capfps CVAR is 35.