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Releases: bradharding/doomretro
Releases · bradharding/doomretro
Release list
DOOM Retro v6.3
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
smoothtransitionsCVAR ison:- The highlight effect when selecting items in the menu now slightly fades in and out when the
menuhighlightCVAR is alsoon. - 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_althudCVAR from the console. - The screen now fades back to the desktop when quitting DOOM Retro if the
vid_fullscreenandvid_borderlesswindowCVARs are alsoon. - 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.
- The highlight effect when selecting items in the menu now slightly fades in and out when the
- When the
smoothtransitionsCVAR isoff, 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
discordpresenceCVAR, which isonby default andoffwhen 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 messageandTranslationare now supported in thing definitions inDEHACKEDlumps.Tranmapis now supported in state definitions inDEHACKEDlumps.- Support has been added for
TRAKINFOlumps.
- These changes have been made to taking screenshots by pressing the PRINTSCREEN key:
- Screenshots are now saved in subfolders of the
screenshotsfolder named after the current WAD. - Clean screenshots can now be taken by enabling the new
cleanscreenshotsCVAR, which isoffby default and when vanilla mode is enabled. While this CVAR ison, 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.
- Screenshots are now saved in subfolders of the
- A bug is fixed whereby text in the menu would be misaligned for certain PWADs.
- The
BIGDOOR1texture 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_swirlCVAR isonnow freezes when freeze mode is enabled using thefreezeCCMD. - 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
IDBEHOLDVorIDCHOPPERScheats. - The correct music now always plays when using the
IDMUScheat. - Per-column lighting is now also applied to pickups when the
r_percolumnlightingCVAR ison. - 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_radiallightingCVAR, which isonby default andoffwhen vanilla mode is enabled. - The sky projection is now cylindrical rather than planar. This can be disabled using the new
r_skyprojectionCVAR, which can be eithervanilla,linearorcylindrical, iscylindricalby default, and isvanillawhen vanilla mode is enabled. - The
r_linearskiesCVAR has been deprecated. The newr_skyprojectionCVAR can be set tolinearinstead to achieve the same effect. - A bug is fixed whereby the sky wouldn’t be stretched correctly when the
r_screensizeCVAR was8and thefreelookCVAR wason. - 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
snapcrosshairCVAR ison. - The colors used in the automap can be stopped from being forced to use the default DOOM palette by disabling the new
am_forcepaletteCVAR, which isonby default andoffwhen vanilla mode is enabled. - A bug is fixed whereby if the console was open over the menu and the
s_lowermenumusicCVAR wason, 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_fakecontrastCVAR, which can be set tonone,smoothorvanilla. This CVAR issmoothby default andvanillawhen 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_pointerCVAR isonand the mouse has been moved to show the pointer,YESandNObuttons 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_pointerCVAR ison. - Minor improvements have been made to the support of Chex Quest and Chex Quest 2.
DOOM Retro v6.2
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.dllis 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, andsmoothtransitionsCVARs areon. - 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_pointerCVAR ison, 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
obituariesCVAR wason. - The effect when the player has an invulnerability power-up can now be changed using the new
r_invulnerabilityeffectCVAR, which can be set toinvertedgrayscale(the default) orgrayscale. ENTERANIMis now parsed correctly inMAPINFOlumps.Retro bits = FLOATBOBused inDEHACKEDlumps 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
crosshairCVAR can now snap to your current target by enabling the newsnapcrosshairCVAR, which isoffby default and when vanilla mode is enabled. - If
extras.wadis autoloaded, Andrew Hulshult’s IDKFA soundtrack can be disabled using the news_remixCVAR, which isonby default andoffwhen vanilla mode is enabled. - Savegames are now compressed to save disk space. This can be disabled using the new
compresssavegamesCVAR, which isonby default andoffwhen 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_swirlCVAR isonhas improved. - The
mapstatsCCMD now displays the length of the current map’s music lump.
DOOM Retro v6.1.1
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
quitCCMD 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
alwaysrunCVAR is now retained when enteringresurrect playerin 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_ditheredlightingCVAR isonnow appears correctly when ther_detailCVAR islowand ther_lowpixelsizeCVAR is not its default of2×2.
DOOM Retro v6.1
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
SetProcessInformationwould appear at startup. - The screen’s palette would be corrupted.
- An error message about
- The Master Levels are now supported. When loading
doom2.wad, ifmasterlevels.wadis 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
TEKWALL1texture 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
BRGHTMPSlump in a PWAD. - Changing the screen size using the + and – keys can now be rebound to other controls using the new
+sizeupand+sizedownactions with thebindCCMD. - 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_pointerCVAR ison, and the mouse has been moved to show the pointer,YESandNObuttons 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_DOOMlump 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
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_scaleapiCVAR is its default ofdirect3d, 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
MAPINFOlumps:- Maps greater than
MAP99are now supported. - A bug is fixed whereby
MUSICwouldn’t be parsed correctly in some rare instances. ALLOWMONSTERTELEFRAGSis now parsed correctly.ENDGAME = TRUEis now parsed correctly.
- Maps greater than
- 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
IDDTcheat can now be changed using the newam_secretcolorCVAR, which can be set tonone(the default), or0to255. All secrets flash three times in this color upon entering the cheat. - Panning around using the mouse has changed. When the
am_mousepanningCVAR ison, 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 them_pointerCVAR to beon.) - The crosshair displayed when the
am_followmodeCVAR isoffnow remains behind the console while it is open. - The accuracy of the lines drawn when the
am_rotatemodeCVAR isonhas 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_pathCVAR ison. - The
+maxzoomaction has been renamed+fullzoom. - The correct player arrow is now shown when the player has a partial invisibility power-up.
- The color of undiscovered secrets when using the
- Flat textures between both
F_START/F_ENDandFF_START/FF_ENDmarkers are now always found. - A bug is fixed whereby if the ENTER key was bound to an action using the
bindCCMD, 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
bindCCMD wouldn’t always execute. - Actions may now be bound to more keys on the numeric keypad using the
bindCCMD with the valuesnumpad/,numpad+,numpad-,numpad*andnumpad.. - Actions may now be bound to tilting the mouse wheel left or right using the
bindCCMD with the valueswheelleftandwheelright. - Looking up, down, and centering the view can now be bound a control using the
bindCCMD with the actions+lookup,+lookdownand+lookcenter. - The
bindlistCCMD now also lists all unbound controls and actions. - The
thinglistCCMD now also lists the DoomEd number of each thing. - The
ammoCCMD now always successfully changes the amount of ammo for the currently equipped weapon. - The
fadeCVAR has been renamedsmoothtransitions. - A transition effect now occurs when pressing the + and – keys to toggle widescreen. This effect can be disabled using the
smoothtransitionsCVAR. - 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
paletteCCMD 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_detailandunitsCVARs couldn’t be changed in the console. These CVARs also weren’t being reset when vanilla mode was enabled. - The
playernameCVAR can now be changed back to its default of“”in the console. - If the
playernameCVAR 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
restartmapCCMD 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_DOOMpatches 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_showfpsCVAR isonnow displays correctly when the menu is open and aDBIGFONTlump 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_texturesCVAR isoff. - The underscores below the player message displayed when using the
IDBEHOLDcheat are now always aligned correctly. - Smoothing of the mouse can now be toggled off using the new
m_smoothingCVAR, which isonby default andoffwhen vanilla mode is enabled. - The mouse’s vertical sensitivity when the
freelookCVAR isoncan now be changed separately from its horizontal sensitivity using the newm_sensitivity_verticalCVAR, which is16by default. - The
m_sensitivityCVAR has been renamedm_sensitivity_horizontalto 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_texturesCVAR no longer affects it. - The player’s view now tilts upwards slightly.
- Things such as barrels now animate.
- The
- Elements in the widescreen HUD now have drop shadows when the
r_hud_translucencyCVAR ison. - 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_maxCVAR, 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_visiblethat shows the number of blood splats currently visible to the player. - The
r_bloodsplats_totalCVAR is now reset to0when 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_shadowsCVAR ison:- 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
freezeCCMD, 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_playerspritesCVAR has been renamedr_playerweapon. - Instead of using the
r_sprites_translucencyCVAR, the translucency effect when the player fires their weapon c...
DOOM Retro v5.8.2
- 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
cvarlistCCMD, are now shown with a colored background. - A new
paletteCCMD has been implemented that will display a table of all 256 colors in the current palette. - The
spawnCCMD 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
DEHACKEDlumps:- The trail of smoke behind rockets fired by the player and cyberdemons when the
r_rockettrailsCVAR isonnow 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.
- The trail of smoke behind rockets fired by the player and cyberdemons when the
- Navigating to E1M0, E2M0 and MAP99 in Legacy Of Rust using the
mapCCMD orIDCLEVcheat has been fixed. - These improvements have been made to the support of
DBIGFONTlumps:- Black pixels are no longer translucent.
ON/OFFandHIGH/LOWnow appear in the options menu.
- A bug is fixed whereby music wouldn’t be played in some rare instances when
extras.wadwas 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
crosshaircolorandam_crosshaircolorCVARs are now correct. - Improvements have been made to the position of the
STTMINUSlump in the status bar and widescreen HUD when the player is dead and thenegativehealthCVAR ison. - The map title and author in the automap are now always truncated correctly when the
r_screensizeCVAR is8.
DOOM Retro v5.8.1
- 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_levelbrightnessCVAR has been renamedr_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
mapstatsandmaplistCCMDs when playing No Rest For The Living. - These changes have been made when the
vid_showfpsCVAR ison:- The frames per second shown are now more accurate.
- The frames per second are now shown if a
HELPorHELP1lump from a PWAD is displayed.
- Focus is now given to your browser when using the
license,releasenotesorwikiCCMDs. - The MIDI music of the free versions of SIGIL and SIGIL II now play as intended.
- A bug is fixed whereby binding the
+supershotgunaction to a control, and then using that control, would cause the player to jump rather than equip their super shotgun.
DOOM Retro v5.8
- 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.wadorSIGIL_V1_23.wadif 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_brightmapsCVAR ison. - 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
+pathaction with thebindCCMD in the console. - The length of the player’s path in the automap can now be changed using the new
am_pathlengthCVAR. This CVAR can beshort,medium(the default),longorendless. - Moving the mouse now pans around the automap when follow mode is off. This feature can be disabled using the new
am_mousepanningCVAR, which isonby default andoffwhen 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_lowerviewCVAR ison. - These changes have been made to the support of
MAPINFOlumps:- If
AUTHORis 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 newam_authorCVAR, which isonby default andoffwhen vanilla mode is enabled. NOJUMPandNOFREELOOKnow always work as intended.LABELis now supported.- A bug is fixed whereby music wouldn’t be randomized when the
s_randommusicCVAR wasonand custom music was specified usingMUSIC. - A bug is fixed whereby
BOSSACTIONwouldn’t be parsed in some rare instances.
- If
- The music now updates immediately when changing the
s_randommusicCVAR 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_texturesCVAR isoff. - 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
DRHUDWP1lump can now be replaced in a PWAD to change the silhouette of the player’s pistol.
- 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
- 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_pointerCVAR ison, has improved. - The framerate is now capped at 60 FPS when the menu is open and the
vid_vsyncCVAR ison. - These changes have been made to the crosshair:
- The default value of the
crosshaircolorCVAR has changed from4(white) to112(green). - The crosshair is now slightly more opaque when the
r_hud_translucencyCVAR ison. - The crosshair now becomes brighter when the player is firing their weapon and the
r_hud_translucencyCVAR isoff. - The crosshair is now larger and consistent regardless of the value of the
r_detailCVAR. - Several new crosshair styles are available. As well as the existing
crossanddot, thecrosshairCVAR can now be set toangle,bigcross,circle,bigcircle,chevron,chevronsorarcs. - The crosshair can now be replaced in a PWAD by including
DRXHAIR1toDRXHAIR9lumps. - The crosshair now remains on the screen while the console is open.
- The default value of the
- The crosshair in the automap when
am_followmodeisoffis now also slightly larger. - The number of decorations in the map displayed by the
mapstatsCCMD is now more accurate. - A crash no longer occurs when the player has a partial invisibility power-up and the
r_texturesCVAR isoff. - 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_STARTandTX_ENDmarkers 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_timestampsCVAR, which isonby default. - Their format can now be changed using the new
con_timestampformatCVAR, which can be set tostandard(the default, and which now displays whether it is AM or PM), ormilitary.
- The color of the console’s edge can now be changed using the new
con_edgecolorCVAR, which can beauto(the default), or0to255. Also, the color of DOOM Retro’s logo is now black if the color chosen is too bright. - The
warninglevelCVAR has been renamedcon_warninglevel. - The player’s health now updates when they are resurrected and the
negativehealthCVAR ison. - The
healthCVAR can now be set to0%when thenegativehealthCVAR ison. - The
maplistCCMD now lists the author for each map. - Mouse buttons bound to the
+rotatemodeaction now work as intended. - The times displayed on the intermission screen, when the
am_playerstatsCVAR ison, and when thetimerCCMD 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
- 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_showfpsCVAR ison. - The distance the player travels, displayed in the automap when the
am_pathCVAR ison, and by theplayerstatsCCMD, 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
releasenotesCCMD 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
DEHACKEDlumps wouldn’t be parsed correctly in some rare instances. BRGHTMPSlumps are now always parsed if included in a PWAD.- Helper dogs spawned using the
spawnCCMD in the console are now colored correctly when a customPLAYPALlump 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_percolumnlightingCVAR ison. - 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
- 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
BRGHTMPSlump 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_althudfontCVAR, which isonby 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
autoswitchCVAR, which isonby default and when vanilla mode is enabled. - Controls can now be bound to the
+fists,+chainsaw,+pistol,+shotgun,+supershotgun,+chaingun,+rocketlauncher,+plasmarifleand+bfg9000actions using thebindCCMD in the console. - Improvements have been made to when the mouse wheel is bound to an action other than
+nextweaponor+prevweapon. - A bug is fixed whereby the
CREDITSlump 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
DRHUDKEYandDRHUDSKUare now positioned better in the alternate widescreen HUD if replaced in a PWAD. - Performance has improved slightly when the
vid_capfpsCVAR is35.