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


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Well, I'm here with a new bug.)
 

Now running Scythe X and accidentally noticed a bug with the physics of the player's movement, or rather with the collision with the angled walls. Why is it that if you press forward at such a wall, the player begins to shake and he begins to be pushed back. I recorded a video demonstration, in fact I think it is not necessarily in these places, just here I came across them. I also decided to check for such a bug in Woof! and DSDA and it did not find, the player slips and pushes off the wall, as it usually happens in Doom.
 

 

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And also a funny bug that probably appeared when you were fixing old bugs)
 

I seem to have passed the level, collected a certain number of items - 8 out of 13. Completing the level, the statistics is normal, everything as it should be.
Automap-14.png
Intermission-3.png

But when I load a safe before completing a level (actually do not need to complete a level, I completed it just to show the intermission screen), as the counter items changes to "8 out of 3". And in the intermission screen is displayed respectively such a strange number)
Automap-15.png
Intermission-4.png

It certainly amused me a lot when I first came across this and saw that I collected 700% of the items in the level, lol))
Intermission.png

UPD:
And I think the killcounter is also broken.

Edited by DRON12261

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On 4/16/2023 at 9:30 PM, NieMaMordy said:

When streaming doom retro on discord, I noticed that my game is not recognised as 'doom' in general, but rather as the wad that I am currently playing (e.g. wow.wad). This results in having to register a new game in discord each time I want to stream a new wad. Would it be possible to change it so discord always recognises Doom Retro as just 'Doom Retro', no matter what wad is played?

Sorry for the late reply. So Discord relies on the window caption to stay the same to recognise unsupported games. But I'd prefer to keep the window caption to reflect the map currently being played. The alternative is for me to look into this at some stage: https://discord.com/developers/docs/rich-presence/how-to.

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Hello, I really love playing Doom with your Doomretro.

Other than that I can't see reserve ammo in widescreen HUDs, I don't have much complaints!

Thanks for making this source port.

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I'm encountering with a save-related problem with Retrodoom 4.9.1.

Retrodoom sometimes freezes and it has to be closed manually when I save the game with a Save console command instead of default F6 quick save, then try to open "Load Game" screen from the main menu.

But other times, Load Game screen functions well (although my save isn't listed since I use names like aaa.save). So I'm not sure what things are causing this problem.

I use Retrodoom Windows 64-bit, and this problem can happen with any IWAD or PWADs. 

Edited by namsan

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58 minutes ago, namsan said:

I'm encountering with a save-related problem with Retrodoom 4.9.1.

Retrodoom sometimes freezes and it has to be closed manually when I save the game with a Save console command instead of default F6 quick save, then try to open "Load Game" screen from the main menu.

But other times, Load Game screen functions well (although my save isn't listed since I use names like aaa.save). So I'm not sure what things are causing this problem.

I use Retrodoom Windows 64-bit, and this problem can happen with any IWAD or PWADs. 

Thanks @namsan for the report. I'll try to replicate this issue myself, and if you don't mind may PM you for further info.

 

On 4/30/2023 at 6:08 PM, namsan said:

Hello, I really love playing Doom with your Doomretro.

Other than that I can't see reserve ammo in widescreen HUDs, I don't have much complaints!

Thanks for making this source port.

Glad you're enjoying it! :) I've experimented with different ways to display ammo counts in the widescreen HUDs, and haven't been satisfied with any of them. I'll continue to experiment...

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Found a critical bug! When I complete E1M1 in ADO2022, I get this after intermission screen:
image.png.dc2c0d4e598fac3a6abd7a4b475bfab1.png

It uses MAPINFO and UMAPINFO, but for example Woof! works with all of this with no problem.

UPD:
My config, if necessary:
doomretro.zip

Edited by DRON12261

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And another moment. Can all the same make CVAR "PISTOLSTART" permanent, as in the same Woof!, and not just for the current game session? Sometimes it tires him to constantly prescribe. Whoever needs it, once turned it on and plays, who doesn’t need it, in principle, won’t touch it.

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4 hours ago, DRON12261 said:

Found a critical bug! When I complete E1M1 in ADO2022, I get this after intermission screen:
image.png.dc2c0d4e598fac3a6abd7a4b475bfab1.png

It uses MAPINFO and UMAPINFO, but for example Woof! works with all of this with no problem.

UPD:
My config, if necessary:
doomretro.zip

Thanks @DRON12261. I'll look into it.

 

3 hours ago, DRON12261 said:

And another moment. Can all the same make CVAR "PISTOLSTART" permanent, as in the same Woof!, and not just for the current game session? Sometimes it tires him to constantly prescribe. Whoever needs it, once turned it on and plays, who doesn’t need it, in principle, won’t touch it.

Use the -pistolstart command-line parameter instead.

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By the way, there's another thing, I don't know what rule it appears by, but sometimes it happens. It applies to the whole sound in general.
 

During the game at a certain point there may be a moderately loud crackling sound and the volume of everything (and SFX, and music, and everything else) suddenly fades and then gradually starts to return to normal. This seems like a rather strange behavior.




 

And regarding PistolStart. I think it's better to make this CVAR permanent. It will be much more convenient, if it will be permanently stored in .cfg file. Yes, you can use startup parameter, but I run Doom Retro in different ways and from different places, and everywhere else too many times or via launcher and CMD to prescribe parameters, or through the left shortcut is not very convenient. 
 

And might be worth to put a feature with saving the player state after the IDCLEV into a separate optional CVAR, which by default would be off. I'm asking a lot of people to play Doom Retro right now, and many find this implementation of IDCLEV quite strange. 

None of this is anything critical to fix soon, but if it then shows up in future updates, that would be a big plus on the "Quality of Live" side.

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11 hours ago, DRON12261 said:

During the game at a certain point there may be a moderately loud crackling sound and the volume of everything (and SFX, and music, and everything else) suddenly fades and then gradually starts to return to normal. This seems like a rather strange behavior.

Thanks. I've experienced occasional crackling as well. I may be wrong but it seems to occur when something is downloading in the background (a windows update, in steam or a torrent). It could be an issue with SDL. I'll look into it some more.

 

11 hours ago, DRON12261 said:

And regarding PistolStart. I think it's better to make this CVAR permanent. It will be much more convenient, if it will be permanently stored in .cfg file. Yes, you can use startup parameter, but I run Doom Retro in different ways and from different places, and everywhere else too many times or via launcher and CMD to prescribe parameters, or through the left shortcut is not very convenient. 
 

And might be worth to put a feature with saving the player state after the IDCLEV into a separate optional CVAR, which by default would be off. I'm asking a lot of people to play Doom Retro right now, and many find this implementation of IDCLEV quite strange. 

Along with fastmonsters, freeze, god, noclip, nomonsters, notarget and several other CCMDs, pistolstart's value will not be saved in doomretro.cfg.

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So, I'm not sure if SD21 (Smooth Doom 21) is meant to be compatible with Doom Retro, but I tried it and it worked aside from this blue orb showing up (which doesn't happen in Nugget Doom, for comparison):

2098695044_NuclearPlant.png.4969cd600fb7407f7c77ffc9fec2f1fa.png

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4 hours ago, Dweller said:

So, I'm not sure if SD21 (Smooth Doom 21) is meant to be compatible with Doom Retro, but I tried it and it worked aside from this blue orb showing up (which doesn't happen in Nugget Doom, for comparison):

2098695044_NuclearPlant.png.4969cd600fb7407f7c77ffc9fec2f1fa.png

It should be compatible. I just quickly checked myself. Even went to E1M2, which I assume is where you are in the screenshot, and can't replicate it. Are you loading any wad? Any warnings in the console? What exact actions are you doing to get that orb?

 

EDIT: My apologies! Yes, I have been able to replicate this. I'll look further into the problem.

Edited by bradharding

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3 hours ago, bradharding said:

Yes, I have been able to replicate this. I'll look further into the problem.

Excuse me, mind sharing the details? Maybe it was me that fricked something up.

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30 minutes ago, Alaux said:

Excuse me, mind sharing the details? Maybe it was me that fricked something up.

I had one time that probably instead of some shells or pieces of gibs there was a piece of first-person chaingun sprite. I don't remember which port it was (I was too tired and juggling ports then, heh), either on Woof! or on Doom Retro. Megawad ADO2022 (for ultimate doom), it was definitely at the E2M2 level (if it matters). But I've only had it once, and then I used an old Woof! that I was still downloading in the fall of 2022. Later I upgraded both ports, checked everything and it could not be reproduced.
 

And maybe, like I said in the Cacowards thread, you should additionally make a version without gibs and casigns, just smooth animations and different death variations. That would just eliminate those bugs with NOBLOCKMAP and stunning gibs and casigns. For those who want a stable Smooth Doom (after all, such bugs can repel many, I just wanted to suggest a mod for a streamer I know who plays near-vanilla doom.). 
 

Sorry a little off-topic in the Doom Retro thread.

Edited by DRON12261

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50 minutes ago, Alaux said:

Excuse me, mind sharing the details? Maybe it was me that fricked something up.

I have been able to get the blue orb when a monster is gibbed by an exploding barrel. I've also (much more frequently) encountered blood and bullet puffs floating upwards. Testing other ports, I definitely assume this is a DR problem.

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4 hours ago, bradharding said:

I have been able to get the blue orb when a monster is gibbed by an exploding barrel.

 

This is exactly how it happened for me as well, I always explode that barrel to take care of the zombieman.

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4 hours ago, bradharding said:

I have been able to get the blue orb when a monster is gibbed by an exploding barrel.

If it's any relevant, something similar on DSDA was reported recently, although I think in that case it's an issue with the sprite used for gibs (i.e. the ones that get thrown around) which ends up in them rendering as CHGGA0 which seems to be a fallback sprite.

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Hey brad, it seems after the latest update, the Function keys don't work anymore, except for the vanilla switch F5 and the F11 gamma correction. The rest don't react to me at all.

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2 hours ago, Endless said:

Hey brad, it seems after the latest update, the Function keys don't work anymore, except for the vanilla switch F5 and the F11 gamma correction. The rest don't react to me at all.

Yikes! Please redownload! ;)

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I almost forgot, is it normal for the flashing keys feature to display a keycard if the level uses a different type of key? I noticed that in Sigil (2nd level), it would flash a keycard when the level only uses skull keys. If it isn't a bug or a glitch, is it possible to adjust what type of key is displayed based on what the level in question uses?

 

Also, are mouse side buttons supported for binding controls to? I want to set +run to G4 on my Logitech G502 Hero, but I'm not sure if or how that works. EDIT: Nvm, I figured it out.

 

And as for other potential feature requests:

  • the ability to set user-defined fullscreen/alt HUD sizes, like 2x, 4x, etc
  • some way of displaying and setting sensitivity/volume information in-game, like "setsensitivity #" or "setmusicvolume #"
Edited by Dweller
Correction

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6 hours ago, Dweller said:

I almost forgot, is it normal for the flashing keys feature to display a keycard if the level uses a different type of key? I noticed that in Sigil (2nd level), it would flash a keycard when the level only uses skull keys. If it isn't a bug or a glitch, is it possible to adjust what type of key is displayed based on what the level in question uses?

Looked into this, and it appears to work correctly unless the take CCMD is used to take away a skull key. Is that what you may have done?

 

7 hours ago, Dweller said:

the ability to set user-defined fullscreen/alt HUD sizes, like 2x, 4x, etc

It's on the list.

 

7 hours ago, Dweller said:

some way of displaying and setting sensitivity/volume information in-game, like "setsensitivity #" or "setmusicvolume #"

You can change the m_sensitivity and s_musicvolume CVARs in the console.

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58 minutes ago, bradharding said:

Looked into this, and it appears to work correctly unless the take CCMD is used to take away a skull key. Is that what you may have done?

 

It's on the list.

 

You can change the m_sensitivity and s_musicvolume CVARs in the console.

 

I hadn't used the console at all in Sigil. My guess is that whatever makes that feature worked glitched out and it displayed the wrong key sprite(?). The 2nd level's music did hitch near the end with reloading not fixing it, and neither the intermission music or the 3rd level's music would play after, though I haven't gone back to see if I could replicate either one. EDIT: I tried the 2nd level again and I wasn't able to replicate either, so they might have been random glitches and not bugs.

 

Alright, that's good to hear.

 

I understand. Can all CVARs be changed in the console btw?

Edited by Dweller
Correction

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13 minutes ago, Dweller said:

I hadn't used the console at all in Sigil. My guess is that whatever makes that feature worked glitched out and it displayed the wrong key sprite(?)

Hmm... I'll see what else might cause it to happen. Thanks.

 

14 minutes ago, Dweller said:

The 2nd level's music did hitch near the end with reloading not fixing it, and neither the intermission music or the 3rd level's music would play after, though I haven't gone back to see if I could replicate either one.

I'm yet to upgrade the midi playback to the relatively recent improvements made to Chocolate Doom and the like. That may help. Unless you were using Buckethead's soundtrack, in which case that'd be an SDL issue.

 

16 minutes ago, Dweller said:

I understand. Can all CVARs be changed in the console btw?

Absolutely! Tip: In the console, enter cmdlist for a list of commands, and cvarlist for a list of variables.

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1 minute ago, bradharding said:

Hmm... I'll see what else might cause it to happen. Thanks.

 

I'm yet to upgrade the midi playback to the relatively recent improvements made to Chocolate Doom and the like. That may help. Unless you were using Buckethead's soundtrack, in which case that'd be an SDL issue.

 

Absolutely! Tip: In the console, enter cmdlist for a list of commands, and cvarlist for a list of variables.

 

No problem!

 

I understand. I was using the regular, most-up-to-date Sigil version with Jimmy's midi soundtrack. Though if it helps, I do use VirtualMidiSynth for basically anything that has a midi soundtrack. 

 

Thanks! IIRC, Tab can be used to autocomplete commands too, which is handy.

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By the way, regarding Smooth Doom on Doom Retro (no similar problems on Woof!). @Alaux @bradharding
 

In addition to the blue flash sprites (which also appear after a bfg kill), the BFG does not work correctly. Tracers are released not in the direction the ball itself flew, but in the direction the player is looking (which is itself erroneous behavior), regardless of where and what is with the ball. If it matters, I had it on Ultimate Doom with PWAD ADO2022.
 

And about the innovations in Doom Retro. It would be cool to have an additional CVAR for weapon bobbing, where while firing the weapon sprites of the weapon itself wouldn't be centered on the screen itself, but would keep their position relative to weapon bobbing. I'm talking about the similar option Options -> Setup -> Weapons -> Weapon Attack Alignment -> Bobbing from Woof! Although it's possible that I just didn't notice the corresponding setting in the Doom Retro itself, if it's there.
 

(I hope I managed to explain it all clearly through the translator, heh)

Edited by DRON12261

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