Gez Posted July 25, 2018 A GitHub-hosted wiki is good enough and allows to avoid a lot of headaches that having to host and maintain a MediaWiki installation would cause. However, it is possible to do like SLADE and embed the GitHub wiki on the site: http://slade.mancubus.net/index.php?page=wiki is actually https://github.com/sirjuddington/SLADE/wiki 0 Share this post Link to post
bradharding Posted August 2, 2018 (edited) After over 4 months of development, I'm happy to announce v2.7 of DOOM Retro is now available for download! This version sees the inclusion of E1M4B: Phobos Mission Control and E1M8B: Tech Gone Bad, some significant performance improvements, and much more. Please visit www.doomretro.com for the link and complete release notes. Big thanks go to John Romero, The Last Cabra, Death Egg, David Carlier and Julia Nechaevsky for their help and support. Edited August 2, 2018 by bradharding 7 Share this post Link to post
KOF_Guy Posted August 3, 2018 I tested quicky this new version and I got a control issue with a xbox one controller. The configuration of the left thumbstick is : forward:forward right:turning right left:turning left back:forward It's unplayable, I can't back away at all in game, I guess this issue came from this new feature: If a gamepad with only one thumbstick is connected, movement will then be digital rather than analog and that one thumbstick will both turn the player left/right and move the player forward/back. 1 Share this post Link to post
Dragonsbrethren Posted August 3, 2018 (edited) Yeah, the defaults for my Xbox One controller are unplayable now. Edit: Also, speaking of controller bindings, Doom 2 XBLA has wonderful D-pad based weapon switching: Up: SSG, Shotgun Right: Chaingun, Pistol Down: Rocket Launcher, Chainsaw, Fist Left: Plasma Gun, BFG I'm not the best with console commands, is there a way to replicate these bindings in Doom Retro? I've only managed to use them in ZDoom-derived ports. Also can the SSG be given priority over the Shotgun when using the weapon 3 bind? Edited August 3, 2018 by Dragonsbrethren 0 Share this post Link to post
bradharding Posted August 3, 2018 6 hours ago, FrenchGuy said: I tested quicky this new version and I got a control issue with a xbox one controller. The configuration of the left thumbstick is : forward:forward right:turning right left:turning left back:forward It's unplayable, I can't back away at all in game, I guess this issue came from this new feature: If a gamepad with only one thumbstick is connected, movement will then be digital rather than analog and that one thumbstick will both turn the player left/right and move the player forward/back. Thanks for the report. I swear I tested using an Xbox 360 controller after implementing that feature... :/ Oh well, I'll work on a fix and upload a small point release as soon as I can. 3 hours ago, Dragonsbrethren said: Edit: Also, speaking of controller bindings, Doom 2 XBLA has wonderful D-pad based weapon switching: Up: SSG, Shotgun Right: Chaingun, Pistol Down: Rocket Launcher, Chainsaw, Fist Left: Plasma Gun, BFG I'm not the best with console commands, is there a way to replicate these bindings in Doom Retro? I've only managed to use them in ZDoom-derived ports. Also can the SSG be given priority over the Shotgun when using the weapon 3 bind? Controls can't be bound in that way in DR, as only one weapon can be bound to one control (eg. bind dpadright +weapon4) I'll consider implementing them as default, though. As for shotgun priority, the last shotgun to be selected is the one that will come up when using that bind. 0 Share this post Link to post
bradharding Posted August 3, 2018 (edited) DOOM Retro v2.7.1 has been released, fixing player movement when using a gamepad. Edited August 3, 2018 by bradharding 0 Share this post Link to post
indigotyrian Posted August 4, 2018 (edited) While working on my last WAD I discovered a bug with Doom Retro's lighting. Here's what Doom Retro shows: https://i.imgur.com/04M5PWD.png Here's the same scene in Chocolate Doom: https://i.imgur.com/wgE8OyZ.png The "ring" that's lit in the picture is a door sector, which is raised after the player crosses a linedef in another room. Doom Retro illuminates this as the same light level as the sector at the far end, while Chocolate Doom (and any other port I try, which tells me that this is intended behavior) lights the sector with the correct light level. Here's the WAD: https://www.doomworld.com/idgames/levels/doom2/p-r/remcmplx 0 Share this post Link to post
Dragonsbrethren Posted August 4, 2018 (edited) Down on the left stick of an Xbox One controller is still moving the player forward in 2.7.1. Everything else seems to be fixed, though. Edit: It only does this when the stick is pushed all the way down. It'll correctly move me backwards if I only move it a little down from center. 9 hours ago, bradharding said: As for shotgun priority, the last shotgun to be selected is the one that will come up when using that bind. This isn't the behavior I'm seeing. The normal shotgun is always selected when pressing 3, even if I had been using the SSG before switching to another weapon. 0 Share this post Link to post
bradharding Posted August 4, 2018 1 hour ago, segfault said: While working on my last WAD I discovered a bug with Doom Retro's lighting. Here's what Doom Retro shows: https://i.imgur.com/04M5PWD.png Here's the same scene in Chocolate Doom: https://i.imgur.com/wgE8OyZ.png The "ring" that's lit in the picture is a door sector, which is raised after the player crosses a linedef in another room. Doom Retro illuminates this as the same light level as the sector at the far end, while Chocolate Doom (and any other port I try, which tells me that this is intended behavior) lights the sector with the correct light level. Here's the WAD: https://www.doomworld.com/idgames/levels/doom2/p-r/remcmplx DOOM Retro uses a subtle gradual lighting effect under all doors. It does it by using the light levels of the darkest and lightest adjacent sectors of the door, and in this case its sectors 49 and 97. I'll look into a solution, thanks. What might be better is to use the darkest adjacent sector, but don't get any lighter than the light level of the door. 8 minutes ago, Dragonsbrethren said: Down on the left stick of an Xbox One controller is still moving the player forward in 2.7.1. Everything else seems to be fixed, though. Edit: It only does this when the stick is pushed all the way down. It'll correctly move me backwards if I only move it a little down from center. This isn't the behavior I'm seeing. The normal shotgun is always selected when pressing 3, even if I had been using the SSG before switching to another weapon. Shit. Back to it then. I'll check out the behavior of the shotguns too. Thanks again! 0 Share this post Link to post
bradharding Posted August 4, 2018 I've decided to rerelease v2.7.1 with these fixes, rather than yet another point release so soon after the last one. Thanks again guys. Please let me know if you have any further issues. 0 Share this post Link to post
Dragonsbrethren Posted August 4, 2018 Thanks for the quick fixes, everything seems good now. 0 Share this post Link to post
KOF_Guy Posted August 4, 2018 Yes indeed, it's works also as for me, thanks. 0 Share this post Link to post
Lila Feuer Posted August 4, 2018 (edited) Is it possible to have objects not blocking projectiles and lost souls blocked by pickups, like Doom? It seems when infinite height is on, the lost souls behave as they should, but then you can't shoot through decorative objects with rockets/plasma balls, but if infinite height is off then lost souls will fly over items and your projectiles go through objects? 1 Share this post Link to post
indigotyrian Posted August 4, 2018 (edited) 23 hours ago, bradharding said: DOOM Retro uses a subtle gradual lighting effect under all doors. It does it by using the light levels of the darkest and lightest adjacent sectors of the door, and in this case its sectors 49 and 97. I'll look into a solution, thanks. What might be better is to use the darkest adjacent sector, but don't get any lighter than the light level of the door. Shit. Back to it then. I'll check out the behavior of the shotguns too. Thanks again! Ahh, I see. Honestly you can keep that behavior, I probably should've used W1 Lower to LAF instead of W1 Door Stay Open Fast. In fact, testing that now shows the behavior I expected. Thanks for explaining that to me! EDIT: Do you have any plans to add OPL2/OPL3/OPN emulation support for MIDI playback? That's literally the one feature this port is lacking for me, otherwise I'd be Doom Retro all day. Edited August 5, 2018 by segfault 0 Share this post Link to post
Dragonsbrethren Posted August 5, 2018 (edited) I'd like to make a cosmetic feature request: A CVAR to "unfix" sky rendering while invulnerable. Doom just looks wrong to me when the sky gets inverted as well, and the sky not changing is so obvious in so many IWAD maps that I have a hard time believing it wasn't done intentionally. Also the SSG/Shotgun change is better, but I'm still really missing the vanilla behavior where the SSG always takes priority, could that be made an option? It's a muscle memory thing, I get what you're going for with Doom Retro's selection behavior, but it's hard to unlearn the old behavior (and if I do, I'll have to unlearn Doom Retro's behavior when playing with another port). 0 Share this post Link to post
bradharding Posted August 6, 2018 14 hours ago, Dragonsbrethren said: I'd like to make a cosmetic feature request: A CVAR to "unfix" sky rendering while invulnerable. Doom just looks wrong to me when the sky gets inverted as well, and the sky not changing is so obvious in so many IWAD maps that I have a hard time believing it wasn't done intentionally. I disagree, but I'll consider a CVAR. :P 15 hours ago, Dragonsbrethren said: Also the SSG/Shotgun change is better, but I'm still really missing the vanilla behavior where the SSG always takes priority, could that be made an option? I'll look into this. I might do it by implementing a different action that can be bound to the 3 key. On 8/5/2018 at 3:02 AM, segfault said: Do you have any plans to add OPL2/OPL3/OPN emulation support for MIDI playback? That's literally the one feature this port is lacking for me, otherwise I'd be Doom Retro all day. No, sorry. I want to keep sound the way it is tbh. On 8/5/2018 at 3:01 AM, Lila Feuer said: Is it possible to have objects not blocking projectiles and lost souls blocked by pickups, like Doom? It seems when infinite height is on, the lost souls behave as they should, but then you can't shoot through decorative objects with rockets/plasma balls, but if infinite height is off then lost souls will fly over items and your projectiles go through objects? Thanks for the suggestion. I'll consider another CVAR. 2 Share this post Link to post
KOF_Guy Posted August 8, 2018 I played Ultimate Doom with DOOM Retro v2.7.1 and I discovered in E4M7(Ultraviolence) two flying imps. I reset this level few times and this imps was in the same position. I never saw that with GZdoom in the same level. 0 Share this post Link to post
bradharding Posted August 8, 2018 46 minutes ago, FrenchGuy said: I played Ultimate Doom with DOOM Retro v2.7.1 and I discovered in E4M7(Ultraviolence) two flying imps. I reset this level few times and this imps was in the same position. I never saw that with GZdoom in the same level. Thanks for letting me know. Just checked myself, and they are indeed levitating. I'll look into it. 0 Share this post Link to post
Da Werecat Posted August 30, 2018 May I ask why the intro pic was changed? The text at the bottom is extremely blurry and illegible now. I don't remember what the old logo was, but the text was the most readable and aesthetically pleasing before it started to incorporate words in italic, and the current version - I don't like it at all. 0 Share this post Link to post
bradharding Posted August 30, 2018 Design decision, based on other similar splash screens of modern titles. The old text took up too much of the screen, and detracted from the logo itself. I still think it's readable, but the screen is only up for a couple of seconds after all, so no one's really reading it. That same text is on the blog, README.md in the source, and at the bottom of every page of the wiki anyway. 0 Share this post Link to post
Urthar Posted August 30, 2018 (edited) Did you do something with mouse2 recently? After installing the latest version 'bind mouse2 +run' resulted in odd behaviour. The run modifier was correctly applied, however I was no longer able to strafe left and right with the keys. 0 Share this post Link to post
bradharding Posted August 31, 2018 2 hours ago, Urthar said: Did you do something with mouse2 recently? After installing the latest version 'bind mouse2 +run' resulted in odd behaviour. The run modifier was correctly applied, however I was no longer able to strafe left and right with the keys. Thanks Urthar. I've just fixed this here. 1 Share this post Link to post
sylux Posted September 6, 2018 Anyone know how i can disable movement on the right thumbstick when using a controller? also how do i enable vibration, I've tried putting it at 50% and 200% but its still not working. 0 Share this post Link to post
bradharding Posted September 6, 2018 4 hours ago, sylux said: Anyone know how i can disable movement on the right thumbstick when using a controller? also how do i enable vibration, I've tried putting it at 50% and 200% but its still not working. To disable movement of the right thumbstick you can enter gp_deadzone_right 100% in the console. Vibration is enabled by default, but only works for XInput controllers. What gamepad do you have? 0 Share this post Link to post
sylux Posted September 6, 2018 52 minutes ago, bradharding said: To disable movement of the right thumbstick you can enter gp_deadzone_right 100% in the console. Vibration is enabled by default, but only works for XInput controllers. What gamepad do you have? Sorry i should have been a bit for specific, my right thumbstick moves the player back and forward as well as look left and right. Is there anyway to make it look only? I have a wired 360 controller. Thanks for the replay and the source port is great btw. 0 Share this post Link to post
bradharding Posted September 6, 2018 9 minutes ago, sylux said: Sorry i should have been a bit for specific, my right thumbstick moves the player back and forward as well as look left and right. Is there anyway to make it look only? That's ok. If you set gp_thumbsticks to 2 (which it should be by default), then the right thumbstick will look only, and the left will move the player. As for the vibration, it should certainly work with a 360 controller. If you open the console, does it say "A gamepad is connected. Using XInput..."? 0 Share this post Link to post
sylux Posted September 6, 2018 3 minutes ago, bradharding said: That's ok. If you set gp_thumbsticks to 2 (which it should be by default), then the right thumbstick will look only, and the left will move the player. As for the vibration, it should certainly work with a 360 controller. If you open the console, does it say "A gamepad is connected. Using XInput..."? Config says gp_thumbsticks 2. The left is fine it can move the player forward, back and strafe but the right one also moves the player forward and back as well look left and right. Also it says gamepad connected using XInput 1.4. 0 Share this post Link to post
bradharding Posted September 7, 2018 (edited) 1 hour ago, sylux said: Config says gp_thumbsticks 2. The left is fine it can move the player forward, back and strafe but the right one also moves the player forward and back as well look left and right. Also it says gamepad connected using XInput 1.4. Thanks for the info. I'll look into what's happening. Update: And I've fixed it! Thanks again for your help, and here's a beta of the next version with the fix. Edited September 7, 2018 by bradharding 0 Share this post Link to post
bradharding Posted September 8, 2018 A new version of DOOM Retro is now available, fixing a few minor control issues, and adding a couple of added features. Visit www.doomretro.com to download. Also, for those interested, I've started a new Discord server! Please help me get it off the ground by joining. The invite is https://discord.gg/jAfAyWG. 1 Share this post Link to post
Grizzly Posted September 24, 2018 (edited) I've been playing Rekkr with this source port for a while, but I noticed a bug that is exemplified in Rekkr's E1M8 This is the Chocolate Doom behaviour: There's also GLBoom and GZDoom videos available for comparison. However, this is the Retro Doom behaviour: Note how the skybox is different, but also note that the spider-eyeball monsters (the closest equivalent of the mod to the pain elementals) simply don't spawn at all. They don't spawn in E1M7 either, and I wasn't able to spawn them in with the console either (though that might just be me). 0 Share this post Link to post