Fireseth Posted December 10, 2023 Just now, bradharding said: Happy 30th birthday DOOM! And a happy 10th birthday DOOM Retro! To celebrate, I've just released DOOM Retro v5.1 to celebrate! It runs the brand spanking new SIGIL II and Eviternity II, and has several bug fixes and improvements! Please visit www.doomretro.com to download for Windows, and for all the release notes. Thank you for everyone's support and here's to another 10 years! 🍻 Wooooo!! 0 Quote Share this post Link to post
Endless Posted December 10, 2023 Hey brad, reporting this crash when playing SIGIL II, right at the exit of the first level, it always crashes when I go through the exit/portal. Not sure why. 0 Quote Share this post Link to post
bradharding Posted December 11, 2023 (edited) 8 hours ago, Endless said: Hey brad, reporting this crash when playing SIGIL II, right at the exit of the first level, it always crashes when I go through the exit/portal. Not sure why. Thanks @Endless. I'll be releasing a fix for this (and a few other SIGIL II issues) very soon. In the meantime, you can avoid this error by loading both SIGIL 1 and 2 together. EDIT: DOOM Retro v5.1.1 out now! Edited December 11, 2023 by bradharding 6 Quote Share this post Link to post
irukanjji Posted December 15, 2023 Hi Brad, i tested sigil 2, with last doom retro (5.1.2), with no issues, but a weird thing happens, when you rename the wad SIGIL_II_V1_0, with another name (ex: SIGIL_II), when in the menu, you select SIGIL II, the game crash, see screens.zip; this dont happen, with gzdoom, dsda-doom or woof, so i think, its a bug on doom retro. screens.zip 1 Quote Share this post Link to post
Dweller Dark Posted December 15, 2023 I've had the same issue too. 1 Quote Share this post Link to post
bradharding Posted December 15, 2023 5 hours ago, irukanjji said: Hi Brad, i tested sigil 2, with last doom retro (5.1.2), with no issues, but a weird thing happens, when you rename the wad SIGIL_II_V1_0, with another name (ex: SIGIL_II), when in the menu, you select SIGIL II, the game crash, see screens.zip; this dont happen, with gzdoom, dsda-doom or woof, so i think, its a bug on doom retro. screens.zip Thanks for letting me know. Doom Retro's support for episodes > 4 is incomplete, so for now Sigil 1 and 2 are handled as special cases. I'm working on it. I've just uploaded a new build which, among other things, recognizes if it's renamed to SIGIL2.WAD, SIGILII.WAD or SIGIL_II.WAD. 1 Quote Share this post Link to post
Dweller Dark Posted December 15, 2023 11 minutes ago, bradharding said: Thanks for letting me know. Doom Retro's support for episodes > 4 is incomplete, so for now Sigil 1 and 2 are handled as special cases. I'm working on it. I've just uploaded a new build which, among other things, recognizes if it's renamed to SIGIL2.WAD, SIGILII.WAD or SIGIL_II.WAD. I tried renaming the Unity version of SIGIL II to all three of those names and none of them worked. 0 Quote Share this post Link to post
bradharding Posted December 15, 2023 14 minutes ago, Dweller Dark said: I tried renaming the Unity version of SIGIL II to all three of those names and none of them worked. Please download SIGIL II from https://romero.com/sigil. The Unity version changes the maps from E6Mx to E1Mx. 1 Quote Share this post Link to post
Dweller Dark Posted December 15, 2023 (edited) 18 minutes ago, bradharding said: Please download SIGIL II from https://romero.com/sigil. The Unity version changes the maps from E6Mx to E1Mx. I understand. Is there a way to change the title screen through SLADE or anything btw? The Unity version doesn't have the website text on the title screen. Nvm, I just had to change TITLEPIC. Edited December 16, 2023 by Dweller Dark Added info 1 Quote Share this post Link to post
irukanjji Posted December 16, 2023 Hi testing rename sigil2, and now it works, but if i put both wads in pwad folder, and select in menu sigil and sigil2 works, as expected, choosing one or another, but if i rename sigil to sigil1, then i can select that pwad, in the menu, it shows, but cant click on it, its skip to the next item (sigil2) Tested with last vs 5.1.3.x64 0 Quote Share this post Link to post
CacoKnight Posted December 18, 2023 (edited) @bradharding, link typo on the homepage's changelog, the SDL link points to 2.8.0. Edited December 18, 2023 by CacoKnight 1 Quote Share this post Link to post
Endless Posted January 3, 2024 Was playing Snow Wave using the latest version, and DR always crashes on MAP06. Using the warp command instantly crashes it, doesn't even let the intermission screen finish. 0 Quote Share this post Link to post
bradharding Posted January 3, 2024 3 hours ago, Endless said: Was playing Snow Wave using the latest version, and DR always crashes on MAP06. Using the warp command instantly crashes it, doesn't even let the intermission screen finish. Thanks @Endless! Was able to quickly find the cause, and it will be fixed in the next version (out very soon)! 1 Quote Share this post Link to post
bradharding Posted January 4, 2024 (edited) Hi everyone, I hope you all had a great New Years! I've just released v5.2 of DOOM Retro, which you can download here. This one includes several significant fixes, addressing problems when playing Eviternity 2 and SIGIL II, improvements to obituaries, and more. Enjoy! Edited January 4, 2024 by bradharding 8 Quote Share this post Link to post
Xenolith Posted January 19, 2024 I’m a little surprised to say it, but the latest stable release of Doom Retro compiles and runs quite cleanly on my ppc64le Fedora machine. That’s running an IBM Power9, and is not remotely x86, and yet it just… works. I naively ran make -j32 in the src folder and the executable cheerfully compiled; I didn’t know the procedure for generating a WAD, so I ganked it from the Win64 zip file, put them in my Doom folder, and it simply runs. Really, amazing work - thanks so much! 0 Quote Share this post Link to post
bradharding Posted January 27, 2024 On 1/20/2024 at 8:21 AM, Xenolith said: I’m a little surprised to say it, but the latest stable release of Doom Retro compiles and runs quite cleanly on my ppc64le Fedora machine. That’s running an IBM Power9, and is not remotely x86, and yet it just… works. I naively ran make -j32 in the src folder and the executable cheerfully compiled; I didn’t know the procedure for generating a WAD, so I ganked it from the Win64 zip file, put them in my Doom folder, and it simply runs. Really, amazing work - thanks so much! (Sorry for the late reply!) And you're welcome! :) Although DOOM Retro is and always will be for Windows, 'cause that's what I use, I've still done whatever I can to make sure it compiles as smooth as possible on non-Windows systems. Thankfully, I've received a lot of help from users such as David Carlier. 2 Quote Share this post Link to post
deathz0r Posted January 28, 2024 (edited) Two issues I've noticed with using the latest stable release, 64-bit: Infinite height is broken, at least with voodoo dolls and hanging objects Silent teleporters (at least line actions 207 and 208, haven't tested others) cause the player's angle to randomly offset I've attached an example map showcasing both issues. With infinite height disabled, the voodoo is meant to block the exit while the exit should be available if infinite height is enabled. doomretro_issues.zip Edited January 28, 2024 by deathz0r 0 Quote Share this post Link to post
bradharding Posted January 29, 2024 15 hours ago, deathz0r said: Two issues I've noticed with using the latest stable release, 64-bit: Infinite height is broken, at least with voodoo dolls and hanging objects Silent teleporters (at least line actions 207 and 208, haven't tested others) cause the player's angle to randomly offset I've attached an example map showcasing both issues. With infinite height disabled, the voodoo is meant to block the exit while the exit should be available if infinite height is enabled. doomretro_issues.zip Thanks for letting me know @deathz0r. And thanks for making an example wad that highlights the issue: that'll be very helpful! I'll look into both issues. 1 Quote Share this post Link to post
bofu Posted February 18, 2024 For UMAPINFO, is there currently supposed to be any support for custom-defined bossactions? Right now, it looks like they might be unimplemented, which is just about the only thing keeping Doom Retro from not supporting some UMAPINFO mods to fullest playability. 0 Quote Share this post Link to post
bradharding Posted February 19, 2024 9 hours ago, bofu said: For UMAPINFO, is there currently supposed to be any support for custom-defined bossactions? Right now, it looks like they might be unimplemented, which is just about the only thing keeping Doom Retro from not supporting some UMAPINFO mods to fullest playability. There is support for custom bossactions, but I'm guessing it's not working then. Thanks, I'll look into it. What wads have you encountered where the bossaction doesn't trigger, so I may use in testing? 1 Quote Share this post Link to post
bofu Posted February 19, 2024 1 hour ago, bradharding said: There is support for custom bossactions, but I'm guessing it's not working then. Thanks, I'll look into it. What wads have you encountered where the bossaction doesn't trigger, so I may use in testing? Come to think of it, it might be because they're Dehacked actors. The maps in question are MAP30 and MAP33 of the WAD linked here. MAP30: Spoiler Give yourself all keys, flip the yellow switch, go through the teleporter it reveals, and kill the cyberdemon variant wielding a hammer. This should lower a wall to lead outside to the exit. MAP33: Spoiler Give yourself all keys, flip the red and blue switches, go through the teleporter in the end, play the organ to start the fight, and kill the acid-spewing mancubi that appear. The last one dying should cause a portal to open to the exit. 1 Quote Share this post Link to post
bradharding Posted February 20, 2024 22 hours ago, bofu said: Come to think of it, it might be because they're Dehacked actors. The maps in question are MAP30 and MAP33 of the WAD linked here. ... Thanks @bofu. I've fixed the issue. You're right, it's due them being Deh_Actor_*. The next release shouldn't be too far away. :) 1 Quote Share this post Link to post
Journalist_Kuro Posted February 22, 2024 Hello! First of all i want to say: THIS PORT IS AMAZING. LITERALLY ONE OF THE BEST And now the main question: Is this possible to add custom weapon icons for alternative hud? And is possible to replace graphics in althud? (F.e. keys) Screenshots to make clear what im talking about: Spoiler When running PWAD with custom weapons weapons DOESNT have icons in the right side When running DOOM2.WAD weapons have those icons in right side (In this scenario pistol) 0 Quote Share this post Link to post
bradharding Posted February 22, 2024 2 hours ago, Journalist_Kuro said: Hello! First of all i want to say: THIS PORT IS AMAZING. LITERALLY ONE OF THE BEST And now the main question: Is this possible to add custom weapon icons for alternative hud? And is possible to replace graphics in althud? (F.e. keys) Hi! At this stage, no. If any of the player's weapons are changed, those icons will disappear from the alternate HUD, as you've found. What I will do though is open this up in the next release so if the lumps DRHUDWP1 to DRHUDWP8 exist in a PWAD they will be shown (see inside doomretro.wad for the original lumps - they need to be black+white). I'll work on a similar solution for the keys. 2 Quote Share this post Link to post
S3M_XM Posted February 27, 2024 I've decided to give Doom Retro a try, and I've enjoyed out of it. I just had to get used to typing commands and CVARs to the console. I've gave BOOMER: Beyond Vanilla on it. I've noticed that the actors aren't indefinitely tall where deathz0r reported that same issue earlier. The shotgun switching is odd to me; when it switched from a different weapon slot to the regular shotgun from the weapon 3 slot because the last weapon I've used was a shotgun, and not a super shotgun as it would be by default. Is that intentional? There's also an alt-tabbing thing where it would turn Caps lock on if I hold the alt key (outside of the game application is off). 0 Quote Share this post Link to post
bradharding Posted February 28, 2024 7 hours ago, S3M_XM said: I've decided to give Doom Retro a try, and I've enjoyed out of it. I just had to get used to typing commands and CVARs to the console. I've gave BOOMER: Beyond Vanilla on it. I've noticed that the actors aren't indefinitely tall where deathz0r reported that same issue earlier. The shotgun switching is odd to me; when it switched from a different weapon slot to the regular shotgun from the weapon 3 slot because the last weapon I've used was a shotgun, and not a super shotgun as it would be by default. Is that intentional? There's also an alt-tabbing thing where it would turn Caps lock on if I hold the alt key (outside of the game application is off). Hi @S3M_XM! Glad you're enjoying it! The infinite tall issue that @deathz0r mentioned will be fixed in the next release. The shotgun thing is intentional: you'll always equip the last shotgun you used. I'll consider implementing a CVAR that can disable this behavior. As for the alt+tab problem you mention: not something I've encountered myself, but thanks, I'll look into it... 0 Quote Share this post Link to post
bradharding Posted March 2, 2024 DOOM Retro v5.3 has been released! Please visit www.doomretro.com for the full list of changes and to download. Thanks again to everyone's support! 6 Quote Share this post Link to post
S3M_XM Posted March 2, 2024 I noticed that in the 'Console Variables' in the GitHub wiki, at the vid_scaleapi part, it's spelt as "direct311d" instead it should be "direct3d11" 0 Quote Share this post Link to post
bradharding Posted March 2, 2024 39 minutes ago, S3M_XM said: I noticed that in the 'Console Variables' in the GitHub wiki, at the vid_scaleapi part, it's spelt as "direct311d" instead it should be "direct3d11" Thanks. Fixed. 0 Quote Share this post Link to post
CacoKnight Posted March 3, 2024 (edited) Nice list of features and fixes, thank you for the update, you guys really keep Doom alive and fun like I said many times! Why if I uncomment //vid_scaleapi: "opengl" here https://rentry.org/awt87khw it always starts in "direct3d9" first and I have to change it from the console? Am I doing something wrong? Nevermind, it works now, maybe I was using a different ascii for the quotes. Edited March 3, 2024 by CacoKnight 1 Quote Share this post Link to post
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