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bradharding

DOOM Retro v5.3 (updated March 3, 2024)

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10 hours ago, bradharding said:

Just double-checked. It works for me! Do you get a message in the console when you take a screenshot? At startup, what does it show as the screenshot folder? Which key is +screenshot bound to? And is that listed when you enter the bindlist ccmd?

Sorry!

False alarm!

I just got home and restarted the PC and now its work as intended!
672238369_HumanBBQ(1).png.86d780534edae367a6dd2b96b7fe661d.png

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6 hours ago, irukanjji said:

Hi Brad, is this  compatible with wadsmoosh by JPL ?

No it isn't. Wadsmoosh produces pk3 files used by the ZDoom family of ports.

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30 minutes ago, valkiriforce said:

I encountered a crash recently playing Eternal Slumber Party when getting to the intermission screen. It may have to do with how the wad includes entire screens for the map titles, maybe you can look into it?


I suspect this sort of thing has already been fixed ready for the next release, but I’ll check once I’m near my PC. 

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21 minutes ago, valkiriforce said:

I encountered a crash recently playing Eternal Slumber Party when getting to the intermission screen. It may have to do with how the wad includes entire screens for the map titles, maybe you can look into it?

 

2 minutes ago, bradharding said:

I suspect this sort of thing has already been fixed ready for the next release, but I’ll check once I’m near my PC. 



Confirmed... but sometimes crash sometimes not, at least on my end.

Here is the crash report:

Nombre del evento de problema:    APPCRASH
  Nombre de la aplicación:    doomretro.exe
  Versión de la aplicación:    3.6.1.0
  Marca de tiempo de la aplicación:    5f38cb13
  Nombre del módulo con errores:    doomretro.exe
  Versión del módulo con errores:    3.6.1.0
  Marca de tiempo del módulo con errores:    5f38cb13
  Código de excepción:    c0000005
  Desplazamiento de excepción:    000830d9
  Versión del sistema operativo:    6.1.7601.2.1.0.256.1
  Id. de configuración regional:    11274
  Información adicional 1:    0a9e
  Información adicional 2:    0a9e372d3b4ad19135b953a78882e789
  Información adicional 3:    0a9e
  Información adicional 4:    0a9e372d3b4ad19135b953a78882e789

I suspect is something that it was addresed before, but acting funky in this case.
As you told me, Brad, when a graphic is larger or wider than the proper 320x200 resolution, DoomRetro try to draw the exceeding graphic and then crashing.
Well in this case, the CWILV patches TOD used are not completely 320x200, instead they are 320x198, so i don't know what to think

The strange situation comes from that Eviternity uses this same method of interpic, and it don't crash at all.
So this crash really has me lost ;/

 

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I have found in the latest version of doom retro, if i select a wad not in the same directory (or a child sub directory) as doom retro and the iwad, the music from that wad wont be played.

 

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Thanks for the report @mark55, but I'm unable to reproduce this. I tested by unzipping DR v3.6.1 into a new folder, placed a copy of DOOM2.WAD in the same folder. I then created a subfolder and placed a PWAD in that (in this case, breach.wad). breach.wad loaded fine, and it's music played fine as well. Works from the command-line, and through the launcher. Could you please provide more information?

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12 hours ago, mark55 said:

I have found in the latest version of doom retro, if i select a wad not in the same directory (or a child sub directory) as doom retro and the iwad, the music from that wad wont be played.

 

I have DoomRetro on a main folder along the IWADS and batch files, and then pwads and dehacked patches on their respective sub folders since the first builds of DoomRetro and never encounterd this.

What wad you were playing?

That could help to reduce the problem and allocate it properly.

Also, Was there any program open on the back besides DoomRetro?
Program like Slade or something?

 

 

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3 hours ago, P41R47 said:

I have DoomRetro on a main folder along the IWADS and batch files, and then pwads and dehacked patches on their respective sub folders since the first builds of DoomRetro and never encounterd this.

What wad you were playing?

That could help to reduce the problem and allocate it properly.

Also, Was there any program open on the back besides DoomRetro?
Program like Slade or something?

 

 

So my directory structure is admittedly disorganized from an old gzdoom install, i have a bunch of wads in E:\games\doom\gzdoom-r345 and inside that i have E:\games\doom\gzdoom-r345\retro where Doom Retro is installed.  If I manually copy AV.WAD (alien vendetta) into \retro it plays with music fine, but if i select the AV.WAD inside the upper parent directory \gzdoom-r345 there is no music.  This is the same for any wad i try, including just selecting doom.wad itself and playing vanilla doom. The wad must be within the same directory, or sub directory, that Doom Retro is installed in, or it wont have music. 

 

It might be a weird edge case with my outdated windows install etc, it's not a big deal for me because i can always copy the wads over to get music.

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21 minutes ago, mark55 said:

So my directory structure is admittedly disorganized from an old gzdoom install, i have a bunch of wads in E:\games\doom\gzdoom-r345 and inside that i have E:\games\doom\gzdoom-r345\retro where Doom Retro is installed.  If I manually copy AV.WAD (alien vendetta) into \retro it plays with music fine, but if i select the AV.WAD inside the upper parent directory \gzdoom-r345 there is no music.  This is the same for any wad i try, including just selecting doom.wad itself and playing vanilla doom. The wad must be within the same directory, or sub directory, that Doom Retro is installed in, or it wont have music. 

 

It might be a weird edge case with my outdated windows install etc, it's not a big deal for me because i can always copy the wads over to get music.

You use a batch file to load them or the DoomRetro built-in launcher?


Because i just used the launcher with the same folder distribution as yours and it sounded good without problem.
Unfortunatelly i don't know how to set a batch file to open a folder outside of the root, just know how to run them from inside.
Sory i can help you there :/

maybe you have Slade or another program running on the back that may be entering in conflict with DoomRetro?

Try this also, run DoomRetro and just start a map of a wad that give you no music.

Press ALT+TAB, and then on the desktop, open the volume mixer of Windows, move the slider until you found DoomRetro and Midiproc.
If my guess is right, you will only have sound coming out of DoomRetro and not from the Midiproc.
Other case could be that the volume of this program is lowered, specially the midiproc as is the one that make the midi music sound.
 

Edited by P41R47

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Hi, Brad!
How you doing?
Recently i'm experiencing something buggy.
I can't take screenshots, but sometimes it works just fine.

When it don't work, it do the photo flash but it doesn't shows where the pic is saved.

have this happen to anyone else?
I find that restarting my PC fix this bug, but its kinda annoying to do that more than once on the same day.

:/

I just tested with a clean install and it didn't worked either...
Its kinda strange.

Maybe its just a bug on my end...

Edited by P41R47

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4 hours ago, bradharding said:

Hi @P41R47. It could be an SDL bug. I'll investigate what could be causing it. Usually there should be a console error if taking a screenshot fails.

i'm gonna check that when i get home, Brad. I don't have a PC here on my job to check.

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19 hours ago, bradharding said:

Hi @P41R47. It could be an SDL bug. I'll investigate what could be causing it. Usually there should be a console error if taking a screenshot fails.

Only thing that i notice, and its a bit strange, is that if i take a screenshot, and there is no description on the screen, if i check without closing DR on the screenshot folder, the screenshot appear without problem.

But if i take the screenshot, then close DR and then go to check the screenshot, it isn't there.

 

But well, this happen sometimes, so probably is a problem on my end.

Don't worry about this, Brad.

My PC is starting to act really wonky lately.

Its more than 8 years old by now.

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Doom Retro has some Dehacked issues. When I started playing Antaresian Reliquary, the exploding barrel turned into a blue column. Also, when I loaded a wad that turned a lost soul into a projectile, the "projectile" did not animate properly 

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15 hours ago, JXC said:

Doom Retro has some Dehacked issues. When I started playing Antaresian Reliquary, the exploding barrel turned into a blue column. Also, when I loaded a wad that turned a lost soul into a projectile, the "projectile" did not animate properly 

Thanks for the report. I'll look into this when I can.

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I also have some DEHACKED issues. My patch has a grenade launcher, and the MBF "bouncy" flag causes the game to crash whenever the grenade comes into contact with an enemy. In all other ports it just stops.

 

Also, my BFG replacement cannot be selected or fired in Doom Retro alone, and I don't see any weird stuff going on in DEHACKED that should cause this behavior.

 

Edit: I'll also throw in that my chaingun replacement only calls Light1, but there's also a similar issue with Light2 in GZDoom because the implementation is rather wonky and hacky (it fires two bursts of two bullets and there's some weird stuff that happens if you don't do it right). This is more on my side but if you'd like to look at it let me know.

Edited by maxmanium

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since there are DEHACKED reports, i will share the ones that i found so you check the dehacked issues at the same time, Brad:

-Batman Doom present some strange behaviour, especially on non attacking things following the player around.

-The Sky May Be, if one fires the Chaingun, Doom Retro crashes without warning at all.

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Hi all. Sorry for the late reply. Looks like there are some more Dehacked issues to iron out. @maxmanium, could you please PM me your DEH patches so I can test? @P41R47, yeah, I know Batman Doom is still a problem. I checked out The Sky May Be, and I can see it also crashes in PrBoom+ and Woof! I'll continue to look into it.

 

BTW I plan on releasing DR v3.7 sometime in January.

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3 minutes ago, Death Egg said:

The Sky May Be required its own unique executable too I thought? Not just DEHACKED. 

Nah, it's all just DEHACKED.

Original release came with a custom DOS installer that unpacked stuff and I think auto dehacked-ed doom.exe into blessed.exe (or was it just skymaybe.exe?) for you.

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10 hours ago, bradharding said:

I checked out The Sky May Be, and I can see it also crashes in PrBoom+ and Woof! I'll continue to look into it.

 

It is caused by a Boom'ism: The reason is that in Boom, P_CheckAmmo() doesn't change weapons anymore. This leads to an infinite recursion, because P_FireWeapon() calls P_SetPsprite() with readyweapon's atkstate which in turn calls the state's state->action function which in turn happens to be P_FireWeapon() again.

 

There is a comment in MBF which, if uncommented, fixes the issue:

https://github.com/fabiangreffrath/woof/blob/16fc9af24d1d2686818f819e4e79d03bac60809b/Source/p_pspr.c#L270

 

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I've got a strange problem in STRAIN. When you pick up a 7-slot weapon and then changing it to another or trying to fire it, it disappears and you can't switch to it anymore.

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1 hour ago, Melter said:

I've got a strange problem in STRAIN. When you pick up a 7-slot weapon and then changing it to another or trying to fire it, it disappears and you can't switch to it anymore.


Can't replicate this. What are you loading on the command line?  I think I reported this in a PM already -- it has to do with the "BFG cells per shot" parameter in DEHACKED. There's a bug in Doom Retro where it doesn't read this value for checking if there's sufficient ammo to fire or switch to it, but it does work if you have 40 or more rockets for that reason.

 

(I'll also say that the BFG ball isn't partially invisible when fired tho, which it's supposed to be.)

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10 hours ago, maxmanium said:

but it does work if you have 40 or more rockets

Exactly as you said. Guess for now I move on to Crispy to complete the rest of the levels.

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On 12/27/2020 at 6:40 PM, bradharding said:

@P41R47, yeah, I know Batman Doom is still a problem

Brad!
I made a discovery that is just awesome.

Doom Retro is compatible with Batman Doom :D, but it need to load the following files all at the same time to work properly:
https://www.doomworld.com/idgames/?id=12391

https://www.doomworld.com/idgames/?id=14658

https://www.doomworld.com/idgames/?id=19267

 

Otherwise, some sprites will have a funky behaviour.

EDIT 23/01/2021: Batman Doom still has some strange behaviour, even with the dehacked patches that make it possible to work on vanilla.

One of the main things of is the behaviour of the chairs. They should just break, and they do it from afar, but of the player is near, they explode. :/

 

EDIT 21/01/2021:

Anyone else is experiencing the screenshot bug?

When i press to take a screenshot with the default print screen keyboard button, the screen flash, but when i open the console, the inscription: ''a screenshot couldn't be taken'' appeard.

At first, after reseting my PC the bug stoped, but now its almost constant and reseting doesn't fix it.

Edited by P41R47

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After 6 months of development, version 4.0 of DOOM Retro has now been released! This one includes numerous improvements, listed below, but the most significant change would be proper support for widescreen displays (just use the +/- keys during a game to change). Thank you to everyone who have contributed to DR over the past few weeks. I greatly appreciate it.

 

Please visit www.doomretro.com to download. And here's a list of what's changed:

  • DOOM Retro now uses SDL v2.0.14.
  • DOOM Retro now uses the Windows Audio Session API (WASAPI) rather than the deprecated DirectSound API. Sound effects are now louder and clearer than before.
  • Minor improvements have been made to DOOM Retro’s splash screen.
  • Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
  • Non-QWERTY keyboards are now properly supported.
  • DOOM Retro now has improved support for wide and ultra-wide displays:
    • When the r_screensize CVAR is 7 and the vid_widescreen CVAR is on, a new widescreen mode complete with status bar will be displayed that horizontally fills displays of any aspect ratio.
    • When the r_screensize CVAR is changed to it’s new maximum value of 8, a widescreen mode with an optional HUD instead of a status bar, and a greater vertical field of view, will now be displayed.
    • You may still press the + and - keys during a game to toggle these new widescreen modes.
    • The + and - keys may now also be pressed on the title screen to toggle widescreen mode.
    • Certain official widescreen assets, such as those for the title screen and status bar, will now be displayed if the vid_widescreen CVAR is on.
    • The default of the vid_windowsize CVAR has been changed from 768×480 to 854×480.
  • The following changes have been made to support the IWADs from the latest rereleases of The Ultimate DOOM and DOOM II: Hell On Earth on Steam:
    • The WAD launcher will now look for these new IWADs when DOOM Retro is run for the first time.
    • The par times for E1M8, E2M8 and E3M8 have changed.
  • A crash will no longer occur when trying to display a patch with a height greater than 200 pixels. These patches will now be cropped instead.
  • Centered messages are now better centered vertically.
  • The player’s gender identity can now be specified using the new playergender CVAR. It can be male, female or other, and is male by default. If the playername CVAR is changed from its default of “you” as well, the pronouns used in several player messages and obituaries will be affected.
  • The following changes have been made to the menu:
    • A subtle scanline effect is now applied to the menu’s background.
    • When opening the menu during a game, a brief deceleration effect is now applied to the player’s rotating view in the menu’s background.
    • A bug has been fixed whereby the sky in the menu’s background wouldn’t be stretched correctly in some instances when the mouselook CVAR was on.
    • Navigation of the main menu will now behave correctly when there are no savegames for the currently loaded IWAD or PWAD.
    • A bug has been fixed whereby using the left mouse button to navigate the menu could cause the player to continuously fire when starting a new game.
    • The F5 key may now be pressed to toggle the graphic detail while the menu is open.
    • Screenshots may now be taken while entering a savegame description in the save game menu.
  • If the player has their fists equipped, a berserk power-up, and god mode is enabled, the screen will no longer flash red when they are attacked.
  • Monsters may now walk under other flying monsters when the infiniteheight CVAR is off.
  • The following changes have been made to the console:
    • The scrollbar now extends to the top of the screen.
    • The scrollbar’s grip is now translucent.
    • A slight shadow is applied to the text along the top of the console.
    • Minor changes have been made to text that is output to the console.
    • Long lines of text will now always wrap to the next line rather than be truncated.
    • Timestamps during the hour after midnight will now be displayed correctly.
  • The following changes have been made to the automap:
    • A bug has been fixed whereby marks in the automap would reappear in wrong positions when panning far enough to the left or right.
    • Panning in the automap is now restricted to the dimensions of the current map when the am_rotate CVAR is on.
    • The player arrow is now slightly more translucent when the player has a partial invisibility power-up.
    • Thing triangles will no longer be affected by frame interpolation when the IDDT cheat has been entered, the console is open, and the vid_capfps CVAR is not 35.
    • Fade transitions will now be applied when performing various actions in the automap when the fade CVAR is on.
    • A smaller crosshair is now displayed when the am_followmode CVAR is off.
    • The player’s path is now thinner when the am_path CVAR is on.
  • The correct CREDIT lump is now displayed when finishing any of the first four episodes of The Ultimate DOOM, and SIGIL has been automatically loaded.
  • The intermission screens displayed once the player has finished a map will now always transition correctly when the fade CVAR is on.
  • The wipe CVAR has been renamed to melt.
  • Fade transitions will now be applied when a melt transition normally would, but the melt CVAR is off and the fade CVAR is on.
  • The default of the s_musicvolume CVAR has been increased from 67% to 100%.
  • Further improvements have been made to the support of both DEHACKED and UMAPINFO lumps.
  • DeHackEd support has been extended further to allow for an additional 200 sound effects (numbered 500 to 699, and named DSFRE000 to DSFRE199).
  • Music that has been changed because of a MUSINFO lump is now remembered in savegames.
  • The player’s health and ammo will now only flash in the widescreen HUD (or change color in the alternate widescreen HUD) when less than 10.
  • More blood is spawned when the player is injured.
  • Minor improvements have been made to the rendering of blood splats in some instances.
  • The movement of lifts is now smoother in some instances.
  • Improvements have been made in determining if the player or a monster is standing in liquid or not.
  • Monsters will no longer unnecessarily drop from high ledges.
  • The current map’s music will no longer restart when loading a savegame for the same map.
  • Music will no longer continue to play if DOOM Retro crashes.
  • Player messages are now slightly translucent again when the r_hud_translucency CVAR is on and the vid_widescreen CVAR is off, but not while vanilla mode is enabled.
  • SSAA (supersampling anti-aliasing) is now applied to the help screen’s background when the F1 key is pressed.
  • Minor improvements have been made to the status bar when the r_detail CVAR is high.
  • The bezel around the player’s view when the r_screensize CVAR is less than 7 is now only displayed if either all or none of the relevant graphics have been replaced in a PWAD.
  • The number of times the player uses their fists and chainsaw are now displayed by the playerstats CCMD. The player’s fists and chainsaw may now also then be displayed as their favorite weapon.
  • More fixes have been applied to certain maps when the r_fixmaperrors CVAR is on.
  • The crosshair will now be larger when the crosshair CVAR is cross or dot, and the r_detail CVAR is low.
  • Improvements have been made to the fuzz effect of the player’s weapon when they have a partial invisibility power-up.
  • A spectre now appears again in DOOM II’s cast sequence.
  • A bug has been fixed whereby the player would move slightly slower when using a gamepad rather than the keyboard.
  • The +console action may now be bound to a control on a gamepad.
  • Improvements have been made when the player uses the kill CCMD to commit suicide.
  • The blood of barons of hell and hellknights is slightly lighter.
     

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