Jump to content

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


Recommended Posts

1 hour ago, DRON12261 said:

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.

I don't think that's related to SD21. As far as I'm concerned, MBF21 itself doesn't support different BFG spray behaviors, so it's probably a Doom Retro thing.

Share this post


Link to post

Speaking of MIDI, is it possible to implement fluidsynth for MIDI playback for DOOM Retro, along with an options menu to change things like video settings, resolutions, etc. natively while the source port is running? 

Edited by AmethystViper
Adding more questions to my post.

Share this post


Link to post

I don't know if it's been changed, but is Doom Retro supposed to use VirtualMidiSynth if it's available? I remember it doing that in previous versions, but it seems like the current version of Doom Retro I have is using Microsoft MIDI Mapper and not VMS, even though I have it installed and working.

Share this post


Link to post
4 hours ago, Dweller said:

I don't know if it's been changed, but is Doom Retro supposed to use VirtualMidiSynth if it's available? I remember it doing that in previous versions, but it seems like the current version of Doom Retro I have is using Microsoft MIDI Mapper and not VMS, even though I have it installed and working.

VirtualMidiSynth works fine on my end with doom retro, as it always did.

Share this post


Link to post
1 hour ago, NieMaMordy said:

VirtualMidiSynth works fine on my end with doom retro, as it always did.

 

Does the console say that it's using VMS? 

Share this post


Link to post

@bradharding @Dweller @DRON12261

Regarding Smooth Doom MBF21, the Chaingun sprite bug was because the mod attempts to use the POB1A sprite at times, which is not present in Doom 1.

I can't check the blue fog bug, though, because I'm currently working on an update for the mod and I've transitioned it to DSDHacked, which doesn't seem to be supported in Doom Retro. Sorry.

Edited by Alaux

Share this post


Link to post
21 minutes ago, Alaux said:

@bradharding @Dweller @DRON12261

Regarding Smooth Doom MBF21, the Chaingun sprite bug was because the mod attempts to use the POB1A sprite at times, which is not present in Doom 1.

I can't check the blue fog bug, though, because I'm currently working on an update for the mod and I've transitioned it to DSDHacked, which doesn't seem to be supported in Doom Retro. Sorry.

Thanks @Alaux. I've looked into this issue and I can't for the life of me find the cause. (I have been able to fix issues with the blood floating upwards, enemies freezing on death, though.) As for DSDHacked, I actually plan to support this soon.

Share this post


Link to post
On 5/19/2023 at 12:41 AM, Dweller said:

 

Does the console say that it's using VMS? 

It says it's using Microsoft MIDI Mapper, but I am positive that Virtual Midi Synth is used, since its soundfont and volume options are applied. Sorry for late response btw

Share this post


Link to post
47 minutes ago, NieMaMordy said:

It says it's using Microsoft MIDI Mapper, but I am positive that Virtual Midi Synth is used, since its soundfont and volume options are applied. Sorry for late response btw

 

That's what it says for me, so it's probably fine if you're seeing and hearing the same.

Share this post


Link to post

@bradharding
 

Well, I came with a big bug report with a couple of critical bugs. This weekend there was an ADO2022 stream on Doom Retro from streamer Hellknight1390 on my request. (funny that he actually works as a QA engineer himself, lol)
 

1) PISTOLSTART resets after VANILLA mode (and I still insist on permament CVAR, I really don't understand the reason not to do it).
2) There was a moment when the music disappeared completely.
3) IDCLIP keyboard cheat on Ultimate Doom doesn't work.
4) After passing ExM10 level the game crashes.
5) When trying to load a save, made during the game ExM10 game crashes.
6) UMAPINFO action fails on the 666 sector trigger when killing BaronOfHell, which leads to a softlock. (I'm assuming it can be not only with barons and not only with the 666 tag).
7) As I understand the game allows you to make a save after the moment of death, which led to softlock on the map. There was a moment where he saved right after the shotgunguy shot him. Although I admit that there may have been a moment when he made a save on the exact tick when shotgunguy was just about to shoot.
 

I will leave it here (stream records), but perhaps later will attach timecodes where the bugs were found, now I do not have time to search unfortunately.
 

Spoiler

 

 

 

Share this post


Link to post
15 minutes ago, DRON12261 said:


3) IDCLIP keyboard cheat on Ultimate Doom doesn't work.

Vanilla Doom1 and Doom2 have different cheats for noclipping.

 

Doom1: IDSPISPOPD

Doom2: IDCLIP

 

Various source ports have changed this behavior, so that both cheats work in both games.

Edited by Vermil

Share this post


Link to post
Just now, Vermil said:

Vanilla Doom1 and Doom2 have different cheats for noclipping.

 

Various source ports have changed this behavior, so that both cheats work in both games.

In any case, I see no reason not to implement IDCLIP for Doom 1 as a long-established given.

Share this post


Link to post
On 5/23/2023 at 2:29 AM, DRON12261 said:

PISTOLSTART resets after VANILLA mode

Vanilla mode turns off pistolstart because pistolstart isn't a feature in vanilla DOOM. What I have done though is changed the behavior of the IDCLEV cheat when vanilla mode is on so it behaves like it does in vanilla DOOM.

 

On 5/23/2023 at 2:29 AM, DRON12261 said:

(and I still insist on permament CVAR, I really don't understand the reason not to do it)

Again, this will stay as is. However, I have made a change to allow .cfg files to be autoloaded in the autoload folder. Create a .cfg file containing the text "pistolstart on" and pistolstart will then always be turned on at startup, regardless of how you launch DR.

 

On 5/23/2023 at 2:29 AM, DRON12261 said:

IDCLIP keyboard cheat on Ultimate Doom doesn't work.

As @Vermil has indicated, IDCLIP is for DOOM 2 only. The reason for this is I like to keep some differences between DOOM and DOOM 2 as a nod to vanilla DOOM, and this is one of them. (FYI, the noclip CCMD works for both, as I do understand IDSPISPOPD isn't the easiest string of characters to enter on a keyboard.)

 

On 5/23/2023 at 2:29 AM, DRON12261 said:

4) After passing ExM10 level the game crashes.
5) When trying to load a save, made during the game ExM10 game crashes.
6) UMAPINFO action fails on the 666 sector trigger when killing BaronOfHell, which leads to a softlock. (I'm assuming it can be not only with barons and not only with the 666 tag).

Thanks. I'll look into these when I can.

 

On 5/23/2023 at 2:29 AM, DRON12261 said:

As I understand the game allows you to make a save after the moment of death, which led to softlock on the map. There was a moment where he saved right after the shotgunguy shot him. Although I admit that there may have been a moment when he made a save on the exact tick when shotgunguy was just about to shoot.

I can't replicate this. When dead, the player can't save. TBH I haven't watched the vids, but I suspect it is as you have stated: he happened to save the very tic the shotgunguy had shot his shot.

Share this post


Link to post

Hi Brad,

 

I don't know if this has already been reported here, but I think exist a bug with the music in the second map of TNT: Evilution. The song just ends and doesn't loop, and instead there's a radio-out-of-tune type sound. I tested the same iwad on LZDoom 3.88b without add-ons and the music looped normally. I'm using the latest version of DOOM Retro.

 

Cheers!

 

Edit: I replayed the map and loop was there. It's probably a random bug.

Edited by SilentMRG

Share this post


Link to post
  • 3 weeks later...
10 hours ago, RastaManGames said:

To open game w/o monsters I can just use -nomonsters parameter?

Also... Is there any keybind or CCMD for clean screenshot?

 

1. Yes.

 

2. You may bind "screenshot" to any key. Screenshots are saved to the "screenshots" directory wherever you put Doom Retro.

 

Edited by segfault

Share this post


Link to post
25 minutes ago, segfault said:

 

1. Yes.

 

2. You may bind "screenshot" to any key. Screenshots are saved to the "screenshots" directory wherever you put Doom Retro.

 

Thanks @segfault! Also:

 

1. You may enter "nomonsters" in the console.

 

2. Taking screenshots is bound to the printscreen key by default. If by "clean" screenshot you mean without the HUD or any player message on the screen, no, that hasn't been implemented [yet].

Share this post


Link to post

Minor inconvenience that might be my own fault, but I noticed that every time I open the console, it opens it with a | already typed in, which is just a little annoying.

 

534px-Tilde_key.svg.png

Share this post


Link to post
6 hours ago, Endless said:

Minor inconvenience that might be my own fault, but I noticed that every time I open the console, it opens it with a | already typed in, which is just a little annoying.

 

Hmm... if you bind the +console action to another key does it still occur?

Share this post


Link to post
On 6/15/2023 at 10:54 PM, bradharding said:

 

Hmm... if you bind the +console action to another key does it still occur?

Tried to bind it to ALT and it works fine. It seems that it only happens when using the ''tilde'' for the console, it types a | for some reason.

Share this post


Link to post
  • 3 weeks later...

Hey Brad! Could it be possible to have greater zoom levels fro the automap? In smaller WADs, the zoom out is just not enough to properly see the automap.

Share this post


Link to post
5 hours ago, Endless said:

Hey Brad! Could it be possible to have greater zoom levels fro the automap? In smaller WADs, the zoom out is just not enough to properly see the automap.

Sure! Actually, just testing a wad that I thought would have the smallest maps (bijou.wad), I've found it's glitchy when zooming out from the default zoom level.

 

EDIT: Done!

Edited by bradharding

Share this post


Link to post

I've noticed some weirdness with texture alignments. Not sure what's causing it, but I'm including some screenshots and a link to the map (work in progress). It's MAP26 of my megawad - as you see in the screenshots, in Crispy Doom, it renders correctly, but in Doom Retro, the Y offset appears to be off a bit for some of the walls. (It's worth noting that these are two-sided linedefs with a stacked upper/lower sidedef).

 

Crispy Doom:

DOOM0008.png.33d288dcc0197987dd662e6ccc159f10.png

 

Doom Retro:

MAP26.png.818ce00db9fa7189fe153bc2ae116ec7.png

 

WAD: DominusD.wad - MAP26, sector 1675

 

Editor view:

1547856189_MapScreenshot.png.cd72ae3eb2f5fca6196d79163a6be4d9.png

Share this post


Link to post
5 hours ago, bofu said:

I've noticed some weirdness with texture alignments. Not sure what's causing it, but I'm including some screenshots and a link to the map (work in progress). It's MAP26 of my megawad - as you see in the screenshots, in Crispy Doom, it renders correctly, but in Doom Retro, the Y offset appears to be off a bit for some of the walls. (It's worth noting that these are two-sided linedefs with a stacked upper/lower sidedef).

Thanks @bofu. Having a quick look, it seems the liquid bob effect is causing the problem (if you turn off the r_liquid_bob CVAR it's fine). I'll work on a fix. :)

 

EDIT: Fixed!

Edited by bradharding

Share this post


Link to post

Hi Brad! It will possible in a future update to add a custom Statusbar like in DSDA Doom? 

Here's one example of one of his statusbar style. :P

Spoiler

image.png.f62db6926f98de3b9e93d9d71ac3d290.png

 

Share this post


Link to post
1 hour ago, Herr Dethnout said:

Hi Brad! It will possible in a future update to add a custom Statusbar like in DSDA Doom? 

 

Hi! Sorry, not gonna happen. IMHO HUDs like that, although functional, look terrible.

Share this post


Link to post

Sup Brad. Found some ugly HOMs in PRCP 2, MAP16. They don't appear in other source ports, so might be an issue with DR?

 

Ifrits_Lair_3.png

Share this post


Link to post
12 hours ago, Endless said:

Sup Brad. Found some ugly HOMs in PRCP 2, MAP16. They don't appear in other source ports, so might be an issue with DR?

 

Ifrits_Lair_3.png

Thanks @Endless! I'll check it out...

 

EDIT: And fixed!

Edited by bradharding

Share this post


Link to post

I'd love to try Doom Retro, unfortunately I don't use Windows and attempting to build/compile binaries myself is always a trying experience. If it's at all possible, I'd love to see an Appimage produced for this port. Appimages can be used across all Linux distributions, and they really are stress-free. Even if it's an occasional release compared to the primary Windows version, it would be a great addition.

 

 https://docs.appimage.org/

https://appimage.github.io/appimagetool/

 

Edited by Captain Muskrat

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...