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bradharding

DOOM Retro v5.4 (updated May 2, 2024)

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Hey Brad, nice update! I do seem to have a problem with it mysteriously crashing on me - it's somehow related to changing the r_ditheredlighting option. I was able to play just fine at first with it turned on, but turning it off would cause the game to crash upon choosing a difficulty setting.

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2 hours ago, valkiriforce said:

Hey Brad, nice update! I do seem to have a problem with it mysteriously crashing on me - it's somehow related to changing the r_ditheredlighting option. I was able to play just fine at first with it turned on, but turning it off would cause the game to crash upon choosing a difficulty setting.

Thanks @valkiriforce. It doesn't appear to crash for me when doing those things, but you're not the first to report that problem. Could you please provide steps you can reproduce this (for instance: start DR with doom.wad only, open console, enter `r_ditheredlighting off`, close console, open menu, start new game), and also the error information from the Windows Event Viewer?

 

EDIT: I spoke too soon. Fixed!

Edited by bradharding

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The world starts to look floaty when I move the camera after disabling fps cap. It's a nice effect, but I am not sure whether it is supposed to look like that.

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While playing on this new version I noticed a strange bug with mouse movement, which turns out to be present in Doom Retro versions for quite a while. It appears that your mouse movement gets slowed down when running into a wall that is taller than you. This issue does not occur when Player is not facing the wall or is running into a wall that is lower than the Player. I am unable to provide any video, since this issue is quite subtle.

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On 2/6/2022 at 12:03 AM, Delfino Furioso said:

I was wondering if autoload support is something you would consider worthy of inclusion...

I back this suggestion completely. This feature alone would revolutionize DOOM Retro for me, as I've recently grown to really like this source port for casual play. Having the ability to automatically apply fixes or widescreen patches to certain megawads via an autoload folder would save me lots of time and improve ease of use. I wish somehow the autoload feature could be directly copied and pasted from something like Crispy Doom or PrBoom, but I understand it's not that simple...

Either way, I'm loving the source port so far and it's regular updates. Keep up the hard work!!!

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12 minutes ago, Fireseth said:

I back this suggestion completely. This feature alone would revolutionize DOOM Retro for me, as I've recently grown to really like this source port for casual play. Having the ability to automatically apply fixes or widescreen patches to certain megawads via an autoload folder would save me lots of time and improve ease of use. I wish somehow the autoload feature could be directly copied and pasted from something like Crispy Doom or PrBoom, but I understand it's not that simple...

Either way, I'm loving the source port so far and it's regular updates. Keep up the hard work!!!

Not to take merit away from the idea, I think it's a good suggestion, but it's also worth mentioning that you can do that with the use of launcher.

ZDL, for example, is a simple launcher that allows you to autoload any setting or file you have.

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I think I'd actually be better if you could autoload files without opening another exe, for me it's more convenient

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1 hour ago, Endless said:

Not to take merit away from the idea, I think it's a good suggestion, but it's also worth mentioning that you can do that with the use of launcher.

ZDL, for example, is a simple launcher that allows you to autoload any setting or file you have.

I actually do use ZDL and I find it incredibly resourceful. Although, having an autoload feature built into any source port would make it even more efficient since it saves time when I don't have to keep searching for specific patches. I can additionally keep ZDL looking clean without having so much external files. For instance, this is what my autoload directory looks like:


7CAkwIu.jpg


If I were to have all of those folders and subfiles on ZDL, it would look... quite messy.
Again, it's for the sake of convenience and having an autoload feature would save me a few clicks and searches. So granted, I can see this feature being not that important to add / not a priority.

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I have a question, how does Doom Retro do complevel settings? Is it a manual thing like most sourceports or automated somehow?

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48 minutes ago, Eddie 2077 said:

I have a question, how does Doom Retro do complevel settings? Is it a manual thing like most sourceports or automated somehow?

As far as I know, Doom Retro doesn't have complevels. It already doesn't behave like vanilla, and demo recording is not possible...

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1 minute ago, xX_Lol6_Xx said:

As far as I know, Doom Retro doesn't have complevels. It already doesn't behave like vanilla, and demo recording is not possible...

 

I think I'm confusing what complevels are, so I think the better question is how does Doom Retro ensure that WADs made with specific mapping formats or features run properly? Like if I intended to play a WAD with the Boom format or whatever MBF and MBF21 are, how does the port make sure that it works?

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21 hours ago, NieMaMordy said:

The world starts to look floaty when I move the camera after disabling fps cap. It's a nice effect, but I am not sure whether it is supposed to look like that.

I'm not sure I understand what you mean by that. Is the vid_motionblur CVAR > 0%?

 

10 hours ago, NieMaMordy said:

While playing on this new version I noticed a strange bug with mouse movement, which turns out to be present in Doom Retro versions for quite a while. It appears that your mouse movement gets slowed down when running into a wall that is taller than you. This issue does not occur when Player is not facing the wall or is running into a wall that is lower than the Player. I am unable to provide any video, since this issue is quite subtle.

Sliding against walls at certain angles can cause problems in vanilla Doom, and other ports as well. I'll look into some more.

 

6 hours ago, Fireseth said:

AUTOLOAD...

I back this suggestion completely. This feature alone would revolutionize DOOM Retro for me, as I've recently grown to really like this source port for casual play. Having the ability to automatically apply fixes or widescreen patches to certain megawads via an autoload folder would save me lots of time and improve ease of use. I wish somehow the autoload feature could be directly copied and pasted from something like Crispy Doom or PrBoom, but I understand it's not that simple...

Either way, I'm loving the source port so far and it's regular updates. Keep up the hard work!!!

Seems to be a popular suggestion. Maybe I'll look into it soon. ;)

 

4 hours ago, Eddie 2077 said:

I have a question, how does Doom Retro do complevel settings? Is it a manual thing like most sourceports or automated somehow?

For the sake of simplicity, @xX_Lol6_Xx is right, there are no complevels. If the map is vanilla, limit-removing, Boom, MBF or MBF21 compatible, DR will do it's best to run it. As DR's MAPINFO support matures, more and more compatibility flags set by map authors are being supported, however.

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Found a bug

 

1. run DR

2. open console

3. type map x where x is literally any number

 

if you're running with doom2.wad, DR will now crash

 

However if you're running with doom.wad, more interesting stuff will happen

4. press enter (nothing will happen)

5. delete x from your input and type any level name instead (eXmY), press enter

You'll end up in e1m8b, with the music from the level you specified.

 

EDIT:

also I see you fixed the "vid_windowpos centered" bug I reported earlier but there's another one:

"vid_windowpos X" is getting treated like "vid_windowpos centered" no matter what X is, it can be any string like "fioejwiudewiudhe"

Edited by ZigfriedYoshimitsu

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8 hours ago, bradharding said:

If the map is vanilla, limit-removing, Boom, MBF or MBF21 compatible, DR will do it's best to run it. As DR's MAPINFO support matures, more and more compatibility flags set by map authors are being supported, however.

 

This is what I was looking for, thank you! 

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15 hours ago, ZigfriedYoshimitsu said:

Found a bug

 

1. run DR

2. open console

3. type map x where x is literally any number

 

if you're running with doom2.wad, DR will now crash

 

However if you're running with doom.wad, more interesting stuff will happen

4. press enter (nothing will happen)

5. delete x from your input and type any level name instead (eXmY), press enter

You'll end up in e1m8b, with the music from the level you specified.

 

EDIT:

also I see you fixed the "vid_windowpos centered" bug I reported earlier but there's another one:

"vid_windowpos X" is getting treated like "vid_windowpos centered" no matter what X is, it can be any string like "fioejwiudewiudhe"

Thanks for these. I'll fix them for the next release.

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Here's something I noticed playing Doom Zero with this source port. I don't have any other mods loaded and this is the only source port that I've had this bug on.
 

 

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1 hour ago, Fireseth said:

Here's something I noticed playing Doom Zero with this source port. I don't have any other mods loaded and this is the only source port that I've had this bug on.

I also get this issue when loading the dehacked from Vanilla PSX Doom, however the bug does not happen when using a wad that replaces the original weapon sprites. Perhaps it's something related to dehacked files that modify the weapons.

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2 hours ago, Fireseth said:

Here's something I noticed playing Doom Zero with this source port. I don't have any other mods loaded and this is the only source port that I've had this bug on.
 

 

 

Are you using the provided dehacked file too?

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18 hours ago, Gibbon said:

Are you using the provided dehacked file too?

Yup, same results with or without it.

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On 6/2/2022 at 1:12 PM, Fireseth said:

Here's something I noticed playing Doom Zero with this source port. I don't have any other mods loaded and this is the only source port that I've had this bug on.

Thanks @Fireseth. The version of DoomZero.wad I was using didn't exhibit this issue, but having download the latest version, I can see it does. I'll look into it.

 

EDIT: And fixed.

Edited by bradharding

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STRAIN and DeHackEd ...

 

1. The Rocket Launcher does not do splash damage to the player.

2. The "BFG" is supposed to fire a "fuzz effect" plasmaball, which behaves

like a rocket, which can cause splash damage to the player.

 

These are not working as intended ATM.

 

Easily compared with Choco Doom.

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2 hours ago, hawkwind said:

STRAIN and DeHackEd ...

 

1. The Rocket Launcher does not do splash damage to the player.

2. The "BFG" is supposed to fire a "fuzz effect" plasmaball, which behaves

like a rocket, which can cause splash damage to the player.

 

These are not working as intended ATM.

 

Easily compared with Choco Doom.

Thanks @hawkwind. I've managed to fix the BFG fuzz effect issue, but for me the rocket launcher does splash damage to the player.

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16 hours ago, bradharding said:

but for me the rocket launcher does splash damage to the player.

You're right. My mistake.

Also, I forgot to state that exiting map07 is impossible, due to the player being blocked at line 1021.

Edited by hawkwind

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Not sure whether it should be mentioned here at all since it's a rather minor/nitpicky thing to look into, but if you'll ever run out of things to work on, can you please:

1. Interpolate automap scrolling? Right now, if you scroll the map at higher speeds (especially noticeable if you turn off the follow mode and just move camera left and right across the map) you can see frame skipping at some intervals. On top of that at 35 fps all automap lines shimmer a lot, so it would be nice if automap was a little bit smoother.

2. And speaking of smoothness... I was always wondering if it was possible to somehow render automap lines with some anti-aliasing treatment BUT without loosing the original line thickness (in a way to make automap lines look like vector graphics)?

 

On a side note, to remind of some very old feature suggestion - it would be nice to get some Doom Retro-exclusive secret revealed sound! 😀

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If vid_widescreen is on and you're in windowed mode, you can resize the window in such a way that the ammo counter bleeds over to the opposite side of the screen.

Also the vid_fullscreen CVAR seems to just not work. If you try to change it, literally nothing happens.

Also, if you change the vid_borderlesswindow CVAR while in fullscreen mode, the alt+enter shortcut stops working as well, until you restart Doom Retro.

 

image.png.237abe0e695089ffe39778f6c88dfe8e.png

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Hey brad! Odd request. Could it be possible to have a ''Mute music'' command so that we can bind it to the keyboard? I pretty much turn off the original music to listen to something else while I play, and a keybind would be a nice QoF improvement :)

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25 minutes ago, MauryMyers said:

Are enemies and items intended to have parts below liquids?
https://imgbox.com/KLvsYxXS

Yes, it's an optional feature. In the console, type r_liquid_clipsprites off, that will deactivate the effect.

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