Gifty Posted November 4, 2019 (edited) Just popping in to say good work on this port, I really enjoy the curated feel of it. 2 Share this post Link to post
bradharding Posted November 24, 2019 (edited) Version 3.2 of DOOM Retro is now available! Please visit www.doomretro.com to download. Here's a list of changes: Optimizations have been made to further improve the overall performance and stability of DOOM Retro. Minor changes have been made to 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. 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. UPDATE: Version 3.2.1, a small point release, has been released and resolves a couple further issues. Edited November 27, 2019 by bradharding 4 Share this post Link to post
HAK3180 Posted December 3, 2019 I downloaded 3.2.1. Sound effects are not working. I deleted everything and did it again. Just moved the the files over and fired up Doom 2. No sound effects. Music only. 0 Share this post Link to post
DoomedFox Posted December 4, 2019 Doom retro seems to crash to the desktop at a point when playing eviternity, especially on map 04. It happens when I look in a curtain spot too so I Dunno if it's a bug or not. 0 Share this post Link to post
bradharding Posted December 4, 2019 8 hours ago, HAK3180 said: I downloaded 3.2.1. Sound effects are not working. I deleted everything and did it again. Just moved the the files over and fired up Doom 2. No sound effects. Music only. Could you please check that the s_sfxxvolume CVAR hasn't been set to 0% (check doomretro.cfg, or through the console)? Also, are there any warnings in the console saying SFX couldn't be initiailized? 21 minutes ago, DoomedFox said: Doom retro seems to crash to the desktop at a point when playing eviternity, especially on map 04. It happens when I look in a curtain spot too so I Dunno if it's a bug or not. Thanks @DoomedFox. I'll check it out myself. But could also please provide the error information in Windows' Event Viewer so I can trace the crash? Or perhaps use the idmypos cheat to provide (x,y) coordinates so I can know where the issue is in the map? 1 Share this post Link to post
DoomedFox Posted December 4, 2019 7 hours ago, bradharding said: Thanks @DoomedFox. I'll check it out myself. But could also please provide the error information in Windows' Event Viewer so I can trace the crash? Or perhaps use the idmypos cheat to provide (x,y) coordinates so I can know where the issue is in the map? Sure! It's around angle= 270 x,y,z= (1223, -1730 -224) the crash seems to happen softly (like if you exited doom retro normally) instead of just being abrupt. 0 Share this post Link to post
HAK3180 Posted December 4, 2019 12 hours ago, bradharding said: Could you please check that the s_sfxxvolume CVAR hasn't been set to 0% (check doomretro.cfg, or through the console)? Also, are there any warnings in the console saying SFX couldn't be initiailized? Thanks. My antivirus software was rejecting midiproc but not really telling me it was doing so. It has always rejected the Retro exe the first time too, but this is new. 0 Share this post Link to post
DoomedFox Posted December 4, 2019 Found another bug, when loading saves that had pwads loaded without said pwad the doom retro blood splats can become large and clip through the level geometry. If you load the save with the pwads loaded however, it goes back to normal. The pwad I use changes weapon sprites so I dunno if that conflicts with the source port in some sort of way. 0 Share this post Link to post
bradharding Posted December 5, 2019 18 hours ago, DoomedFox said: Sure! It's around angle= 270 x,y,z= (1223, -1730 -224) the crash seems to happen softly (like if you exited doom retro normally) instead of just being abrupt. Thanks @DoomedFox. Unfortunately, after playing around at the coordinates you've provided, I'm unable to replicate the crash. My apologies for asking more of you, but could you please get it to crash again and then provide the crash report in the Windows event viewer (see here). Also, does it also occur in v3.2 of DR, or only v3.2.1? 9 hours ago, DoomedFox said: Found another bug, when loading saves that had pwads loaded without said pwad the doom retro blood splats can become large and clip through the level geometry. If you load the save with the pwads loaded however, it goes back to normal. The pwad I use changes weapon sprites so I dunno if that conflicts with the source port in some sort of way. What is the pwad you are referring so I can check it out? 0 Share this post Link to post
TheRisenOsiris Posted December 14, 2019 On 12/5/2019 at 2:09 AM, bradharding said: Thanks @DoomedFox. Unfortunately, after playing around at the coordinates you've provided, I'm unable to replicate the crash. My apologies for asking more of you, but could you please get it to crash again and then provide the crash report in the Windows event viewer (see here). Also, does it also occur in v3.2 of DR, or only v3.2.1? I'd like to second this bug around the same area of the same level. (Happens to me around the left side of the raised stairs later in the level.) Happens on both 3.2.1 and 3.2 32-bit and 64-bit. Here's the 32-bit error: Log Name: Application Source: Application Error Date: 12/13/2019 10:51:20 PM Event ID: 1000 Task Category: (100) Level: Error Keywords: Classic User: N/A Computer: DESKTOP-BHHM0AH Description: Faulting application name: doomretro.exe, version: 3.2.1.0, time stamp: 0x5dde192f Faulting module name: doomretro.exe, version: 3.2.1.0, time stamp: 0x5dde192f Exception code: 0xc0000005 Fault offset: 0x00074b8d Faulting process id: 0x2204 Faulting application start time: 0x01d5b231a734c84c Faulting application path: C:\Games\Doom Quickstart Archive v2\Sourceports\Windows\doomretro-3.2.1-win32\doomretro.exe Faulting module path: C:\Games\Doom Quickstart Archive v2\Sourceports\Windows\doomretro-3.2.1-win32\doomretro.exe Report Id: 18e5b4dc-8aed-4398-bfee-98001ba85f5b Faulting package full name: Faulting package-relative application ID: Event Xml: <Event xmlns="http://schemas.microsoft.com/win/2004/08/events/event"> <System> <Provider Name="Application Error" /> <EventID Qualifiers="0">1000</EventID> <Level>2</Level> <Task>100</Task> <Keywords>0x80000000000000</Keywords> <TimeCreated SystemTime="2019-12-14T03:51:20.425290400Z" /> <EventRecordID>4004</EventRecordID> <Channel>Application</Channel> <Computer>DESKTOP-BHHM0AH</Computer> <Security /> </System> <EventData> <Data>doomretro.exe</Data> <Data>3.2.1.0</Data> <Data>5dde192f</Data> <Data>doomretro.exe</Data> <Data>3.2.1.0</Data> <Data>5dde192f</Data> <Data>c0000005</Data> <Data>00074b8d</Data> <Data>2204</Data> <Data>01d5b231a734c84c</Data> <Data>C:\Games\Doom Quickstart Archive v2\Sourceports\Windows\doomretro-3.2.1-win32\doomretro.exe</Data> <Data>C:\Games\Doom Quickstart Archive v2\Sourceports\Windows\doomretro-3.2.1-win32\doomretro.exe</Data> <Data>18e5b4dc-8aed-4398-bfee-98001ba85f5b</Data> <Data> </Data> <Data> </Data> </EventData> </Event> 64-bit error log: Log Name: Application Source: Application Error Date: 12/14/2019 2:33:16 PM Event ID: 1000 Task Category: (100) Level: Error Keywords: Classic User: N/A Computer: DESKTOP-BHHM0AH Description: Faulting application name: doomretro.exe, version: 3.2.1.0, time stamp: 0x5dde18ca Faulting module name: doomretro.exe, version: 3.2.1.0, time stamp: 0x5dde18ca Exception code: 0xc0000005 Fault offset: 0x00000000000b7a1d Faulting process id: 0x20f8 Faulting application start time: 0x01d5b2b53faecb55 Faulting application path: C:\Games\Doom Quickstart Archive v2\Sourceports\Windows\doomretro-3.2.1-win64\doomretro.exe Faulting module path: C:\Games\Doom Quickstart Archive v2\Sourceports\Windows\doomretro-3.2.1-win64\doomretro.exe Report Id: dc1a05e7-8aa2-484b-b23d-932d541ef322 Faulting package full name: Faulting package-relative application ID: Event Xml: <Event xmlns="http://schemas.microsoft.com/win/2004/08/events/event"> <System> <Provider Name="Application Error" /> <EventID Qualifiers="0">1000</EventID> <Level>2</Level> <Task>100</Task> <Keywords>0x80000000000000</Keywords> <TimeCreated SystemTime="2019-12-14T19:33:16.247122100Z" /> <EventRecordID>4013</EventRecordID> <Channel>Application</Channel> <Computer>DESKTOP-BHHM0AH</Computer> <Security /> </System> <EventData> <Data>doomretro.exe</Data> <Data>3.2.1.0</Data> <Data>5dde18ca</Data> <Data>doomretro.exe</Data> <Data>3.2.1.0</Data> <Data>5dde18ca</Data> <Data>c0000005</Data> <Data>00000000000b7a1d</Data> <Data>20f8</Data> <Data>01d5b2b53faecb55</Data> <Data>C:\Games\Doom Quickstart Archive v2\Sourceports\Windows\doomretro-3.2.1-win64\doomretro.exe</Data> <Data>C:\Games\Doom Quickstart Archive v2\Sourceports\Windows\doomretro-3.2.1-win64\doomretro.exe</Data> <Data>dc1a05e7-8aa2-484b-b23d-932d541ef322</Data> <Data> </Data> <Data> </Data> </EventData> </Event> 0 Share this post Link to post
bradharding Posted December 14, 2019 Thanks @TheRisenOsiris! I hope I've been able to resolve this. Could you please let me know if the problem still occurs in this test build? 0 Share this post Link to post
TheRisenOsiris Posted December 14, 2019 (edited) Unfortunately it still seems to occur for me. Log: Log Name: Application Source: Application Error Date: 12/14/2019 3:34:40 PM Event ID: 1000 Task Category: (100) Level: Error Keywords: Classic User: N/A Computer: DESKTOP-BHHM0AH Description: Faulting application name: doomretro.exe, version: 3.2.1.0, time stamp: 0x5df54367 Faulting module name: doomretro.exe, version: 3.2.1.0, time stamp: 0x5df54367 Exception code: 0xc0000005 Fault offset: 0x00074b8d Faulting process id: 0x1630 Faulting application start time: 0x01d5b2bdce8f12cd Faulting application path: C:\Games\Doom Quickstart Archive v2\Sourceports\Windows\doomretro-3.2.1test-win32\doomretro.exe Faulting module path: C:\Games\Doom Quickstart Archive v2\Sourceports\Windows\doomretro-3.2.1test-win32\doomretro.exe Report Id: cb692494-bad1-4cf9-b760-5999c87bbd6a Faulting package full name: Faulting package-relative application ID: Event Xml: <Event xmlns="http://schemas.microsoft.com/win/2004/08/events/event"> <System> <Provider Name="Application Error" /> <EventID Qualifiers="0">1000</EventID> <Level>2</Level> <Task>100</Task> <Keywords>0x80000000000000</Keywords> <TimeCreated SystemTime="2019-12-14T20:34:40.873476800Z" /> <EventRecordID>4021</EventRecordID> <Channel>Application</Channel> <Computer>DESKTOP-BHHM0AH</Computer> <Security /> </System> <EventData> <Data>doomretro.exe</Data> <Data>3.2.1.0</Data> <Data>5df54367</Data> <Data>doomretro.exe</Data> <Data>3.2.1.0</Data> <Data>5df54367</Data> <Data>c0000005</Data> <Data>00074b8d</Data> <Data>1630</Data> <Data>01d5b2bdce8f12cd</Data> <Data>C:\Games\Doom Quickstart Archive v2\Sourceports\Windows\doomretro-3.2.1test-win32\doomretro.exe</Data> <Data>C:\Games\Doom Quickstart Archive v2\Sourceports\Windows\doomretro-3.2.1test-win32\doomretro.exe</Data> <Data>cb692494-bad1-4cf9-b760-5999c87bbd6a</Data> <Data> </Data> <Data> </Data> </EventData> </Event> 0 Share this post Link to post
bradharding Posted December 14, 2019 @TheRisenOsiris Oh well. Same crash. Could you please test with previous builds of Doom Retro (3.2 and 3.1) to see if the crash occurred then? 0 Share this post Link to post
TheRisenOsiris Posted December 15, 2019 3.1 crash report: Log Name: Application Source: Application Error Date: 12/14/2019 9:45:33 PM Event ID: 1000 Task Category: (100) Level: Error Keywords: Classic User: N/A Computer: DESKTOP-BHHM0AH Description: Faulting application name: doomretro.exe, version: 3.1.0.0, time stamp: 0x5dbc8cd6 Faulting module name: doomretro.exe, version: 3.1.0.0, time stamp: 0x5dbc8cd6 Exception code: 0xc0000005 Fault offset: 0x000733cd Faulting process id: 0x1b74 Faulting application start time: 0x01d5b2f189649926 Faulting application path: C:\Games\Doom Quickstart Archive v2\Sourceports\Windows\doomretro-3.1-win32\doomretro.exe Faulting module path: C:\Games\Doom Quickstart Archive v2\Sourceports\Windows\doomretro-3.1-win32\doomretro.exe Report Id: 557cafde-5e93-4d59-9008-286b0d99dfa1 Faulting package full name: Faulting package-relative application ID: Event Xml: <Event xmlns="http://schemas.microsoft.com/win/2004/08/events/event"> <System> <Provider Name="Application Error" /> <EventID Qualifiers="0">1000</EventID> <Level>2</Level> <Task>100</Task> <Keywords>0x80000000000000</Keywords> <TimeCreated SystemTime="2019-12-15T02:45:33.344695600Z" /> <EventRecordID>4026</EventRecordID> <Channel>Application</Channel> <Computer>DESKTOP-BHHM0AH</Computer> <Security /> </System> <EventData> <Data>doomretro.exe</Data> <Data>3.1.0.0</Data> <Data>5dbc8cd6</Data> <Data>doomretro.exe</Data> <Data>3.1.0.0</Data> <Data>5dbc8cd6</Data> <Data>c0000005</Data> <Data>000733cd</Data> <Data>1b74</Data> <Data>01d5b2f189649926</Data> <Data>C:\Games\Doom Quickstart Archive v2\Sourceports\Windows\doomretro-3.1-win32\doomretro.exe</Data> <Data>C:\Games\Doom Quickstart Archive v2\Sourceports\Windows\doomretro-3.1-win32\doomretro.exe</Data> <Data>557cafde-5e93-4d59-9008-286b0d99dfa1</Data> <Data> </Data> <Data> </Data> </EventData> </Event> 3.2 crash report: Log Name: Application Source: Application Error Date: 12/14/2019 2:34:40 PM Event ID: 1000 Task Category: (100) Level: Error Keywords: Classic User: N/A Computer: DESKTOP-BHHM0AH Description: Faulting application name: doomretro.exe, version: 3.2.0.0, time stamp: 0x5ddaef56 Faulting module name: doomretro.exe, version: 3.2.0.0, time stamp: 0x5ddaef56 Exception code: 0xc0000005 Fault offset: 0x00000000000b76cd Faulting process id: 0x1038 Faulting application start time: 0x01d5b2b575f8206e Faulting application path: C:\Games\Doom Quickstart Archive v2\Sourceports\Windows\doomretro-3.2-win64\doomretro.exe Faulting module path: C:\Games\Doom Quickstart Archive v2\Sourceports\Windows\doomretro-3.2-win64\doomretro.exe Report Id: a5ee7a17-b285-4fe4-b7c1-5b87fcd2c37f Faulting package full name: Faulting package-relative application ID: Event Xml: <Event xmlns="http://schemas.microsoft.com/win/2004/08/events/event"> <System> <Provider Name="Application Error" /> <EventID Qualifiers="0">1000</EventID> <Level>2</Level> <Task>100</Task> <Keywords>0x80000000000000</Keywords> <TimeCreated SystemTime="2019-12-14T19:34:40.753023300Z" /> <EventRecordID>4015</EventRecordID> <Channel>Application</Channel> <Computer>DESKTOP-BHHM0AH</Computer> <Security /> </System> <EventData> <Data>doomretro.exe</Data> <Data>3.2.0.0</Data> <Data>5ddaef56</Data> <Data>doomretro.exe</Data> <Data>3.2.0.0</Data> <Data>5ddaef56</Data> <Data>c0000005</Data> <Data>00000000000b76cd</Data> <Data>1038</Data> <Data>01d5b2b575f8206e</Data> <Data>C:\Games\Doom Quickstart Archive v2\Sourceports\Windows\doomretro-3.2-win64\doomretro.exe</Data> <Data>C:\Games\Doom Quickstart Archive v2\Sourceports\Windows\doomretro-3.2-win64\doomretro.exe</Data> <Data>a5ee7a17-b285-4fe4-b7c1-5b87fcd2c37f</Data> <Data> </Data> <Data> </Data> </EventData> </Event> Oddly enough also had a crash in the 2nd episode of Ultimate Doom in a very similar manner. This happened in the fourth level of the episode as well, I believe. Here is that crash report: Log Name: Application Source: Application Error Date: 12/14/2019 4:19:27 PM Event ID: 1000 Task Category: (100) Level: Error Keywords: Classic User: N/A Computer: DESKTOP-BHHM0AH Description: Faulting application name: doomretro.exe, version: 3.2.1.0, time stamp: 0x5dde18ca Faulting module name: doomretro.exe, version: 3.2.1.0, time stamp: 0x5dde18ca Exception code: 0xc0000005 Fault offset: 0x0000000000075352 Faulting process id: 0x2228 Faulting application start time: 0x01d5b2beaf5ba8b1 Faulting application path: C:\Games\Doom Quickstart Archive v2\Sourceports\Windows\doomretro-3.2.1-win64\doomretro.exe Faulting module path: C:\Games\Doom Quickstart Archive v2\Sourceports\Windows\doomretro-3.2.1-win64\doomretro.exe Report Id: 1176d8f8-459a-4428-93b7-4541064f739a Faulting package full name: Faulting package-relative application ID: Event Xml: <Event xmlns="http://schemas.microsoft.com/win/2004/08/events/event"> <System> <Provider Name="Application Error" /> <EventID Qualifiers="0">1000</EventID> <Level>2</Level> <Task>100</Task> <Keywords>0x80000000000000</Keywords> <TimeCreated SystemTime="2019-12-14T21:19:27.386990000Z" /> <EventRecordID>4023</EventRecordID> <Channel>Application</Channel> <Computer>DESKTOP-BHHM0AH</Computer> <Security /> </System> <EventData> <Data>doomretro.exe</Data> <Data>3.2.1.0</Data> <Data>5dde18ca</Data> <Data>doomretro.exe</Data> <Data>3.2.1.0</Data> <Data>5dde18ca</Data> <Data>c0000005</Data> <Data>0000000000075352</Data> <Data>2228</Data> <Data>01d5b2beaf5ba8b1</Data> <Data>C:\Games\Doom Quickstart Archive v2\Sourceports\Windows\doomretro-3.2.1-win64\doomretro.exe</Data> <Data>C:\Games\Doom Quickstart Archive v2\Sourceports\Windows\doomretro-3.2.1-win64\doomretro.exe</Data> <Data>1176d8f8-459a-4428-93b7-4541064f739a</Data> <Data> </Data> <Data> </Data> </EventData> </Event> 0 Share this post Link to post
bradharding Posted December 15, 2019 @TheRisenOsiris Thanks so much for taking the time to do this. Looks like this bug has been around longer than I thought. 0 Share this post Link to post
TheRisenOsiris Posted December 15, 2019 No problem at all! I really like your sourceport so I'm glad I can help. 1 Share this post Link to post
bojan_dk Posted December 18, 2019 (edited) Hey guys, is there an option to see see the full weapon sprite when i go to alternative hud? The weapon sprite is still clipped as if i had my classic hud on. 0 Share this post Link to post
bradharding Posted December 19, 2019 15 hours ago, bojan_dk said: Hey guys, is there an option to see see the full weapon sprite when i go to alternative hud? The weapon sprite is still clipped as if i had my classic hud on. No, there isn't. Doom Retro's widescreen mode is different to other source ports: it "zooms in" on the 16:10 player's view above the status bar, rather than alter the vertical field of view. (If you enable mouselook and look down, however, you can see the full weapon sprite.) 0 Share this post Link to post
bradharding Posted December 21, 2019 (edited) Version 3.3 of DOOM Retro is now available! Please visit www.doomretro.com to download. Here's a list of changes: Optimizations have been made to further improve the overall performance and stability of DOOM Retro. 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. Edited December 21, 2019 by bradharding 9 Share this post Link to post
maxmanium Posted December 21, 2019 Three cheers for MBF compatibility! 5 Share this post Link to post
Flesh420 Posted December 21, 2019 (edited) Possible bug I've no idea how to reproduce. Played last night and saved the game, tried to play said save today and for some reason 'a' and 'd' are completely unbinded. When I put bind 'd' +moveright and bind 'a' +moveleft in the cfg it acts as if there's nothing binded at all. Was working fine last night. Edit: I fixed it by deleting the cfg file. 0 Share this post Link to post
traversd Posted December 22, 2019 Hi Brad, Is there a way to turn off the effect where a sector being raised by a door linedef special brightens to the highest light level of its neighbour sectors? Thanks heaps :) 0 Share this post Link to post
valkiriforce Posted December 22, 2019 Question: is it possible to turn off the ability for monsters to climb very narrow or thin sectors? It's cool that some monsters have been able to travel into smaller spaces, but there have been some occasions where it either got in the way of things or they climb up on some very thin ledge like this Mancubus did here: 0 Share this post Link to post
bradharding Posted December 23, 2019 On 12/22/2019 at 9:39 AM, Flesh420 said: Possible bug I've no idea how to reproduce. Played last night and saved the game, tried to play said save today and for some reason 'a' and 'd' are completely unbinded. When I put bind 'd' +moveright and bind 'a' +moveleft in the cfg it acts as if there's nothing binded at all. Was working fine last night. Hmm... I think I might know what caused this. I've made a change ready for the next version, so hopefully this won't happen again. Thanks. 18 hours ago, traversd said: ...Is there a way to turn off the effect where a sector being raised by a door linedef special brightens to the highest light level of its neighbour sectors?... So far, no. But I've just now implemented an r_graduallighting CVAR that'll allow you to toggle this in the next version. 14 hours ago, valkiriforce said: Question: is it possible to turn off the ability for monsters to climb very narrow or thin sectors? It's cool that some monsters have been able to travel into smaller spaces, but there have been some occasions where it either got in the way of things or they climb up on some very thin ledge like this Mancubus did here: Answer: I've noticed this before, and it is something I'd like to fix. I'll look into this further. 1 Share this post Link to post
maxmanium Posted December 23, 2019 Hey Brad, two things of note from me: 1. Doom Retro is the only source port with the problem shown in the GIF below. When exiting a level the player view resets to ~0.5 seconds prior before actually exiting the level. Minor issue but definitely noticeable. 2. Would it be out of scope for the project to implement an option wherein the "A SECRET IS REVEALED" message + sound appear? 0 Share this post Link to post
bradharding Posted December 24, 2019 11 hours ago, maxmanium said: Hey Brad, two things of note from me: 1. Doom Retro is the only source port with the problem shown in the GIF below. When exiting a level the player view resets to ~0.5 seconds prior before actually exiting the level. Minor issue but definitely noticeable. 2. Would it be out of scope for the project to implement an option wherein the "A SECRET IS REVEALED" message + sound appear? 1. When the player ends a map with a switch, their view is drawn a second time, so the switch can be seen to be updated before the wipe. It looks like I'll need to accommodate for the interpolation of the player's movement in this instance. Thanks. I'll see what I can do. 2. Yep. I plan on getting around to this eventually. :) Need to settle on a sound I like. 3 Share this post Link to post
maxmanium Posted January 2, 2020 I think I found a pretty major bug -- seems like teleporters (linedef type 97) don't work at all after loading a savegame. 0 Share this post Link to post
bradharding Posted January 2, 2020 26 minutes ago, maxmanium said: I think I found a pretty major bug -- seems like teleporters (linedef type 97) don't work at all after loading a savegame. Ah, that was a bug caught moments after I released the last version. And then I fixed and reuploaded it. Please redownload. :) 1 Share this post Link to post
bradharding Posted January 3, 2020 Version 3.4 of DOOM Retro is now available! Please visit www.doomretro.com to download. Here's a list of changes: Optimizations have been made to further improve the overall performance and stability of DOOM Retro. 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. 2 Share this post Link to post
maxmanium Posted January 4, 2020 Sorry to keep posting here, but my game seems to be crashing on MAP07 of Ancient Aliens and I'm not sure why. Hit the switch and ride the lift, it crashes just before the lift reaches the top. I can't seem to reproduce it outside of the save file but from what I can tell it seems to be a rendering issue, when something comes into view. aliensav.zip 0 Share this post Link to post