- An extensive number of optimizations have been made to improve the overall performance and stability of DOOM Retro.
- DOOM Retro is now compiled using Microsoft Visual Studio Community 2015. Visual Studio’s runtime library is now statically linked to the binary, meaning it doesn’t need to be installed.
- DOOM Retro now uses a prerelease version of SDL v2.0.4.
- DOOM Retro now supports BOOM-compatible maps with the following features:
- Deep water effects.
- Scrolling walls, floors and ceilings.
- Translucent walls.
- Friction effects.
- Custom colormaps.
- Support for the ANIMATED lump.
- Silent teleporters.
- Elevators.
- Generalized linedef types.
- The lighting of the player’s weapon is now slightly darker and more dynamic.
- Direct3D is now the default renderer, which does not have the flicker that occurs with the OpenGL renderer in fullscreen. As before, the renderer can be changed using the
vid_scaledriverCVAR. - The pillarboxes and letterboxes on the screen are now cleared each frame.
- Configuration files (with the extension
*.CFG) may now be loaded through the WAD launcher. - If a CFG file exists in the same folder as a PWAD file with the same name, it will automatically be loaded.
- Support has been added for maps with DeepBSP extended nodes v4 and ZDoom uncompressed normal nodes.
- Several rendering anomalies in maps have been resolved.
- Any flats that are missing in a map will now be rendered as sky, and a warning displayed in the console, rather than DOOM Retro exiting with an error.
- Further improvements have been made to the support for DeHackEd lumps.
- The translucency of the chaingun’s muzzle flash has been improved slightly.
- The “always run” feature may now be bound to a key other than CAPSLOCK in the console by using the
+alwaysrunaction with thebindCCMD. - Movement of the player’s weapon is now interpolated to appear smoother.
- Rather than using the standard animation, which is only updated every 125 milliseconds, a much smoother swirl effect is now applied to every liquid sector. It is on by default, and can be turned off using the
r_liquid_swirlcvar. - The speed of liquid sectors bobbing up and down has now been doubled.
- Things in liquid sectors no longer bob in time with each other.
- If the blockmap of a map is invalid or not present, it will now be recreated.
- The position of keycards and skull keys in the widescreen HUD when the player has no armor has been improved.
- The input in the console will now be restored after viewing the input history using the ↑ key.
- The
r_playerspritescvar has now been implemented allowing the player’s weapon to be hidden. - Several changes have been made to the descriptions of CCMDs and CVARs when using the
cmdlistandcvarlistCCMDs in the console. - A new
mapstatsCCMD has been implemented that will show the following information about the current map: map title, map author, node format, if the blockmap was recreated, total vertices, total sides, total lines, if Boom-compatible line specials are present, total sectors, total things, map size and music title. - The
r_maxbloodsplatsCVAR has been renamed tor_bloodsplats_max. Also, when it is set to0, it will now be shown as0rather thanoff. - The
totalbloodsplatsCVAR has been renamed tor_bloodsplats_total. - The
r_mirrorweaponsCVAR has been renamed tor_mirroredweapons. - The
mapfixesCVAR has been renamed tor_fixmaperrors. - The
spritefixesCVAR has been renamed tor_fixspriteoffsets. - A bug has been fixed whereby weapons spawned at the start of a map weren’t being randomly mirrored if
r_mirroredweaponswason. - The format of
doomretro.cfghas changed considerably, and is divided into two parts: cvars and bindings. - Tall textures are now supported.
- The wall texture between two liquid sectors (often an animated waterfall texture) will no longer rise and fall with those sectors.
- The randomness of such things as mirrored corpses and the spawning of blood splats has been improved.
- The positions of the numbers in the widescreen HUD are now improved when custom lumps are used.
- The translucency of the elements in the widescreen HUD has been increased slightly.
- The health, ammo and armor counts in the widescreen HUD will now flash briefly when the player picks up the corresponding items during a game.
- The game will now exit with an error if no subsectors are present in a map.
- Improvements have been made to the consistency by which blood splats are spawned when a monster is shot, and when a corpse slides along the floor.
- A feature is now available that randomizes the pitch of monster sounds. It is disabled by default, and can be enabled using the
s_randompitchCVAR. - If a PWAD is loaded, the window caption will now be changed to its filename while no map is loaded.
- A bug has now been fixed whereby the operation of the mousewheel to select the previous/next weapon was reversed, and would no longer work at all if the user attempted to change it using the
bindCCMD. - The console now opens and closes slightly faster.
- The background of the console now has a slight diagonal pattern, and a drop shadow.
- The scrollbar track and dividers in the console are now translucent.
- If a PWAD is loaded that uses a custom character set, the color of the player messages in the console will now reflect the color of those characters.
- Widescreen mode will now be enabled or disabled correctly when setting the
vid_widescreenCVAR. - The contents of the window now updates dynamically as it is being resized.
- A bug has been fixed whereby the screen size couldn’t be adjusted in the options menu when not in a game.
- The mouse pointer is now released while the console is open.
- The window caption will no longer be reset to “DOOM RETRO” when the graphics subsystem is restarted by entering certain cvars in the console.
- The blink rate of the text caret in the console is now the same speed as the Windows setting.
- The window is no longer reset to a 4:3 aspect ratio at startup.
- The position of the window is now restored correctly at startup, and when switching from fullscreen mode, if using multiple displays.
- The minimum size that the window can be resized to is now 320×240.
- The console is now closed when pressing the close button in the window’s title bar.
- If a masked texture is used on a one-sided line, the transparent parts will now be displayed as black rather than randomly-colored pixels. Code by Fabian Greffrath.
- Autocomplete and input history are now reset if a character is deleted in the console.
- The output in the console is now correct when the music and SFX volumes are changed in the menu.
- The graphics subsystem will now be reset when the
vid_displayCVAR is changed in the console, so displays can now be switched during a game. - If the
vid_displayCVAR is found to be invalid at startup, it will no longer be restored to its default, in case the display it points to happens to be off. Instead, a warning will be displayed in the console, and display 1 will be used. - An acronym for the screen resolution, and the correct aspect ratio, will now be displayed in the console at startup.
- Whether Windows is 32 or 64-bits will now be displayed in the console at startup.
- A small amount of ammo is now given to the player when using the
give backpackCCMD, to be consistent with what the player is given when picking up a backpack during a game. - A bug has been fixed whereby an additional character could be entered into a cheat sequence in some instances.
- The use of a TiMidity configuration file is now displayed in the console at startup.
MAP05CandMAP16Cin Back To Saturn X Episode 2 may now be loaded using themapCCMD.- Monsters will no longer be alerted when the player makes a noise while “No Target” mode is on using the
notargetCCMD. - The
s_maxslicetimeCVAR has been removed. - Since it produces the same result as using
linear, theanisotropicvalue for thevid_scalefilterCVAR has been removed. - A bug has been fixed whereby the
killCCMD wasn’t killing the player when they had armor. - A bug has been fixed whereby pressing the media keys on some keyboards would cause the player to change weapons.
- The
showitems,showkills,showmappedandshowsecretsCCMDs, as well as themaptimeCVAR, have all been combined into oneplayerstatsCCMD. - The
com_showfpsCVAR has been renamed tovid_showfps. - The
com_showmemoryusageCVAR has been removed. - The
r_liquid_animatedheightCVAR has been renamed tor_liquid_bob. - A bug has been fixed whereby bobbing items could be pushed below liquid sectors in some instances.
- Text entered into the console can now be selected, with the following keyboard shortcuts being implemented:
- SHIFT + ←: Select the character to the left of the text caret.
- SHIFT + →: Select the character to the right of the text caret.
- CTRL + A: Select all of the text.
- CTRL + C: Copy the currently selected text to the clipboard.
- CTRL + V: Paste text from the clipboard.
- CTRL + X: Cut the currently selected text to the clipboard.
- CTRL + Z: Undo the last change that was made to the text.
- A bug has been fixed whereby no evil grin would be displayed in the status bar when the player picked up a new weapon.
warpcan now be used as an alternative to themapCCMD.- A feature has been implemented that causes corpses to be moved slightly if a monster walks over them. It is enabled by default, and may be disabled using the
r_corpses_nudgeCVAR. - A bug has been fixed whereby monsters would sometimes fall off tall ledges.
- Friction in liquid is now only reduced for corpses.
- Active crushers will now be active again when loading a savegame.
- Improvements have been made to the player using a switch, lift or door if very close to another.
- The display of the value of the
r_lowpixelsizeCVAR in the console has been fixed. - There is no longer any blue or green blood or blood splats in Freedoom.
- A bug has been fixed whereby no maps were listed by the
maplistCCMD in Freedoom. - Blues are now emphasized better in translucent sprites.
- The console now automatically closes when using the
mapCCMD or theidclevcheat. - The HOM inidicator is now paused while the console is open.
- A bug has been fixed whereby warnings weren't being displayed in the console.
- The WINDOWS key is now only disabled during a game, and not while the game is in a menu, paused, in the console, or on the title screen.