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DOOM Retro v5.4 (updated May 2, 2024)


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bradharding said:

I have an F310 myself. I'll look into it. Thanks for reporting this.

EDIT: It seems updating the gp_sensitivity cvar in the console has no effect, (which I'll fix for next release). But you can use your gamepad to access the options menu, and change the "gamepad sensitivity" slider, and that will work.

Thanks. That does seem to work to a limited extent, but there doesn't appear to be very much differentiation in sensitivity at lower settings. The sweet spot for me is about 2 or 3 seconds to do a 180 since this allows for greater accuracy (this is how pros plays console-only FPSs like Halo), but even at the lowest setting, I can do a 180 in a little over a second. Is there a way to allow for more extreme settings at the low end of the sensitivity spectrum?

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Hollow said:

Thanks. That does seem to work to a limited extent, but there doesn't appear to be very much differentiation in sensitivity at lower settings. The sweet spot for me is about 2 or 3 seconds to do a 180 since this allows for greater accuracy (this is how pros plays console-only FPSs like Halo), but even at the lowest setting, I can do a 180 in a little over a second. Is there a way to allow for more extreme settings at the low end of the sensitivity spectrum?


You're right. After playing around with gamepad sensitivity between the min and max values (0 and 128), there isn't much of a variation. I'll look into tweaking them further for the next release. Thanks again.

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Brad, is it intended that the player cannot pick up more than one identical keycard or skull? I've only seen 3DGE do that.

Also, have you considered showing a new graphic when both keycard and skull of the same color are picked up? Like ZDoom and prboom+ do.

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VGA said:

Brad, is it intended that the player cannot pick up more than one identical keycard or skull? I've only seen 3DGE do that.

Also, have you considered showing a new graphic when both keycard and skull of the same color are picked up? Like ZDoom and prboom+ do.


Yes, it is intentional. You can only pick up one of each. As for the combined keycard/skullkey graphic: I've thought about it, but in most cases they're unnecessary, since it's usually one or the other, (and imo they look fugly). In the widescreen HUD (and new alternate HUD), all 6 keys can be displayed though.

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JXC said:

Will you release Doom Retro 2.0 during New Year's tomorrow?


No, I plan on being too hungover. :P It'll be released sometime in January.

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  • 2 weeks later...

Hi all. After several weeks of development, DOOM Retro has now reached v2.0 and is now available for download. This new version sees many obligatory speed and stability improvements, as well as some major features such as an unique alternate HUD. Alun "Viggles" Bestor's Cacoward 2015 winner BREACH.WAD is now also bundled with DOOM Retro. As always, visit www.doomretro.com for the extensive release notes and to download.

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Linguica said:

When I IDDQD twice I end up with my original health instead of staying at 100%. I assume this is intentional?


You assume correctly.

Sodaholic said:

What is the logic behind making the player gun fullbright when injured?


To give another visual indicator when you're injured. I guess it makes more sense when hit by a projectile than a hitscan weapon.

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I can't seem to get the newest version to work.
It tells me that it couldn't find "vcruntime140.dll", and when I replaced that, it just simply gives me the message: "The application was unable to start correctly (0xc000007b). Click OK to close the application".
Any idea as to what's going wrong here?

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The Civ said:

I can't seem to get the newest version to work.
It tells me that it couldn't find "vcruntime140.dll", and when I replaced that, it just simply gives me the message: "The application was unable to start correctly (0xc000007b). Click OK to close the application".
Any idea as to what's going wrong here?

You need the latest visual c runtimes.

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The Civ said:

I can't seem to get the newest version to work.
It tells me that it couldn't find "vcruntime140.dll", and when I replaced that, it just simply gives me the message: "The application was unable to start correctly (0xc000007b). Click OK to close the application".
Any idea as to what's going wrong here?


Install this to fix. It seems the newly released version of SDL I've built it with is causing the issue, since the runtime should be statically linked. I'm working on a solution now.

EDIT: Uploaded change now. Should be fixed.

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Awesome to see you get on that so quickly, and thanks for the fix, it worked great.
I guess I can shoot you one last question.
I'm trying to get Timidity set up with it, and I've gone and copied the location of the timidity.cfg (C:\timidity\timidity.cfg) into the designated spot in the doomretro.cfg.
When I start the game though, there's no music whatsoever.
I'm not exactly the most knowledgeable when it comes to midi devices, so I'm kind of at a loss.
What should I do?

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bradharding said:

To give another visual indicator when you're injured.

I figured as much, but is the red flash not enough? There's also the pain grunt sound and controller rumble.

Nobody I've talked to thinks this bright-when-hit feature is a good idea.

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I love this port, but the only problem I have with it is the nauseatingly low FOV in the widescreen/fullscreen hud.

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Camera shake caused by damage sometimes continues through death, with shake still active upon respawn until reset by monster interaction.

Unable to bind mouse2 +run, but I guess that's a legacy from the original code.

Otherwise looking good.

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The current version from the website complains about the SDL2_mixer version in the console.

@ KalebNoobMaster
It is the same FOV as the view with the status bar but I get what you are saying. Well, most ports have an option to use a higher FOV, I made a wad to test:
http://www.megafileupload.com/eejJ/FOV_test.wad

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Urthar said:

Camera shake caused by damage sometimes continues through death, with shake still active upon respawn until reset by monster interaction.

Thanks. I'll look into this.

Unable to bind mouse2 +run, but I guess that's a legacy from the original code.

Not all actions can be bound to all controls, and this is one of those cases. I will allow for it though in the next release.

VGA said:

The current version from the website complains about the SDL2_mixer version in the console.

Try downloading again. I sneaked in an update to SDL2/SDL2_mixer a few minutes ago and didn't update the executable to match. It's fixed now. Thanks.

EDIT: I've just uploaded a small point release to doomretro.com that addresses all these issues.

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Wow that was quick.

Camera shake seems to work ok.

'bind mouse2 +run' appears to work when 'alwaysrun' is set to 'on', in that it slows the player to walking speed, but has no effect when 'alwaysrun' is set to 'off'.

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Urthar said:

'bind mouse2 +run' appears to work when 'alwaysrun' is set to 'on', in that it slows the player to walking speed, but has no effect when 'alwaysrun' is set to 'off'.


Fixed! Another point release will be out in a few days...

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Brewtal_Legend said:

Having issues with mp3/ogg music again. It doesn't seem to want to play at all now.


The fix for MP3s that I had in place in v2.0, I had to remove because of issues with the SDL_mixer.dll distributed in the zip. But it should be no different than v1.9. Testing it myself, the doom64 music wad you've indicated previously still plays (although at the wrong tempo). But it is not playing at all for you?

VGA said:

Is idkfa working correctly? It doesn't give the keys?


I made a change so that when giving all keys, if there's a map that contains both a keycard and a skullkey of the same color, only one is given since only one is needed. Are you encountering a result of this, or you're on a map where no keys are being given? (And on second thoughts, I can understand how this feature may be confusing and pointless... might change it back.)

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bradharding said:

The fix for MP3s that I had in place in v2.0, I had to remove because of issues with the SDL_mixer.dll distributed in the zip. But it should be no different than v1.9. Testing it myself, the doom64 music wad you've indicated previously still plays (although at the wrong tempo). But it is not playing at all for you?


It's not working at all for me. I'm on win xp. I tried using the random music feature at first and then turned it off when the music wasn't playing. I don't know if my config would have anything to do with it. I could post my config if that might help.

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Brewtal_Legend said:

It's not working at all for me. I'm on win xp. I tried using the random music feature at first and then turned it off when the music wasn't playing. I don't know if my config would have anything to do with it. I could post my config if that might help.


Please do. Could you submit an issue on the Github repo?

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@bradharding
Yes, I was testing something in MAP01. Using a cheat should just give everything regardless of the map, I mean it just weirds the player out, older players even more.

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