File doomretro.changes of Package doomretro
-------------------------------------------------------------------
Sat Sep 13 06:35:24 UTC 2025 - Martin Hauke <mardnh@gmx.de>
- Update to version 5.7.2
* A graph is now displayed along with the number of frames per
second when the vid_showfps CVAR is on.
* The distance the player travels, displayed in the automap when
the am_path CVAR is on, and by the playerstats CCMD, has
improved in accuracy.
* A message is now displayed in the console when the player
upgrades from an earlier version of DOOM Retro.
* A new releasenotes CCMD has been implemented that opens a list
of what’s changed since the last version of DOOM Retro in the
default browser.
* A bug is fixed whereby DEHACKED lumps wouldn’t be parsed
correctly in some rare instances.
* BRGHTMPS lumps are now always parsed if included in a PWAD.
* Helper dogs spawned using the spawn CCMD in the console are
now colored correctly when a custom PLAYPAL lump is used.
* Solid, non-shootable sprites now appear in the background when
the menu is open.
* Per-column lighting is now only cast on monsters when
the r_percolumnlighting CVAR is on.
* A bug is fixed whereby pressing a mouse button would perform
other unbound actions in some rare instances.
- Update to version 5.7.1
* https://github.com/bradharding/doomretro/releases/tag/v5.7.1
-------------------------------------------------------------------
Wed Jun 18 10:43:59 UTC 2025 - Martin Hauke <mardnh@gmx.de>
- Update to version 5.7
* https://github.com/bradharding/doomretro/releases/tag/v5.7
-------------------------------------------------------------------
Sat Jan 18 09:48:50 UTC 2025 - Martin Hauke <mardnh@gmx.de>
- Update to version 5.6.2
* Changes have been made to further improve the overall stability
of DOOM Retro.
* A bug is fixed whereby a sprite’s shadow would be positioned
incorrectly in some rare instances when the r_shadows CVAR was
on.
* Minor improvements have been made to the support of Back To
Saturn X E2: Tower In The Fountain Of Sparks and Smooth DOOM
MBF21.
* The save CCMD now always works as intended.
* The r_detail and r_lowpixelsize CVARs no longer affect the
appearance of the menu’s background.
* A bug is fixed whereby colored blood would turn red after
opening and closing the menu.
* Further improvements have been made to the clipping of
sprites in liquid sectors when the r_liquid_clipsprites CVAR
is on.
* The vertical offsets of the sprites of cacodemons, lost souls
and pain elementals have improved when the r_fixspriteoffsets
CVAR is on.
* Minor improvements have been made to the fuzz effect applied
to spectres.
* These changes have been made to the support of DEHACKED lumps:
+ Retro bits = CRUSHABLE now works as intended.
+ The Hit points of decorative corpses have been changed from
0 back to 1000 by default.
* A bug is fixed whereby monsters wouldn’t be alerted to the
player firing their weapon in some rare instances.
-------------------------------------------------------------------
Sun Jan 5 10:38:16 UTC 2025 - Martin Hauke <mardnh@gmx.de>
- Update to version 5.6.1
* Changes have been made to further improve the overall stability
of DOOM Retro.
* Minor changes have been made to text that is output to the
console.
* An error is no longer displayed when trying to load the
BFG Edition of DOOM II: Hell On Earth.
* Weapons that use the MBF21-compatible A_ConsumeAmmo code
pointer no longer consume ammo when fired if infinite ammo is
enabled using the infiniteammo CCMD.
* Animated skies defined using the ID24-compatible SKYDEFS lump
are now fully supported.
* Improvements have been made to the clipping of sprites in
liquid sectors when the r_liquid_clipsprites CVAR is on.
* The correct INTERPIC lump is now always displayed when playing
a PWAD for Final DOOM: The Plutonia Experiment or TNT -
Evilution.
* A soft lock no longer occurs in MAP05: The Waste Tunnels when
playing v1.666 of DOOM2.WAD and the r_fixmaperrors CVAR is on.
-------------------------------------------------------------------
Tue Dec 10 21:19:36 UTC 2024 - Martin Hauke <mardnh@gmx.de>
- Update to version 5.6
* https://github.com/bradharding/doomretro/releases/tag/v5.6
* Drop patch:
* fix-iwad-search-path.patch (merged upstream)
-------------------------------------------------------------------
Mon Aug 12 09:28:35 UTC 2024 - Michael Pujos <pujos.michael@gmail.com>
- added fix-iwad-search-path.patch from
https://github.com/bradharding/doomretro/pull/833
- Update to version 5.5.1
* https://github.com/bradharding/doomretro/releases/tag/v5.5.1
-------------------------------------------------------------------
Sat Jul 27 21:26:31 UTC 2024 - Michael Pujos <pujos.michael@gmail.com>
- Update to version 5.5
* https://github.com/bradharding/doomretro/releases/tag/v5.5
-------------------------------------------------------------------
Thu May 2 08:38:46 UTC 2024 - Martin Hauke <mardnh@gmx.de>
- Update to version 5.4
* https://github.com/bradharding/doomretro/releases/tag/v5.4
-------------------------------------------------------------------
Sun Mar 3 09:35:16 UTC 2024 - Martin Hauke <mardnh@gmx.de>
- Update to version 5.3
* https://github.com/bradharding/doomretro/releases/tag/v5.3
-------------------------------------------------------------------
Sat Dec 16 10:29:56 UTC 2023 - Martin Hauke <mardnh@gmx.de>
- Update to version 5.1.3
* Minor changes have been made to text that is output to the
console.
* The MD5 hash value of the current map’s WAD is now displayed
by the mapstats CCMD.
* Further improvements have been made to the parsing of
bossaction in MAPINFO lumps.
* A bug is fixed whereby selecting an episode in the menu
wouldn’t change the episode CVAR in some instances.
* SIGIL will now still be automatically loaded if found and
SIGIL II is manually loaded.
* Improvements have been made to recognizing the SIGIL and
SIGIL II WAD files if they have been renamed.
-------------------------------------------------------------------
Thu Dec 14 10:48:54 UTC 2023 - Martin Hauke <mardnh@gmx.de>
- Update to version 5.1.2
* Minor changes have been made to text that is output to the
console.
* These improvements have been made to the support for John
Romero’s SIGIL II:
+ "SIGIL" can no longer be selected in the episode menu if
SIGIL isn’t loaded but SIGIL II is.
+ The Spider Mastermind’s health in E6M8: Abyss Of Despair is
now correct.
+ Thorr’s music is now louder.
* If known, the author of the current map is now displayed by
the mapstats CCMD.
* A bug is fixed whereby the corpses of monsters could remain
solid, blocking the player’s path, in some rare instances.
* Minor improvements have been made to text autocompleted in the
console by pressing the TAB key.
* Minor improvements have been made to the parsing of enterpic
in MAPINFO lumps.
-------------------------------------------------------------------
Mon Dec 11 20:29:00 UTC 2023 - Martin Hauke <mardnh@gmx.de>
- Update to version 5.1.1
* Improvements have been made to the support for John Romero’s
SIGIL II.
* Minor improvements have been made to the parsing of bossaction
in MAPINFO lumps.
-------------------------------------------------------------------
Sun Dec 10 10:23:06 UTC 2023 - Martin Hauke <mardnh@gmx.de>
- Update to version 5.1
* https://github.com/bradharding/doomretro/releases/tag/v5.1
-------------------------------------------------------------------
Fri Nov 24 13:42:52 UTC 2023 - Martin Hauke <mardnh@gmx.de>
- Update to version 5.0.7
* https://github.com/bradharding/doomretro/releases
-------------------------------------------------------------------
Sat Jun 17 10:32:55 UTC 2023 - Martin Hauke <mardnh@gmx.de>
- Update to version 4.9.2
* https://github.com/bradharding/doomretro/releases
-------------------------------------------------------------------
Fri Apr 7 19:18:08 UTC 2023 - Martin Hauke <mardnh@gmx.de>
- Update to version 4.9
* https://github.com/bradharding/doomretro/releases
-------------------------------------------------------------------
Mon Dec 12 10:20:32 UTC 2022 - Martin Hauke <mardnh@gmx.de>
- BR SDL2 >= 2.0.9
-------------------------------------------------------------------
Sun Dec 11 08:15:28 UTC 2022 - Martin Hauke <mardnh@gmx.de>
- Update to version 4.7.1
* https://github.com/bradharding/doomretro/releases
-------------------------------------------------------------------
Sun Sep 18 11:05:14 UTC 2022 - Martin Hauke <mardnh@gmx.de>
- Update to version 4.6.2
* https://github.com/bradharding/doomretro/releases
-------------------------------------------------------------------
Sun May 29 09:57:58 UTC 2022 - Martin Hauke <mardnh@gmx.de>
- Update to version 4.5.1
* https://github.com/bradharding/doomretro/releases/tag/v4.5.1
-------------------------------------------------------------------
Mon Oct 25 20:02:32 UTC 2021 - Martin Hauke <mardnh@gmx.de>
- Update to version 4.3
* https://github.com/bradharding/doomretro/releases/tag/v4.3
-------------------------------------------------------------------
Sun Sep 19 09:07:28 UTC 2021 - Martin Hauke <mardnh@gmx.de>
- Update to version 4.2.3
* Optimizations have been made to further improve the overall
performance and stability of DOOM Retro.
* The splash screen’s animation is now smoother.
* Minor changes have been made to the font used in the console,
and the player messages in the alternate widescreen HUD.
* Minor changes have been made to text that is output to the
console.
* Further improvements have been made to the support for Chex
Quest, Freedoom and REKKR.
* The bounce of the player’s weapon when dropping down from a
greater height is now slightly slower when the weaponbounce
CVAR is on.
* When clicking a mouse button that is bound to the +screenshot
action, the screen will now flash and a sound will now be heard
* The console’s background will no longer be affected when
entering the vanilla CCMD.
* A fade transition is now applied after saving a game in the
save game menu and the fade CVAR is on.
* Further improvements have been made to when the player’s view
should be lowered if the r_liquid_lowerview CVAR is on.
* A bug has been fixed whereby the title in the automap could be
positioned incorrectly in some rare instances.
* The player’s arrow will now be positioned correctly in the
automap when the am_rotate CVAR is on and the am_followmode
CVAR is off.
* The following changes have been made when the am_path CVAR is
on:
+ The player’s path in the automap will now still be updated
when either freeze mode or no clipping mode is enabled.
+ The player’s path will now be positioned correctly in the
automap when the am_rotate CVAR is on and the am_followmode
CVAR is off.
+ The distance the player has traveled in the current map is
now displayed in the top right corner of the automap.
* A bug has been fixed whereby the timer displayed when using the
timer CCMD could be positioned incorrectly in some rare
instances.
* The size of the crosshair has been reduced when the crosshair
CVAR is cross and the r_detail CVAR is low.
* The message displayed when entering the IDMYPOS cheat will now
be visible when the fade CVAR is on.
* The sky will now be stretched if the weaponrecoil CVAR is on
and the r_screensize CVAR is 8.
* Sprites in liquid sectors now bob correctly when the player is
first spawned into a map and the r_liquid_bob CVAR is on.
-------------------------------------------------------------------
Wed Sep 1 06:08:02 UTC 2021 - Martin Hauke <mardnh@gmx.de>
- Update to version 4.2.1
* 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 framerate will no longer drop to 35 frames per second if
the game is paused, or the menu or console is open.
* A slight dithered effect is now applied to fade transitions
when the fade CVAR is on.
* A fade transition will now always be applied when exiting the
help screen and the fade CVAR is on.
* Translucency is now applied to megaspheres when the
r_translucency CVAR is on.
* The following changes have been made when the
r_shake_damage CVAR is greater than 0% and god mode is enabled:
+ The maximum amount of time the screen will shake when the
player is attacked has been reduced.
+ The screen will no longer shake if the player is in a sector
with special 16 (“Damage -10% or -20% health”) or 4 (“Damage
-10% or -20% health and light blinks (0.5 sec.)”).
* Improvements have been made to the clipping of the bottom of
sprites when in liquid and the r_liquid_clipsprites CVAR is on.
* A bug has been fixed whereby an action couldn’t be bound to or
unbound from the ; key using the bind and unbind CCMDs.
* The background of the player’s face will now be positioned
correctly when the facebackcolor CVAR is a value other than
its default of 5 and the vid_widescreen CVAR is on.
* Zooming in and out of the automap is now more responsive.
* The M_LGTTL and M_SGTTL lumps will now be used as the titles
in the load and savegame menus if replaced in a PWAD.
* Further improvements have been made to the support for Chex
Quest.
* Further improvements have been made to the support for REKKR.
* A bug has been fixed whereby par times weren’t being displayed
on the intermission screen in some instances.
- Run spec-cleaner and drop compatibilty stuff needed for legacy
distributions.
-------------------------------------------------------------------
Fri Aug 20 09:17:29 UTC 2021 - Martin Hauke <mardnh@gmx.de>
- Update to version 4.2
* Optimizations have been made to further improve the overall
performance and stability of DOOM Retro.
* The following changes have been made to the dithered lighting
cast when the r_ditheredlighting CVAR is on:
+ The dithered lighting cast on textures is now more consistent
regardless of the player’s viewing angle.
+ Dithered lighting is now also cast on sprites.
+ Dithered lighting is now cast when the r_detail CVAR is low.
+ Dithered lighting is now cast on BOOM-compatible translucent
wall textures if the r_translucency CVAR is off.
* The text in the console has been brought in from the left and
right edges of the screen when the vid_widescreen CVAR is on.
* Minor changes have been made to the character set used in the
console.
* Several changes have been made to text that is output to the
console.
* Minor improvements have been made to the console’s autocomplete
feature.
* The following changes have been made to the support for REKKR:
+ rekkrsa.wad is now treated as an IWAD (that is, DOOM.WAD will
no longer be automatically loaded with it).
+ The correct monster and weapon names are now used in
obituaries in the console when the con_obituaries CVAR is on.
+ Sorrows and skelly bellies will now only bleed red blood.
+ Gamepads will no longer vibrate when the axe is equipped and
idle, and the gp_vibrate_weapons CVAR is on.
* A bug has been fixed whereby any palette effects wouldn’t be
restored when unpausing a game by pressing the ESC key rather
than PAUSE key.
* The alwaysrun CVAR can now be toggled by pressing the CAPSLOCK
key while on the title screen.
* The fading of player messages onto and off of the screen is now
smoother in some instances when the fade CVAR is on.
* A fade transition will now be applied when changing the
r_brightmaps CVAR, or any CVARs that change a color, when the
fade CVAR is on.
* Corpses and dropped items will no longer perpetually slide back
and forth on the floor in some rare instances.
* The maximum number of blood splats that can be spawned when a
corpse slides on the floor and the r_corpses_slide CVAR is on,
has now been reduced.
* The number of monsters killed due to infighting is now
displayed by the playerstats CCMD.
* The colors of doors in the automap that are unlocked using a
keycard or skull key can now be changed using the new
am_reddoorcolor, am_yellowdoorcolor and am_bluedoorcolor CVARs.
These CVARs are 160 by default (such that there is no apparent
difference until one of them is changed), and 231 when vanilla
mode is enabled.
* Minor improvements have been made to rendering the automap when
the player has a computer area map power-up.
* The following changes have been made to the external automap
when the am_external CVAR is on:
+ When the F key is pressed to turn follow mode off, the player
may now pan around the external automap as intended.
+ The mouse wheel will no longer zoom in/out of the external
automap, and instead only cycle through the player’s weapons.
* A bug has been fixed whereby the player’s weapon wouldn’t always
be lit correctly when fired.
* A previously implemented feature that caused monsters to not be
fullbright when firing and facing away from the player now works
correctly.
* Spectres will now always be rendered correctly when freeze mode
is on.
* More fixes have been applied to certain maps when the
r_fixmaperrors CVAR is on.
* Minor changes have been made to the positioning of some elements
in the widescreen HUD.
* Changing the r_screensize CVAR in the console will now also
change the vid_widescreen CVAR as necessary.
* The following changes have been made when on the intermission
screen:
+ The playerstats and mapstats CCMDs will now work.
+ Pressing the ENTER key while the menu or console are also open
will no longer trigger the intermission screen.
* The +weapon1 to +weapon7 actions can now be bound to a mouse
button using the bind CCMD.
* The effect applied when the player is in a damaging sector and
the r_shake_damage CVAR is greater than 0% is now no longer
applied when god mode is enabled.
* A bug has been fixed whereby the “Damage received” stat viewed
using the playerstats CCMD would continue to update when god
mode was on.
* The toggle CCMD now supports CVARs that accept multiple values.
* The value of these CVARs will increment by 1, and if their
maximum value is reached, will wrap to their minimum.
-------------------------------------------------------------------
Sun Jun 13 13:00:20 UTC 2021 - Martin Hauke <mardnh@gmx.de>
- Update to version 4.1.1
* Optimizations have been made to further improve the overall
performance and stability of DOOM Retro.
* The smoke trailing behind rockets fired by the player and
cyberdemons when the r_rockettrails CVAR is on is now displayed
correctly when the r_textures CVAR is off.
* A fade transition will now be applied when changing the
r_detail or r_playersprites CVARs in the console and when the
fade CVAR is on.
* Minor changes have been made to text that is output to the
console.
* The following changes have been made to the external automap
when the am_external CVAR is on.
- Player messages will now always be displayed correctly.
- The external automap will now be hidden while the menu or
help screen is open on the main display.
- The 0 key can now be pressed to toggle maximum zoom.
- If the +zoomin and +zoomout actions are rebound from the +
and - keys, the external automap may be zoomed in and out.
* Player messages will now fade off the screen while the console
is open and the fade CVAR is on.
* Player messages now fade off the screen smoother in the
alternate widescreen HUD when the fade CVAR is on.
* If a filename is specified using the condump CCMD, .txt will
be added to the filename if it has no extension, and the
resulting file will now be saved in the console subfolder.
-------------------------------------------------------------------
Sat Jun 5 13:15:59 UTC 2021 - Martin Hauke <mardnh@gmx.de>
- Update to version 4.1
* Optimizations have been made to further improve the overall
performance and stability of DOOM Retro.
* The correct credits screen will now be displayed in all
instances.
* Minor changes have been made to text that is output to the
console.
* The lighting applied to all walls, floors and ceilings in a
map is now dithered. This may be toggled using the new
r_ditheredlighting CVAR, which is on by default and off when
vanilla mode is enabled.
* The r_dither CVAR has been deprecated. BOOM-compatible
translucent wall textures can no longer be dithered.
* The smoke trailing behind rockets fired by the player and
cyberdemons when the r_rockettrails CVAR is on has been
redesigned.
* The smoke trailing behind rockets fired by the player will no
longer spawn too close to their face, obscuring their view,
when they hold down a control bound to the +fire action to
fire multiple rockets.
* The following changes have been made to player messages:
+ The grouping of identical player messages can now be
toggled using the new groupmessages CVAR, which is on by
default and off when vanilla mode is enabled.
+ Player messages are no longer grouped if more than 4
seconds apart.
+ Player messages now fade off the screen smoother when the
fade CVAR is on.
+ A bug has been fixed whereby player messages wouldn’t
completely fade off of the screen if the console was open
and the fade CVAR was on.
* Any momentum applied to the player will now be removed when
enabling freeze mode.
* Minor improvements have been made to the support of Chex Quest
and HacX: Twitch ’n Kill.
* The power-up sound effect will no longer be played if the
player picks up a berserk power-up and they already have one.
* The player will no longer make a noise if they drop down from
a ledge when either freeze mode or no clipping mode is enabled.
* A bug has been fixed whereby the alert sounds of cyberdemons
or spider masterminds wouldn’t be played.
* The maximum number of blood splats that can be spawned when a
corpse slides on the floor and the r_corpses_slide CVAR is on,
is now based on its size.
* A bug has been fixed whereby blood splats could be the wrong
color in some instances.
* Invulnerability and partial invisibility power-ups will now
respawn when the respawnitems CCMD is used.
* Minor changes have been made to the shadows cast by monsters
when the r_shadows CVAR is on.
* Blood splats are now slightly more translucent when the
r_bloodsplats_translucency CVAR is on.
* The shaking effect applied when the player is in a damaging
sector and the r_shake_damage CVAR is greater than 0% is now
still applied when god mode is enabled.
* If the WAD file entered manually in the WAD launcher isn’t
found, and DOOM Retro then successfully guesses what was
intended by finding the nearest match, the wad CVAR will now
be updated.
* The r_hud CVAR is now off by default.
* The default of the r_bloodsplats_max CVAR has now been doubled
to 131,072, and is now also set to 0 when vanilla mode is
enabled.
* A new toggle CCMD has been implemented that can be used to
toggle the value of CVARs between on and off.
* The translucency of item and teleport fogs is now additive
when the r_translucency CVAR is on.
* After loading a savegame, a crash will no longer occur if a
blood splat is removed because the sector it is on becomes
liquid.
* The effects of changing the vid_borderlesswindow CVAR in the
console are now immediate.
* The transitions between some screens when the fade CVAR is on
are now smoother.
* Minor improvements have been made to the support of DEHACKED
lumps.
-------------------------------------------------------------------
Thu May 13 17:59:38 UTC 2021 - Martin Hauke <mardnh@gmx.de>
- Update to version 4.0.9
* Optimizations have been made to further improve the overall
performance and stability of DOOM Retro.
* Minor improvements have been made to some title screens.
* Minor changes have been made to text that is output to the
console.
* A dead player’s negative health will now always be positioned
correctly in the widescreen HUD.
* A crash will no longer occur during the finale at the end of
the third episode of DOOM.
* The r_blood CVAR is now nofuzz by default.
* A bug has been fixed whereby the r_hud CVAR would be left on
when changing the r_screensize CVAR in the console in some
instances.
* A sound is now made when changing the r_screensize CVAR in the
console.
-------------------------------------------------------------------
Sat Apr 17 10:23:23 UTC 2021 - Martin Hauke <mardnh@gmx.de>
- Update to version 4.0.8
* Minor changes have been made to text that is output to the
console.
* The condump CCMD will no longer continue to dump every line of
text that is output to the console after it is entered.
* Minor improvements have been made to the DMENUPIC lump.
* Minor changes have been made to the help screen displayed
using the F1 key.
* A bug has been fixed whereby the console couldn’t be opened
using the ~ key on certain keyboards.
* The player will no longer be spawned into a map such that they
could be stuck in the ceiling.
* Player messages will now quickly fade off of the screen if the
fade CVAR is on when the alternate widescreen HUD is displayed.
* The vid_showfps CVAR can now be on at startup if set in a .cfg
file that is either loaded using the WAD launcher or specified
on the command-line.
* Dead monsters may now be spawned again using the spawn CCMD
* A bug has been fixed whereby things with the MF_BOUNCES flag
wouldn’t explode.
* More fixes have been applied to certain maps when the
r_fixmaperrors CVAR is on.
* -shot may be now be used as an alternative to -shotdir on the
command-line.
* A bug has been fixed whereby corpses wouldn’t gib correctly in
some rare instances if the r_corpses_gib CVAR was on.
-------------------------------------------------------------------
Fri Apr 2 11:56:05 UTC 2021 - Martin Hauke <mardnh@gmx.de>
- Update to version 4.0.7
* Optimizations have been made to further improve the overall
performance and stability of DOOM Retro.
* Even wider versions of the title, credits, intermission and
finale screens will now be used on ultra-wide displays when
the vid_widescreen CVAR is on.
* DOOM Retro’s window can now be resized properly if the
vid_fullscreen CVAR is off and the vid_widescreen CVAR is on.
* Minor changes have been made to text that is output to the
console.
* The F5 key may now be used to toggle the graphic detail while
the automap is open and the status bar is visible (that is,
when the r_screensize CVAR is less than 8).
* Player messages will now quickly fade off of the screen if
the fade CVAR is on.
* The messages CVAR is now on by default.
* Any screen shake will now be canceled when warping to another
map using the IDCLEV cheat or loading a savegame in some
instances.
* The credits screen will now be displayed for the same amount
of time as the title screen.
* The correct title screen is now displayed when playing DOOM
(Shareware), Final DOOM: The Plutonia Experiment or Final
DOOM: TNT - Evilution.
* The id Software logo is no longer missing from certain title
screens.
* The correct credits screen is now displayed for the
registered version of DOOM.
* Vanilla DOOM’s notorious blockmap bug has now finally been
fixed.
* Par times are now shown on the intermission screen when
playing Chex Quest.
* A bug has been fixed whereby some sound effect lumps in the
WAV format wouldn’t play correctly.
* The pitch of sounds made by monster projectiles are no longer
randomized if the s_randompitch CVAR is on.
* The player’s weapon sprite is no longer cut off when reloading
the super shotgun after firing it, and if the vid_widescreen
CVAR is on and the r_screensize CVAR is 8.
* Minor improvements have been made to the support of Freedoom:
Phase 2.
-------------------------------------------------------------------
Sun Mar 14 09:47:43 UTC 2021 - Martin Hauke <mardnh@gmx.de>
- Update to version 4.0.6
* Optimizations have been made to further improve the overall
performance and stability of DOOM Retro.
* DOOM Retro now recognizes the following alternative names for
the IWADs it supports: DOOMU.WAD, BFGDOOM.WAD, DOOMBFG.WAD,
DOOMUNITY.WAD, DOOM2F.WAD, BFGDOOM2.WAD, DOOM2BFG.WAD,
DOOM2UNITY.WAD, PLUTONIAUNITY.WAD and TNTUNITY.WAD.
* A bug has been fixed whereby certain lumps that are only 320
pixels wide wouldn’t be positioned correctly in some instances
if the vid_widescreen CVAR was on.
* Minor improvements have been made to the color chosen for the
surrounding pillarboxes when certain lumps from a PWAD that
are only 320 pixels wide are displayed and the vid_widescreen
CVAR is on.
* A wider version of the DMENUPIC lump will now be displayed,
and the menu will automatically open at startup again, when
playing the BFG Edition of DOOM II: Hell On Earth.
* Minor changes have been made to text that is output to the
console.
* An obituary will now be displayed in the console if the
con_obituaries CVAR is on and:
+ A barrel explodes because of another barrel’s explosion.
+ A corpse is gibbed by a nearby barrel or rocket explosion.
* Minor improvements have been made to the support of Freedoom:
Phase 1, Freedoom: Phase 2 and HacX: Twitch ’n Kill.
* Minor improvements have been made to the support of DEHACKED
lumps.
* A bug has been fixed whereby some characters in the automap
title wouldn’t be displayed correctly in some instances.
-------------------------------------------------------------------
Sat Mar 6 11:43:57 UTC 2021 - Martin Hauke <mardnh@gmx.de>
- Update to version 4.0.5
Lots of changes see:
https://github.com/bradharding/doomretro/releases/
-------------------------------------------------------------------
Sat Aug 22 21:25:20 UTC 2020 - Martin Hauke <mardnh@gmx.de>
- Update to version 3.6.1
* 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.
-------------------------------------------------------------------
Sun Aug 9 14:37:30 UTC 2020 - Martin Hauke <mardnh@gmx.de>
- Update to version 3.6
Lots of changes see:
https://github.com/bradharding/doomretro/releases/tag/v3.6
-------------------------------------------------------------------
Sat Jun 13 10:57:43 UTC 2020 - Martin Hauke <mardnh@gmx.de>
- Update to version 3.5.10
* 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.
-------------------------------------------------------------------
Sat May 23 07:52:14 UTC 2020 - Martin Hauke <mardnh@gmx.de>
- Update to version 3.5.9
* 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.
* Fixing a bug present in Vanilla DOOM, scrolling wall textures
(such as the SP_FACE1 textures in MAP05 of plutonia.wad) will
now always scroll at the correct speed.
* A bug has been fixed whereby certain power-ups wouldn’t bob
when the r_floatbob CVAR was on.
* The player’s ability to straferun has now been restored.
* The A_RandomJump codepointer now works again if specified in
a DEHACKED lump.
* Files created by the condump CCMD when no parameter is
specified will now be saved in a new console folder.
* The mouse or a gamepad can now be used to open the menu from
the title screen again.
* Linedefs that have the BOOM-compatible line special of 190
(“SR Change Texture And Effect”) now work.
* The interpolation of floors and ceilings that move instantly
has now been fixed when the vid_capfps CVAR is greater than 35
-------------------------------------------------------------------
Sat May 16 07:48:16 UTC 2020 - Martin Hauke <mardnh@gmx.de>
- Update to version 3.5.8
* 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.
* When both the automap and menu are open, the grid will now
still rotate in the background if the am_rotatemode CVAR is
off.
* The menu background will no longer be affected if the
r_detail CVAR is low and the r_lowpixelsize CVAR is not 2×2.
* The player’s path in the automap is no longer reset when
vanilla mode is enabled and the am_path CVAR is on.
* The timer shown when the timer CCMD is used is no longer
displayed while vanilla mode is enabled.
* Only one sound is now heard when confirming the selection of
the Nightmare! skill level.
* A bug has been fixed whereby the “entering” intermission
screen would be displayed when exiting MAP30 in some instances.
* When to update the savegame description while saving a game
has now been improved.
* Improvements have been made to the left and right edges of
the console when it’s open over the automap.
* Minor improvements have been made to the widescreen HUD when
god mode is enabled.
* When the player tries to open a BOOM-compatible door that
requires more than one (or any) keycard or skull key that they
don’t have, all of those keys will now flash in the widescreen
HUD.
* The gamepad can now be used again to change monsters during
DOOM II’s cast sequence.
* The 2, 3 and 4 digits used for marks in the automap are now
consistent with those displayed in the console.
* All function keys may now be used while the console is open.
* A bug has been fixed whereby the widescreen HUD would
momentarily disappear when pressing the F8 key to toggle
player messages.
-------------------------------------------------------------------
Fri May 8 04:41:15 UTC 2020 - Martin Hauke <mardnh@gmx.de>
- Update to version 3.5.7
* 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.
* Things spawned using the spawn CCMD are now given an ID that
is displayed by the thinglist CCMD.
* The mouse and gamepad can now be used to open the menu from
the title screen again.
* A bug has been fixed whereby an incomplete MAPINFO lump in a
PWAD could cause a crash.
* The names of the monsters displayed during DOOM II’s cast
sequence can now be specified in DEHACKED lumps.
* The player’s weapon can no longer be changed while freeze mode
is on.
* The horizontal offset of the player’s weapon sprite will no
longer be fixed when the r_fixspriteoffsets CVAR is off.
* The effects of both the r_graduallighting and weaponbounce
CVARs are now better remembered in savegames.
* Screenshots may now be taken again while playing a game and
the +screenshot action has been bound to something other than
the PRINTSCREEN key.
* When a PWAD is loaded with Freedoom: Phase 1 or Freedoom:
Phase 2, if a STBAR lump is present in that PWAD, it will now
be used.
* Fixing a bug present in Vanilla DOOM, monsters will now always
be alerted if attacked during the second frame of their idle
animation.
-------------------------------------------------------------------
Sat May 2 09:31:39 UTC 2020 - Martin Hauke <mardnh@gmx.de>
- Update to version 3.5.6
* 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 name of the PWAD is no longer displayed in the automap if
the current map has no title.
* Several improvements have been made to the support of Chex
Quest, Freedoom: Phase 1 and Freedoom: Phase 2.
* A bug has been fixed whereby the wrong music could be played
in some rare instances.
* The randomness of the music chosen when the s_randommusic
CVAR is on has been improved.
* A new license CCMD has been implemented that displays the
GNU General Public License in the default browser.
* A message is now displayed in the console whenever an item
or monster respawns.
* A new r_supersampling CVAR has been implemented that applies
supersampling to the player’s view when the r_detail CVAR is
low and the r_lowpixelsize CVAR is 2×2. This CVAR is on by
default and off when vanilla mode is on.
* Corpses can now trigger teleporter line specials.
* When using the kill CCMD, the items dropped by monsters will
no longer trigger teleporter line specials.
* A bug has been fixed whereby some hanging decorations would be
positioned incorrectly in some instances.
* Those monsters that don’t have red blood will no longer leave
gibs if crushed.
* Blood will no longer be spawned while a monster is being
crushed and the r_blood CVAR is none.
* A bug has been fixed whereby certain power-ups wouldn’t stop
moving once off the edge of a BOOM-compatible scrolling sector
and the r_floatbob CVAR was on.
* Improvements have been made to how gradual lighting is applied
to doors and crushing ceilings when the r_graduallighting CVAR
is on.
* The STEP2 texture now appears correctly in MAP01: Entryway
again.
* Minor improvements have been made to the support of DEHACKED
lumps.
* The sky will now be rendered correctly when the r_screensize
CVAR is less than 7.
* Screenshots may now only be taken when not playing a game if
the +screenshot action is still bound to the PRINTSCREEN key.
-------------------------------------------------------------------
Sat Apr 18 19:19:25 UTC 2020 - Martin Hauke <mardnh@gmx.de>
- Update to version 3.5.5
* 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 music volume is now lower while either the menu or console
is open.
* The following changes have been made to the menu’s background:
+ The random noise is now slightly slower.
+ Liquid sectors now still animate in the background when the
menu is open.
* The following changes have been made to the widescreen HUD:
+ Health, armor and ammo now flash gold rather than white when
they change.
+ Keycards and skull keys that the player picks up are now
slightly higher.
* Brightmaps are no longer applied to the SLADRIP1, SLADRIP2 and
SLADRIP3 textures when the r_brightmaps CVAR is on.
* The timer displayed by the timer CCMD will now be positioned
lower if the vid_showfps CVAR is on.
* More fixes have been applied to certain maps in the official
DOOM and DOOM II WADs when the r_fixmaperrors CVAR is on.
* The mapstats CCMD now displays the release date for maps in the
official DOOM and DOOM II WADs.
* The translucency of item and teleport fogs is no longer
additive when the r_translucency CVAR is on.
* Due to a change in the latest patch of the Bethesda.net
Launcher version of DOOM II, MAP04 to MAP08 in No Rest For The
Living now use the SKY3 texture as their skies.
-------------------------------------------------------------------
Fri Apr 3 06:27:43 UTC 2020 - Martin Hauke <mardnh@gmx.de>
- Update to version 3.5.4
* Optimizations have been made to further improve the overall
performance and stability of DOOM Retro.
* Improvements have been made to the support of Chex Quest.
* A bug has been fixed whereby the wrong map name would be
displayed on the intermission screen in some instances.
* A brightmap is now applied to the SLADRIP2 texture when
the r_brightmaps CVAR is on.
-------------------------------------------------------------------
Wed Mar 25 20:00:23 UTC 2020 - Martin Hauke <mardnh@gmx.de>
- Update to version 3.5.3
* 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.
* A bug has been fixed whereby screenshots couldn’t be taken
while the console was open.
* The following changes have been made to timestamps in the
console:
+ The con_timestamps CVAR has been deprecated. Timestamps
will now always appear in the console next to player
messages.
+ Timestamps in the console are now a translucent yellow.
* The following changes have been made to obituaries in the
console:
+ Obituaries involving an exploding barrel now indicate
who caused the explosion.
+ Names set using the name CCMD will now be used when an
arch-vile resurrects a monster.
* The number of times the player commits suicide is now
displayed by the playerstats CCMD.
* All monsters spawned using the spawn CCMD can now cross
monster-blocking lines.
* More blood splats now appear around decorative corpses.
* A crash will no longer occur when trying to spawn a berserk
power-up using the spawn CCMD in DOOM (Shareware).
-------------------------------------------------------------------
Fri Mar 13 19:39:54 UTC 2020 - Martin Hauke <mardnh@gmx.de>
- Update to versino 3.5.2
* Optimizations have been made to further improve the overall
performance and stability of DOOM Retro.
* DOOM Retro’s keyboard and mouse controls are now more
responsive.
* Further improvements have been made to the console’s
autocomplete feature.
* Minor changes have been made to text that is output to the
console.
* Item fogs spawned while using the spawn or respawnitems CCMDs
are now always positioned correctly.
* The following changes have been made to the r_blood CVAR:
+ The CVAR can now be set to nofuzz, causing all blood spilled
by spectres (as well as the player while they have a partial
invisibility power-up) to be red instead of fuzzy.
+ Puffs are now spawned rather than nothing when the CVAR is
none.
+ All blood spilled will now be red when the CVAR is red, and
green when the CVAR is green.
* Flying monsters spawned using the spawn CCMD now spawn higher
off the ground.
* The player’s path around the current map will now always be
recorded even while the am_path CVAR is off.
* The following changes have been made to the mapstats CCMD:
+ The total number of things in the current map is now correct.
+ How much the current map is inside/outside is now displayed.
* The number of times the player has died in the current map is
now correct in the playerstats CCMD.
* The following changes have been made to the numbers displayed
in the widescreen HUD:
+ Health, armor and ammo now flash slightly brighter when they
change, and do so even when the r_hud_translucency CVAR is
off.
+ Ammo now flashes when the player switches to a weapon with
different ammo.
+ Health and ammo now flash on and off when low and the
r_hud_translucency CVAR is off.
* 3D bridges that use the STEP2 wall texture are now rendered
correctly.
* The automap will now rotate correctly in the background if the
menu is open and the am_rotatemode CVAR is off.
-------------------------------------------------------------------
Fri Feb 21 19:54:12 UTC 2020 - Martin Hauke <mardnh@gmx.de>
- Update to version 3.5.1
* Optimizations have been made to further improve the overall
performance and stability of DOOM Retro.
* Minor changes have been made to the character set used in the
console.
* Minor changes have been made to text that is output to the
console.
* Monsters can now be spawned using the spawn CCMD when the
nomonsters CCMD has been entered in the console, or the
-nomonsters parameter has been specified on the command-line.
* The following changes have been made to the widescreen HUD:
+ The HUD has been brought in slightly from the edges of the
screen.
+ The player’s armor is now on the left side of the screen
next to their health, and the ammo for their currently
equipped weapon on the right.
* Item and teleport fogs are now spawned when using the spawn
CCMD.
* Thing triangles in the automap representing MBF-compatible
helper dogs are now the correct size again when using the
IDDT cheat.
* Minor improvements have been made to the menu’s background.
* The player’s view is now reset again when exiting the menu.
* A bug has been fixed whereby the use of LIQUID or NOLIQUID in
a MAPINFO lump would have no effect.
* The scrollbar in the console has been widened and now includes
a grip.
-------------------------------------------------------------------
Fri Feb 7 21:41:13 UTC 2020 - Martin Hauke <mardnh@gmx.de>
- Update to version 3.5
* Optimizations have been made to further improve the overall
performance and stability of DOOM Retro.
* Improvements have been made to the support of IWADs that
contain censored Wolfenstein SS sprites.
* IWADs specified using the -file command-line parameter will
now always be treated as PWADs.
* Minor changes have been made to the character set used in the
console.
* Minor changes have been made to text that is output to the
console.
* The keys on the numeric keypad now work correctly in the
console.
* DOOM Retro will now play sound effect lumps that are in WAV
format.
* The corpses of some of the smaller monsters, as well as other
marines, will now be gibbed when close enough to barrel and
rocket explosions. This feature can be toggled on or off
using the new r_corpses_gib CVAR, which is on by default and
off when vanilla mode is on.
* A bug has been fixed whereby certain floor textures would
glitch in some rare instances if the r_liquid_current CVAR
was on.
* The map CCMD now also accepts a map’s title as its parameter.
* The effects of changing the r_blood CVAR in the console will
now always be immediate.
* The teleport CCMD now accepts an optional third parameter,
specifying the height the player will be from the floor once
they have teleported.
* The color of the console’s bottom edge may now be changed
using the new con_edgecolor CVAR. It is 180 by default.
* The s_musicvolume and s_sfxvolume CVARs are now both set to
the same lowest value when vanilla mode is on.
* A crash will no longer occur when the player uses the secret
exit in SIGIL’s E5M6: Unspeakable Persecution.
* Further improvements have been made to the support of MAPINFO
lumps.
* A sound is now made when toggling between fullscreen and a
window.
* Lines with special 46 (“GR Door Open Stay”) now work correctly.
* Monsters can no longer be spawned using the spawn CCMD when
the nomonsters CCMD is in effect.
-------------------------------------------------------------------
Sat Jan 4 14:12:46 UTC 2020 - Martin Hauke <mardnh@gmx.de>
- Update to version 3.4
* Optimizations have been made to further improve the overall
performance and stability of DOOM Retro.
* DOOM Retro will now only attempt to use Adaptive VSync if the
vid_vsync CVAR is set to adaptive.
* The following changes have been made to the mapstats CCMD:
+ The episode or expansion, as well as the map number, of the
current map will now be displayed.
+ Whether or not the current map is secret will now be
displayed.
+ Whether or not the current IWAD is the BFG Edition will now
be displayed.
+ The par time of the current map will now be displayed.
+ Improvements have been made to how BOOM and MBF-compatible
maps are detected.
+ Whether or not a music lump has been modified in a PWAD will
now be displayed.
* Minor changes have been made to the character set used in
the console.
* Minor changes have been made to text that is output to the
console.
* A bug has been fixed whereby widescreen mode wouldn’t be
displayed correctly after pressing ALT + ENTER to toggle
between fullscreen and a window, and if the
vid_borderlesswindow CVAR was off.
* The default of the vid_borderlesswindow CVAR is now on.
* The default of the vid_scalefilter CVAR has been changed from
“nearest” to “nearest_linear”.
* A new r_graduallighting CVAR has been implemented to allow the
player to toggle the gradual lighting under doors and crushing
sectors. It is on by default and off when vanilla mode is on.
* The player’s view will no longer shift slightly when exiting a
map by using a switch.
* Par times are no longer displayed on the intermission screen
for maps that don’t have one.
* A crash will no longer occur when using the kill or resurrect
CCMDs with a monster’s name previously set by the name CCMD as
the parameter.
* SIGIL_SHREDS.wad will no longer be automatically loaded if
music has been disabled by specifying -nomusic or -nosound on
the command-line.
* The background will now always be displayed correctly when
confirming use of the resetall CCMD.
* The background will now continue to rotate when confirming if
the player wants to end a game or quit.
* The title of MAP05 in Final DOOM: TNT - Evilution has been
corrected.
* The amount of friction applied to the player’s corpse has been
increased, matching the corpses of monsters, when in a liquid
sector.
-------------------------------------------------------------------
Mon Dec 30 20:04:28 UTC 2019 - Luke Jones <luke@ljones.dev>
- Add timidity as a required install package so that standard
midi music will play
-------------------------------------------------------------------
Sat Dec 21 18:25:54 UTC 2019 - Martin Hauke <mardnh@gmx.de>
- Update to version 3.3
* Optimizations have been made to further improve the overall
performance and stability of DOOM Retro.
* If a mistyped filename is entered in the WAD launcher (for
example, doot.wad instead of doom.wad), DOOM Retro will now try
to find the closest match.
* If hardware acceleration is unavailable, DOOM Retro will now
change the vid_scaleapi CVAR to software and scale each frame
accordingly, rather than simply crashing during startup.
* DOOM Retro is now fully MBF-compatible, as support has now been
added to BOUNCES and TOUCHY flags in DeHackEd lumps.
* Further improvements have been made to the console’s
autocomplete feature.
* Minor changes have been made to the character set used in the
console.
* Minor changes have been made to text that is output to the
console.
* A level 2 warning will now be displayed in the console if
there’s a locked door with no keycard or skull key provided in
the map to open it.
* The visual glitch displayed when input is selected in the
console while it is opening or closing is now fixed.
* Once the condump CCMD is used to dump the current contents of
the console to a file, every line of text that is output to the
console thereafter will continue to be dumped to that same file
automatically.
* The r_blood CVAR can now be green, causing all blood spilled to
be green.
* The background will now always be displayed correctly when
confirming the use of the resetall CCMD.
* The episode CVAR will now be updated if the player finishes
episode 4 and SIGIL is loaded.
* The thinglist CCMD now indicates if a thing has been dropped by
a monster.
* A crash will no longer occur when a monster tries to make a
noise and the -nosfx or -nosound parameters are specified on
the command-line.
-------------------------------------------------------------------
Wed Nov 27 18:06:53 UTC 2019 - Martin Hauke <mardnh@gmx.de>
- Update to version 3.2.1
* Optimizations have been made to further improve the overall
performance and stability of DOOM Retro.
* DOOM Retro will now attempt to use Adaptive VSync if the
vid_vsync CVAR is on and the vid_scaleapi CVAR is “opengl”.
* A bug has been fixed whereby monsters wouldn’t attack the
player as often as they should if another monster was in the
way.
* Further improvements have been made to the console’s
autocomplete feature.
* Minor changes have been made to text that is output to the
console.
* Minor improvements have been made to the menu’s background.
* A bug has been fixed whereby blood splats around crushed
corpses could appear black in some rare instances.
-------------------------------------------------------------------
Mon Nov 25 17:05:43 UTC 2019 - Martin Hauke <mardnh@gmx.de>
- Update to version 3.2
* Optimizations have been made to further improve the overall
performance and stability of DOOM Retro.
* Minor changes have been made to the character set used in the
console.
* Minor changes have been made to text that is output to the
console.
* Long warnings in the console now wrap over two lines.
* A new warninglevel CVAR has been implemented to control the
type of warnings displayed in the console. It can be 0 (minimal
warnings), 1 (no warnings about the current map) or 2 (all
warnings), and is 1 by default.
* The following changes have been made to warnings in the console
when the warninglevel CVAR is 2:
+ Warnings will now be displayed for every linedef in the
current map that has either an unknown tag, a tag but no
special, or a special but no tag.
+ Warnings describing any fixes made to the current map are now
displayed when the r_fixmaperrors CVAR is on.
* Further improvements have been made to the console’s autocomplete
feature.
* The resurrect CCMD has been enhanced to allow not only the
resurrection of the player, but also all monsters or a type of
monster.
* To accommodate for when the player is in liquid and needs to
shoot a switch, now only their view will be lowered, and not
their gunshot, if the r_liquid_lowerview CVAR is on and
mouselook CVAR is off.
* The -nodeh command-line parameter now works as intended.
* Minor improvements have been made to the menu’s background.
* A crash will no longer occur when trying to autoload a savegame
that was previously deleted using the DEL key in the save or
load game menu.
* The vertical direction the player is looking is now centered
when they teleport with the mouselook CVAR on.
* Further improvements have been made to the support for Noiser’s
DOOM 4 VANILLA.
* Timestamps between 12:00:00 and 12:59:59 in the console are now
displayed correctly.
* The text on the help screen displayed using the F1 key now has
drop shadows.
* A new vid_borderlesswindow CVAR has been implemented that
toggles the use of a borderless window rather than true
fullscreen when the vid_fullscreen CVAR is on. It is off by
default.
* A bug has been fixed whereby the player wouldn’t be able to
telefrag a monster in some instances.
* A countdown will now be displayed in the top right of the screen
if a timer is set using the timer CCMD.
* The number of maps started now appears alongside the number of
maps completed in the playerstats CCMD.
-------------------------------------------------------------------
Fri Nov 1 21:01:20 UTC 2019 - Martin Hauke <mardnh@gmx.de>
- Update to version 3.1
* Optimizations have been made to further improve the overall
performance and stability of DOOM Retro.
* DOOM II: Hell On Earth’s IWAD no longer needs to be the BFG
Edition for nerve.wad to be automatically loaded if found.
* Minor changes have been made to the character set used in the
console.
* Minor changes have been made to text that is output to the
console.
* The effects of the autotilt CVAR are now disabled while the
freeze or no clipping modes are on.
* The default value of am_gridcolor has been changed from 6 to
111, making the automap’s grid a slightly lighter gray.
* If a berserk power-up was previously taken away from the
player using the take CCMD, they may no longer equip their
fists if they have a chainsaw.
* The pistol may now be taken away from and given back to the
player using the take and give CCMDs.
* The thing triangles in the automap representing dogs will now
be the correct size when using the IDDT cheat.
* The player will no longer reload their super shotgun after
firing their last two shells.
* A bug has been fixed whereby not all monsters near the player
would infight once the player died and the infighting CVAR was
on.
* Further improvements have been made to the support for Noiser’s
DOOM 4 VANILLA.
* The z-coordinate displayed by the IDMYPOS cheat now accommodates
for when the player is in liquid and the r_liquid_lowerview CVAR
is on.
* A bug has been fixed whereby a flying monster could fall out of
the air if over a moving, liquid sector in some instances.
* The horizontal and vertical sensitivity of a gamepad’s
thumbsticks can now both be adjusted individually. The
gp_sensitivity CVAR has been replaced by the new
gp_sensitivity_horizontal and gp_sensitivity_vertical CVARs. Each
CVAR is a value between 0 and 128, and 64 by default.
* If a friendly dog is returning to the player, they will now drop
from any height regardless of how far they are away.
* Monsters can no longer be spawned outside of the map if the
player is too close to a wall when using the spawn CCMD.
* A bug has been fixed whereby bobbing power-ups wouldn’t move on
BOOM-compatible scrolling sectors in some instances if the
r_floatbob CVAR was on.
* The correct sound is now played when a BOOM-compatible
generalized door opens or closes at normal speed.
* Linedefs with specials but no sectors tagged are now handled
better.
-------------------------------------------------------------------
Fri Oct 11 19:13:10 UTC 2019 - Martin Hauke <mardnh@gmx.de>
- Update to version 3.0.5
* Extensive optimizations have been made to further improve the
overall performance and stability of DOOM Retro.
* Minor changes have been made to the character set used in the
console.
* Minor changes have been made to text that is output to the
console.
* Picking up more than one powerup of the same type now works
correctly.
* The -file parameter may now be used without an -iwad parameter
on the command-line.
* A bug has been fixed whereby using either the nomonsters CCMD in
the console, or -nomonsters on the command-line, would not stop
monsters from being spawned in maps.
* The speed the player turns is now affected by the turbo CVAR
and -turbo command-line parameter.
* The correct sky textures will now be displayed when playing Back
To Saturn X E1: Get Out Of My Stations or Back To Saturn X E2:
Tower in the Fountain of Sparks and the mouselook CVAR is off.
* The friendly parameter will now work correctly with the name CCMD.
* A bug has been fixed whereby using the monster or monsters
parameters with the kill CCMD would cause a crash.
* Minor improvements have been made to the support of DEHACKED
lumps.
* The bullet puffs when shooting lost souls are now vertically
centered.
* Obituaries that involve a friendly monster will now indicate if
there’s only one of them in the map.
* Further improvements have been made to the support for Noiser’s
DOOM 4 VANILLA.
-------------------------------------------------------------------
Tue Oct 1 18:09:58 UTC 2019 - Martin Hauke <mardnh@gmx.de>
- Update to version 3.0.4
* Optimizations have been made to further improve the overall
performance and stability of DOOM Retro.
* Minor changes have been made to the character set used in the
console.
* Minor changes have been made to text that is output to the console.
* DOOM Retro will now automatically load SIGIL_v1_21.wad (or
SIGIL_v1_2.wad) in preference to SIGIL.wad.
* Timestamps in the console are now displayed in 12 rather than
24-hour format, and without a leading zero.
* If the player saves a game, now that game will from then on be
automatically saved at the start of each map. This feature can be
disabled by the new autosave CVAR, which is on by default and off
when vanilla mode is on.
* The following changes have been made to the name CCMD:
+ Spaces are now allowed in the name, whether surrounded by double
quotes or not.
+ Whether the monster being named already has been named will now
be indicated.
+ The player can now also be named (which is effectively the same
as changing the playername CVAR).
* A bug has been fixed whereby enabling the am_path CVAR would cause
DOOM Retro to crash.
* The path of the player that appears in the automap when the am_path
CVAR is on is now thicker.
* Minor improvements have been made to the support of DEHACKED lumps.
-------------------------------------------------------------------
Sat Sep 21 19:38:29 UTC 2019 - Martin Hauke <mardnh@gmx.de>
- Update to version 3.0.3
See /usr/share/doc/packages/doomretro/releasenotes.md
-------------------------------------------------------------------
Fri May 31 07:24:35 UTC 2019 - Martin Hauke <mardnh@gmx.de>
- Update to version 2.9.2
* Optimizations have been made to further improve the overall
performance and stability of DOOM Retro.
* The following changes have been made to the support for
John Romero’s megawad SIGIL:
- If SIGIL.wad is loaded automatically, it’s TITLEPIC, CREDIT
and HELP1 lumps won’t be displayed, and it’s D_INTRO music
lump won’t be played.
- The mapstats CCMD will now correctly identify the title and
composer of the music of the current map (either James Paddock,
or Buckethead if SIGIL_SHREDS.wad is loaded).
- E5M8: Halls of Perdition will no longer end abruptly when
killing a certain number of monsters.
- The player will now be warped to the correct map once finishing
E5M9: Realm of Iblis.
* Minor changes have been made to text that is output to the console.
* The player will no longer be injured when standing close to but
above a damaging sector in some instances.
* The crosshair displayed when enabling the crosshair CVAR is now
hidden sooner when the player runs out of ammo.
* A bug has been fixed whereby if the -warp command-line parameter
was used, the player couldn’t access either the menu or the
console.
* The mapstats CCMD will now show the lump name of the current
map’s music.
-------------------------------------------------------------------
Sun May 26 20:47:52 UTC 2019 - Martin Hauke <mardnh@gmx.de>
- Update to version 2.9.1
See /usr/share/doc/packages/doomretro/releasenotes.md
- Run spec-cleaner
- Remove hack for reproducable builds since it's properly handled
in Leap >= 15.0
-------------------------------------------------------------------
Tue May 30 13:55:50 UTC 2017 - rpm@fthiessen.de
- Made png images reproducible
-------------------------------------------------------------------
Sat May 27 14:50:46 UTC 2017 - mailaender@opensuse.org
- update to version 2.4.5
-------------------------------------------------------------------
Sat Aug 27 08:25:38 UTC 2016 - mailaender@opensuse.org
- initial packaging of version 2.2.5