bradharding Posted June 6, 2020 Version 3.5.10 of DOOM Retro is now available! Please visit www.doomretro.com to download. Here's a list of changes: 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. The condump CCMD now works again. The colors of blood splats now vary slightly. More blood splats are now spawned under corpses. To avoid accidentally firing them, the player will no longer automatically switch to the rocket launcher or BFG-9000 if they run out of all other ammo. The player’s face will now appear correctly in both the status bar and widescreen HUD when god mode is enabled and the STFGOD0 lump has been replaced by a PWAD. If any weapon pickup sprites have been changed in a PWAD, their silhouettes will no longer appear in the alternate widescreen HUD. The minimum value of the vid_capfps CVAR has been changed from 1 to 10. A bug has been fixed whereby the music volume wouldn’t be restored when closing the console in some instances. The randomization of certain features when a thing is spawned at the start of a map (such as whether a corpse is mirrored or not, or the placement of blood splats around a corpse) is now consistent if the map is restarted. The mapstats CCMD now displays alternate titles for those few maps that have one. 2 Quote Share this post Link to post
vanilla_d00m Posted June 7, 2020 I get kernel32 dlls error if i try sp3. It happens on installing programs. 0 Quote Share this post Link to post
bradharding Posted June 8, 2020 On 6/7/2020 at 4:04 PM, vanilla_d00m said: I get kernel32 dlls error if i try sp3. It happens on installing programs. Alright, so with your current setup, have you tried the test build I PM'd you? 0 Quote Share this post Link to post
Average Posted June 8, 2020 Hey Brad, I wonder if you could help me. I've slapped together this WAD which I *think* is Boom compatible. It loads and works fine in pretty much everything I've tried (ZDoom, PrBoom (2.5.14 and 2.5.17u, Woof, RUDE et cetera). Sadly, it crashes DR. The game loads but when I start a new game I get a CTD with no error message. Have I done something wrong? I'm a total noob when it comes to mod making/compiling so I presume the problem's on me. https://mega.nz/file/6yB3XIpR#qnROjaOwQZACGwJM6Uey65zwAtLc9encuLjVgS8OOGo PS: Sorry the file's so large (mainly music). 0 Quote Share this post Link to post
VGA Posted June 8, 2020 (edited) It has something to do with the Dehacked patch or the weapon sprite replacements. For example, if I remove the lines Text 4 4 IFOGPIST It doesn't crash. Of course, it crashes when selecting other weapons. Edited June 8, 2020 by VGA 0 Quote Share this post Link to post
bradharding Posted June 9, 2020 Thanks for the report @Average. I'll look into it. 0 Quote Share this post Link to post
Baron Pampa Posted June 11, 2020 @bradharding I have a weird issue with doomretro. On every map a play there's like a lot of additional monsters and items. Is it possible I've messed something in the .cfg? 0 Quote Share this post Link to post
maxmanium Posted June 11, 2020 7 hours ago, Baron Pampa said: @bradharding I have a weird issue with doomretro. On every map a play there's like a lot of additional monsters and items. Is it possible I've messed something in the .cfg? Sounds like -solonet or something. 0 Quote Share this post Link to post
bradharding Posted June 11, 2020 11 hours ago, Baron Pampa said: @bradharding I have a weird issue with doomretro. On every map a play there's like a lot of additional monsters and items. Is it possible I've messed something in the .cfg? I'm guessing you're compiling from the latest git source? I inadvertently removed some code that I haven't got 'round to restoring yet. It'll be fixed in a few minutes. Thanks. 0 Quote Share this post Link to post
Baron Pampa Posted June 12, 2020 I'm happy to report that doomretro compiles and works on aarch64 straight from the AUR. Thank for all the hard work, I really enjoy all the nice touches to improve the graphics. Do you want to introduce dynamic lights someday, or is it out of scope for this port? 1 Quote Share this post Link to post
bradharding Posted June 12, 2020 3 hours ago, Baron Pampa said: I'm happy to report that doomretro compiles and works on aarch64 straight from the AUR. Thank for all the hard work, I really enjoy all the nice touches to improve the graphics. Do you want to introduce dynamic lights someday, or is it out of scope for this port? Dynamic lights would be an unlikely feature, since I doubt it can be done efficiently in a software renderer. 0 Quote Share this post Link to post
VGA Posted June 13, 2020 What is this supersampling thing and why can't it work on High Detail mode? :D 0 Quote Share this post Link to post
bradharding Posted June 13, 2020 45 minutes ago, VGA said: What is this supersampling thing and why can't it work on High Detail mode? :D It's only for low detail mode at this stage. For it to be in high detail detail mode, each frame would need to be rendered at 1280x800 first. 0 Quote Share this post Link to post
VGA Posted June 13, 2020 11 hours ago, bradharding said: each frame would need to be rendered at 1280x800 first I asked my CPU, it said it's OK! 4 Quote Share this post Link to post
valkiriforce Posted June 17, 2020 When I pick up the rocket launcher, it no longer switches to the newest weapon. Does this have something to do with that rocket launcher/BFG9000 update? 0 Quote Share this post Link to post
bradharding Posted June 17, 2020 3 hours ago, valkiriforce said: When I pick up the rocket launcher, it no longer switches to the newest weapon. Does this have something to do with that rocket launcher/BFG9000 update? I guess so! I'll look into it. Thanks. 0 Quote Share this post Link to post
maxmanium Posted June 17, 2020 13 hours ago, bradharding said: I guess so! I'll look into it. Thanks. Don't those weapons already have a check to prevent accidental firing? 0 Quote Share this post Link to post
bradharding Posted June 18, 2020 12 hours ago, maxmanium said: Don't those weapons already have a check to prevent accidental firing? If holding down the fire key, yes, but it doesn't prevent the player switching to those weapons. 0 Quote Share this post Link to post
bradharding Posted August 8, 2020 Version 3.6 of DOOM Retro is now available! Please visit www.doomretro.com to download. Here's a list of changes: Optimizations have been made to further improve the overall performance and stability of DOOM Retro. A bug has been fixed whereby a crash could occur when saving a game in some instances. Unfortunately, because of this important fix, the format of savegames has needed to change, breaking compatibility with previous versions of DOOM Retro. The gradual lighting applied under open doors and crushing ceilings is now correctly restored in savegames when the r_graduallighting CVAR is on. A subtle fade transition is now applied in certain situations, such as when toggling the menu or automap. This effect may be disabled using the new fade CVAR, which is on by default, and off when vanilla mode is enabled. The screen will now flash white when taking a screenshot by pressing the PRINTSCREEN key. Minor changes have been made to the console’s scrollbar. The following changes have been made to the menu’s background: A subtle dithered effect is now applied. Animated textures and changes to lighting will now still update. The animation of liquid sectors when the r_liquid_swirl CVAR is on has been slowed down. The following changes have been made to the text caret in the savegame menu: It now matches the height of the accompanying text. Its color now better matches that of the accompanying text in some instances. The BACKSPACE key may now be used to cancel centered messages. Minor improvements have been made when mistyping a filename in the WAD launcher. The randomization of certain features (such as the amount of damage inflicted on and by the player, and the trajectories of the player’s gunshots) now more closely resembles what occurs in Vanilla DOOM. Minor changes have been made to text that is output to the console. The following changes have been made to the silhouettes of weapons in the alternate widescreen HUD: Minor changes have been made to some of them. They will now be displayed again when playing Back To Saturn X E1: Get Out Of My Stations or Back To Saturn X E2: Tower In The Fountain Of Sparks. The map title in the external automap will now be positioned correctly when the am_external CVAR is on. If the player picks up a rocket launcher or BFG-9000 for the first time, they will now automatically equip them as intended. The following changes have been made when freeze mode is enabled: Liquid sectors will no longer animate when the r_liquid_swirl CVAR is on. Friction is no longer applied to the player’s movement when they are in a BOOM-compatible icy or muddy sector. Minor improvements have been made to the spread and color of blood splats. There is now smoother movement in the automap. DOOM Retro now includes partial support for UMAPINFO lumps. The following changes have been made to the support of DEHACKED lumps: Altering the names of SFX and music lumps will no longer affect the play CCMD. Melee threshold, Max target range and Min missile chance values have been added to Thing blocks. Dropped item values in Thing blocks are now 1-based rather than 0-based. The following changes have been made to the playerstats CCMD: A Shots successful/fired stat is now displayed for every weapon. The Weapon accuracy stat has been removed, and is instead displayed for every weapon. There is a new Favorite weapon stat. The precision of the angle the player is facing when using the IDMYPOS cheat has been improved. Certain cheats are now still active when the player respawns after death. The effect applied when the player is attacked and the r_shake_damage CVAR is on is now still applied when god mode is enabled. Fixes to maps that involve changing a sector’s tag will now work as intended when the r_fixmaperrors CVAR is on. A bug has been fixed whereby certain translucent things wouldn’t be translucent while the player had an invulnerability power-up. The music will no longer be reset when using the map CCMD to restart the current map. The player’s face will no longer be displayed in the widescreen HUD while paused. The sound that moving platforms make will no longer be occasionally silenced when they change direction. 7 Quote Share this post Link to post
valkiriforce Posted August 9, 2020 Very cool - just a minor thing: I can't seem to zoom in or out when viewing the automap and I'm not sure why. 0 Quote Share this post Link to post
bradharding Posted August 9, 2020 2 hours ago, valkiriforce said: Very cool - just a minor thing: I can't seem to zoom in or out when viewing the automap and I'm not sure why. Ah, well, that seems to be broken. Thanks for letting me know! Mouse wheel still works though. 0 Quote Share this post Link to post
mammajamma Posted August 9, 2020 The Options menu has a bug where pressing up will take you beyond the menu space. 0 Quote Share this post Link to post
bradharding Posted August 10, 2020 13 hours ago, mammajamma said: The Options menu has a bug where pressing up will take you beyond the menu space. Whoops! So it does! Thanks for the report. 0 Quote Share this post Link to post
valkiriforce Posted August 12, 2020 Found another interesting bug - if you have God mode on (IDDQD) the HUD face still behaves as though he takes damage despite taking none, and if you have armor you will lose it when taking damage despite having IDDQD applied. It's even stranger with the berserk pack, where the screen turns red as if taking heavy damage even though you are invincible. 0 Quote Share this post Link to post
bradharding Posted August 12, 2020 4 hours ago, valkiriforce said: Found another interesting bug - if you have God mode on (IDDQD) the HUD face still behaves as though he takes damage despite taking none, and if you have armor you will lose it when taking damage despite having IDDQD applied. It's even stranger with the berserk pack, where the screen turns red as if taking heavy damage even though you are invincible. Thanks @valkiriforce! All fixed! It looks like I'll be releasing v3.6.1 soon that will fix these small issues. (I also intend to include backwards-compatibility for savegames made with versions prior to v3.6, all the way back to v3.0.) 3 Quote Share this post Link to post
bradharding Posted August 16, 2020 Version 3.6.1 of DOOM Retro is now available! Please visit www.doomretro.com to download. Here's a list of changes: Optimizations have been made to further improve the overall performance and stability of DOOM Retro. The following changes have been made to the automap: A bug has been fixed whereby the + and - keys wouldn’t zoom in and out. The background menu effect will no longer be applied to the external automap when not in a game. Minor changes have been made to text that is output to the console. Navigating the options menu has now been fixed. Elevators will now make a sound again when they move. The player’s face in the status bar and widescreen HUD will no longer change, and armor will no longer be lost, if the player is attacked while god mode is enabled. ENDGAMEC is now supported in MAPINFO lumps. 1 Quote Share this post Link to post
valkiriforce Posted August 16, 2020 Glad to see all these fixes - however I noticed the previous berserk pack issue I brought up is still present. I probably should have explained it better in my previous post, but if you have God mode enabled and you grab a berserk pack, then allow monsters to land heavy attacks (like a Baron at close range or a cyber rocket) the screen will turn extremely red as if taking heavy damage despite being invincible. It only happens when the berserk fist is selected, oddly enough...the screen will clear if you switch to a regular weapon. 1 Quote Share this post Link to post
bradharding Posted August 17, 2020 11 hours ago, valkiriforce said: Glad to see all these fixes - however I noticed the previous berserk pack issue I brought up is still present. I probably should have explained it better in my previous post, but if you have God mode enabled and you grab a berserk pack, then allow monsters to land heavy attacks (like a Baron at close range or a cyber rocket) the screen will turn extremely red as if taking heavy damage despite being invincible. It only happens when the berserk fist is selected, oddly enough...the screen will clear if you switch to a regular weapon. Whoops! Forgot about that part of your comment. I'll have it fixed for the next version. :) 0 Quote Share this post Link to post
P41R47 Posted August 19, 2020 (edited) Its my PC, or the capture screen key flashes but don't save any screenshot? Tested with both v3.6 and v3.6.1 Edited August 19, 2020 by P41R47 0 Quote Share this post Link to post
bradharding Posted August 19, 2020 3 hours ago, P41R47 said: Its my PC, or the capture screen key flashes but don't save any screenshot? Tested with both v3.6 and v3.6.1 Just double-checked. It works for me! Do you get a message in the console when you take a screenshot? At startup, what does it show as the screenshot folder? Which key is +screenshot bound to? And is that listed when you enter the bindlist ccmd? 0 Quote Share this post Link to post
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