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bradharding

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

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14 hours ago, bradharding said:

The autoload feature will be improved upon in future builds (also support for mp3 files for instance).

Oh man that would be awesome. Looking forward to it ;-)

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14 hours ago, bradharding said:

The autoload feature will be improved upon in future builds (also support for mp3 files for instance).

DOOM Retro's autoload implementation also lacks a "doom-all" folder where you could place files to be loaded no matter what. Also, files placed in "doom", "doom2" "plutonia" and "tnt" folders only load when the user is playing those iwads vanilla, no external files outside of the autoload feature.

I mention these two things because these both are features in PrBoom+, Crispy Doom and similar ports. Personally, I don't mind too much but I can see someone wanting to put sprite fixes or other cosmetic modifications inside of "doom" or"doom2" respectively and having it load first, so if the user decides to load a megawad after, it won't be negatively affected.

 

All of this is very nitpicky, and I don't think these are serious issues, but thought I would just mention them.

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Hi,

 

Looks like i have a bug to report. On the third map of Cleimos after going downstairs and shooting any of these imps the game crashes.

 

screenshot_doomretro_cleim10.png.147cb92ea8aebe6808def3134d83fddf.png

 

This has happened to me with the following save file (attached). Replaying the map with Crispy-Doom, or PrboomPlus on Complevel -3 does not trigger the issue

 

Let me know if you need me to provide any more information, I could not find a crash file on the directory

Cleimos.7z

 

Something weird, is that if start the game with:

-warp 2 3 -skill 4

It does not crash. Could the problem be with the save file?

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On 8/23/2022 at 12:56 AM, Garlichead said:

Hi,

 

Looks like i have a bug to report. On the third map of Cleimos after going downstairs and shooting any of these imps the game crashes...

 

...Could the problem be with the save file?

 

Sorry for the late reply. Yes, it probably is the save file. I've just released v4.6.1. It fixes this issue, plus a few other changes I was able to squeeze in there in the past week. Please download from www.doomretro.com.

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3 minutes ago, bradharding said:

 

Sorry for the late reply. Yes, it probably is the save file. I've just released v4.6.1. It fixes this issue, plus a few other changes I was able to squeeze in there in the past week. Please download from www.doomretro.com.

You are the man. I will give it a try and let you know.

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@bradharding just wanted to comment on how consistent you have been with this project, and how well you have taken on lots of feedback. Amazing project. props.

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Hey Brad!

 

For quite some time I had some random crashes to the desktop without Doom Retro showing any errors. It didn't happen very often, and I couldn't find a reproducible way to crash the game, so I didn't report this problem to you. But I think I have finally managed to catch something useful:

 

error.PNG.58108ce44dd355ec4f21bafa059a2464.PNG

 

This is not 100% guaranteed to happen every time, but a fairly consistent way to reproduce this issue is to launch Dickie10.wad, pick up the shotgun, then shoot once to spawn the horde of imps, and then retreat back to the starting location, and shoot the imps from the distance.

 

I also believe it's not a 4.6 exclusive issue as I have experienced it at random times for quite some time now.

 

Just in case here are my settings:

Spoiler

alwaysrun off
am_allmapcdwallcolor 106
am_allmapfdwallcolor 110
am_allmapwallcolor 108
am_backcolor 246
am_bluedoorcolor 200
am_bluekeycolor 112
am_cdwallcolor 50
am_crosshaircolor 4
am_display 2
am_external off
am_fdwallcolor 3
am_grid off
am_gridcolor 111
am_gridsize 128x128
am_markcolor 95
am_path off
am_pathcolor 95
am_playercolor 4
am_playerstats on
am_reddoorcolor 180
am_redkeycolor 112
am_rotatemode off
am_teleportercolor 184
am_thingcolor 112
am_tswallcolor 104
am_wallcolor 4
am_yellowdoorcolor 160
am_yellowkeycolor 112
autoaim on
autoload off
autosave off
autotilt off
autouse off
centerweapon on
con_obituaries on
crosshair none
crosshaircolor 4
episode 1
expansion 1
facebackcolor 5
fade on
flashkeys on
groupmessages on
infighting on
infiniteheight off
iwadfolder "D:\Doom\wads"
joy_analog on
joy_deadzone_left 24%
joy_deadzone_right 26.5%
joy_invertyaxis off
joy_rumble_barrels 100%
joy_rumble_damage 100%
joy_rumble_weapons 100%
joy_sensitivity_horizontal 64
joy_sensitivity_vertical 64
joy_swapthumbsticks off
joy_thumbsticks 2
m_acceleration off
m_doubleclick_use off
m_invertyaxis off
m_novertical on
m_sensitivity 16
melt on
messages on
mouselook off
movebob 75%
negativehealth on
playergender other
playername "you"
r_althud on
r_berserkeffect 1
r_blood all
r_blood_melee on
r_bloodsplats_max 1,048,576
r_bloodsplats_translucency on
r_brightmaps on
r_color 100%
r_corpses_color on
r_corpses_gib on
r_corpses_mirrored on
r_corpses_moreblood on
r_corpses_nudge on
r_corpses_slide on
r_corpses_smearblood on
r_damageeffect on
r_detail high
r_diskicon off
r_ditheredlighting on
r_fixmaperrors on
r_fixspriteoffsets on
r_floatbob on
r_fov 90
r_gamma 0.80
r_graduallighting on
r_homindicator off
r_hud on
r_hud_translucency on
r_liquid_bob on
r_liquid_clipsprites off
r_liquid_current on
r_liquid_lowerview off
r_liquid_swirl on
r_lowpixelsize 2x2
r_mirroredweapons off
r_pickupeffect on
r_playersprites on
r_radsuiteffect on
r_randomstartframes on
r_rockettrails on
r_screensize 8
r_shadows on
r_shadows_translucency on
r_shake_barrels on
r_shake_damage 50%
r_skycolor 1
r_sprites_translucency on
r_supersampling on
r_textures on
r_textures_translucency on
s_channels 64
s_lowermenumusic on
s_musicinbackground off
s_musicvolume 100%
s_randommusic off
s_randompitch off
s_sfxvolume 100%
s_stereo on
savegame 1
secretmessages on
skilllevel 4
stillbob 0%
tossdrop on
turbo 100%
units metric
version 4.6.1
vid_borderlesswindow off
vid_capfps 100
vid_display 1
vid_fullscreen off
vid_motionblur 0%
vid_pillarboxes off
vid_scaleapi "direct3d"
vid_scalefilter "nearest_linear"
vid_screenresolution desktop
vid_vsync off
vid_widescreen on
vid_windowpos centered
vid_windowsize 854x480
wad "DOOM2.WAD"
warninglevel 1
weaponbob 75%
weaponbounce on
weaponrecoil off

P.S. Managed to capture it on the video: https://youtu.be/g_kKlvVhRx4

Edited by PKr

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Thanks @PKr! (And for the very detailed report!) I thought I had fixed this issue in v4.6.1 (thinking it was just related to older savegames), but I guess not. Leave it with me and I hope to have a fix (and new release) by this weekend.

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I've been having very strange issues relating to sound recently.

First Issue - Sound turning off from reloading saves
Sound will be turned off for the most part (monster alert sound is still normal volume sometimes) if I reload a savegame a couple of times. Occurs in vanilla Doom II, can be replicated by playing any map, saving, then reloading a couple of times.

Second Issue - Sound lowering volume when engaged in a fight
Sound will be lowered by what sounds like -60%, but this'll be a bit harder to replicate. This occurred to me playing Memento Mori II, and I was using a chaingun and after a couple times I would fire it, the moment I click MOUSE1 again, volume would be lowered until I stop firing for a good bit. This also normally happens if I'm firing the chaingun in 16-roundish bursts, not continuously. Although, if I hold down MOUSE1 when it occurs and fire it continuously, the volume will stay lowered until I let go.
 

EDIT: I'm also running on Windows 11, if that matters.

 

 

My doomretro.cfg:

Spoiler

; CVARs
alwaysrun on
am_allmapcdwallcolor 109
am_allmapfdwallcolor 110
am_allmapwallcolor 108
am_backcolor 0
am_bluedoorcolor 160
am_bluekeycolor 112
am_cdwallcolor 160
am_crosshaircolor 4
am_display 2
am_external off
am_fdwallcolor 64
am_grid off
am_gridcolor 111
am_gridsize 128x128
am_markcolor 95
am_path off
am_pathcolor 95
am_playercolor 4
am_playerstats off
am_reddoorcolor 160
am_redkeycolor 112
am_rotatemode on
am_teleportercolor 184
am_thingcolor 112
am_tswallcolor 104
am_wallcolor 176
am_yellowdoorcolor 160
am_yellowkeycolor 112
autoaim on
autoload on
autosave off
autotilt off
autouse off
centerweapon on
con_obituaries on
crosshair none
crosshaircolor 4
episode 1
expansion 2
facebackcolor 5
fade on
flashkeys on
groupmessages on
infighting on
infiniteheight off
iwadfolder "\doom"
joy_analog on
joy_deadzone_left 24%
joy_deadzone_right 26.5%
joy_invertyaxis off
joy_rumble_barrels 100%
joy_rumble_damage 100%
joy_rumble_weapons 100%
joy_sensitivity_horizontal 64
joy_sensitivity_vertical 64
joy_swapthumbsticks off
joy_thumbsticks 2
m_acceleration on
m_doubleclick_use off
m_invertyaxis off
m_novertical on
m_sensitivity 10
melt on
messages on
mouselook off
movebob 75%
negativehealth off
playergender other
playername "you"
r_althud off
r_berserkeffect 1
r_blood nofuzz
r_blood_melee on
r_bloodsplats_max 131,072
r_bloodsplats_translucency off
r_brightmaps on
r_color 100%
r_corpses_color on
r_corpses_gib on
r_corpses_mirrored on
r_corpses_moreblood on
r_corpses_nudge on
r_corpses_slide on
r_corpses_smearblood on
r_damageeffect on
r_detail high
r_diskicon off
r_ditheredlighting off
r_fixmaperrors on
r_fixspriteoffsets on
r_floatbob on
r_fov 90
r_gamma off
r_graduallighting on
r_homindicator off
r_hud off
r_hud_translucency off
r_liquid_bob on
r_liquid_clipsprites on
r_liquid_current on
r_liquid_lowerview on
r_liquid_swirl on
r_lowpixelsize 2x2
r_mirroredweapons on
r_pickupeffect on
r_playersprites on
r_radsuiteffect on
r_randomstartframes on
r_rockettrails off
r_screensize 7
r_shadows on
r_shadows_translucency on
r_shake_barrels off
r_shake_damage 0%
r_skycolor 1
r_sprites_translucency off
r_supersampling on
r_textures on
r_textures_translucency on
s_channels 16
s_lowermenumusic off
s_musicinbackground off
s_musicvolume 100%
s_randommusic off
s_randompitch off
s_sfxvolume 100%
s_stereo on
savegame 1
secretmessages on
skilllevel 4
stillbob 0%
tossdrop on
turbo 100%
units imperial
version 4.6.1
vid_borderlesswindow off
vid_capfps off
vid_display 1
vid_fullscreen on
vid_motionblur 0%
vid_pillarboxes off
vid_scaleapi "opengl"
vid_scalefilter "nearest"
vid_screenresolution desktop
vid_vsync on
vid_widescreen off
vid_windowpos centered
vid_windowsize 516x386
wad ""
warninglevel 1
weaponbob 75%
weaponbounce on
weaponrecoil off

; player stats
automapopened 218
barrelsexploded 612
cheated 629
damageinflicted 1,579,032
damagereceived 34,262
deaths 119
distancetraveled 8,110,365
gamessaved 85
itemspickedup 1,634
itemspickedup_ammo_bullets 17,961
itemspickedup_ammo_shells 11,612
itemspickedup_ammo_rockets 858
itemspickedup_ammo_cells 6,753
itemspickedup_armor 8,744
itemspickedup_health 11,231
mapscompleted 60
mapsstarted 1,056
monsterskilled 25,429
monsterskilled_infighting 25,884
monsterskilled_arachnotrons 372
monsterskilled_archviles 2,764
monsterskilled_baronsofhell 1,200
monsterskilled_cacodemons 217
monsterskilled_chaingunners 328
monsterskilled_cyberdemons 1,743
monsterskilled_hellknights 82
monsterskilled_imps 1,795
monsterskilled_lostsouls 325
monsterskilled_mancubi 32
monsterskilled_painelementals 79
monsterskilled_pinkydemons 237
monsterskilled_revenants 108
monsterskilled_shotgunguys 1,064
monsterskilled_spectres 61
monsterskilled_spidermasterminds 1,600
monsterskilled_zombiemen 1,771
monstersrespawned 0
monstersresurrected 52
monsterstelefragged 4
runs 697
secretsfound 85
shotsfired_fists 547
shotsfired_chainsaw 727
shotsfired_pistol 3,832
shotsfired_shotgun 3,144
shotsfired_supershotgun 3,018
shotsfired_chaingun 10,441
shotsfired_rocketlauncher 985
shotsfired_plasmarifle 5,002
shotsfired_bfg9000 310
shotssuccessful_fists 259
shotssuccessful_chainsaw 397
shotssuccessful_pistol 2,355
shotssuccessful_shotgun 2,683
shotssuccessful_supershotgun 2,262
shotssuccessful_chaingun 5,760
shotssuccessful_rocketlauncher 300
shotssuccessful_plasmarifle 1,688
shotssuccessful_bfg9000 245
skilllevel_imtooyoungtodie 1
skilllevel_heynottoorough 0
skilllevel_hurtmeplenty 14
skilllevel_ultraviolence 580
skilllevel_nightmare 0
suicides 23
timeplayed 1,250,366

; bound controls
bind tab +automap
bind back +automap
bind down +back
bind 's' +back
bind 'c' +clearmark
bind tilde +console
bind ctrl +fire
bind mouse1 +fire
bind righttrigger +fire
bind 'f' +followmode
bind up +forward
bind 'w' +forward
bind 'g' +grid
bind left +left
bind 'm' +mark
bind '0' +maxzoom
bind escape +menu
bind start +menu
bind right +right
bind 'r' +rotatemode
bind shift +run
bind lefttrigger +run
bind printscreen +screenshot
bind alt +strafe
bind ',' +strafeleft
bind 'a' +strafeleft
bind '.' +straferight
bind 'd' +straferight
bind space +use
bind 'e' +use
bind mouse2 +use
bind button1 +use
bind rightthumb +use
bind '1' +weapon1
bind '2' +weapon2
bind '3' +weapon3
bind '4' +weapon4
bind '5' +weapon5
bind '6' +weapon6
bind '7' +weapon7
bind '+' +zoomin
bind rightshoulder +zoomin
bind '-' +zoomout
bind leftshoulder +zoomout

 

Edited by Fireseth

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6 hours ago, Fireseth said:

I've been having very strange issues relating to sound recently.

First Issue - Sound turning off from reloading saves
Sound will be turned off for the most part (monster alert sound is still normal volume sometimes) if I reload a savegame a couple of times. Occurs in vanilla Doom II, can be replicated by playing any map, saving, then reloading a couple of times.

Second Issue - Sound lowering volume when engaged in a fight
Sound will be lowered by what sounds like -60%, but this'll be a bit harder to replicate. This occurred to me playing Memento Mori II, and I was using a chaingun and after a couple times I would fire it, the moment I click MOUSE1 again, volume would be lowered until I stop firing for a good bit. This also normally happens if I'm firing the chaingun in 16-roundish bursts, not continuously. Although, if I hold down MOUSE1 when it occurs and fire it continuously, the volume will stay lowered until I let go.
 

...

Thanks for the report! These don't seem to be occurring for me (at least, not after a quick test), but I'll look into this further (I have an idea where to start), and hope to have it resolved in time for this weekend's release.

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Hi all! So, DOOM Retro v4.6.2 has just been released. This fixes the instability some users were experiencing since v4.6, as well as sneaking in a new feature or two. Please visit www.doomretro.com to download.

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3 hours ago, bradharding said:

Hi all! So, DOOM Retro v4.6.2 has just been released. This fixes the instability some users were experiencing since v4.6, as well as sneaking in a new feature or two. Please visit www.doomretro.com to download.


Man thanks for all, DOOM Retro has been my Source Port to go for almost 5 years. I love all the enhancements without breaking the original game feel.

Quick question... You'll add voxel support in near future? I think this is the last thing missing to make it the Perfect Port IMHO.

Edited by Herr Dethnout : fixing typos

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2 hours ago, bradharding said:

Hi all! So, DOOM Retro v4.6.2 has just been released...

This fixed the sound issues I was talking about yesterday. Although, I'm sure you're aware if you tested it, but the update introduced a minuscule bug where after you reload as save, it flashes the "are you sure" screen for half a second. But I'd definitely take this bug rather than not being able to use saves with sound. Awesome update! :)

 

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Seems like you have managed to fix random crashes for good! No single crash where it was crashing before, and no single crash at random in 64 maps so far! 4.6.2 is really solid.

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On 12/10/2013 at 6:26 AM, bradharding said:

I’ve strived to implement a set of features and a certain level of attention to detail and restraint while still upholding a deference for that classic, nostalgic DOOM experience we all hold dear.

This sums it up pretty well! I've been trying this and I have to say that I LOVE your port, amazing job! And the performance is great, even in heavily populated WADs. This will probably become my port of preference for vanilla/"limit removing" stuff, along with Crispy Doom :)

 

PS: I just noticed: is it intended that monsters fall off ledges if you push them (by shooting at them)? I can't get 100% in a map now because of it :c

Edited by Fernito

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10 hours ago, Fernito said:

PS: I just noticed: is it intended that monsters fall off ledges if you push them (by shooting at them)? I can't get 100% in a map now because of it :c

I've written about it a few times here, and due to lack of a solid andwer so far, I am am not sure if it's impossible to fix, or or is it just something that will not get fixed due to other reasons. 

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12 hours ago, NieMaMordy said:

I've written about it a few times here, and due to lack of a solid andwer so far, I am am not sure if it's impossible to fix, or or is it just something that will not get fixed due to other reasons. 

 

I imagine that's there to support Boom format (conveyor belts and such), but if that's the case, it would be great to have at least a flag in the options to disable it, to make it, like, "fully" vanilla behaviour, like Crispy Doom. That would make it just perfect for me c:

 

image.png.8f4b65c01dfe58bab7daa532dc5c788f.png

 

EDIT: just noticed objects are not infinitely tall either :c that breaks a lot of vanilla maps. Am I missing an option to make it vanilla-like or is this impossible to change it without going into the code?

 

Edited by Fernito : :c

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14 minutes ago, Fernito said:

 

I imagine that's there to support Boom format (conveyor belts and such), but if that's the case, it would be great to have at least a flag in the options to disable it, to make it, like, "fully" vanilla behaviour, like Crispy Doom. That would make it just perfect for me c:

 

image.png.8f4b65c01dfe58bab7daa532dc5c788f.png

 

EDIT: just noticed objects are not infinitely tall either :c that breaks a lot of vanilla maps. Am I missing an option to make it vanilla-like or is this impossible to change it without going into the code?

 

 

I think there's a config setting for infinitely tall monsters, at least. It's right under the infighting setting. Maybe it affects objects too, but I have no clue.

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On 9/1/2022 at 11:17 AM, Herr Dethnout said:

Quick question... You'll add voxel support in near future? I think this is the last thing missing to make it the Perfect Port IMHO.

Voxel support would be nice. But its implementation might be a bit beyond my capabilities, and I'm not sure how well it would perform in a software renderer anyway.

 

On 9/1/2022 at 12:59 PM, Fireseth said:

This fixed the sound issues I was talking about yesterday. Although, I'm sure you're aware if you tested it, but the update introduced a minuscule bug where after you reload as save, it flashes the "are you sure" screen for half a second. But I'd definitely take this bug rather than not being able to use saves with sound. Awesome update! :)

Thanks. I'll look at refixing this issue ready for the next version.

 

17 hours ago, NieMaMordy said:

I've written about it a few times here, and due to lack of a solid andwer so far, I am am not sure if it's impossible to fix, or or is it just something that will not get fixed due to other reasons. 

I have looked into fixing this but found my fix had the side effect of monsters getting stuck on edges, and small raised sectors. So for the moment its been put aside for me to focus on other things.

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On 8/31/2022 at 6:22 PM, bradharding said:

Hi all! So, DOOM Retro v4.6.2 has just been released. This fixes the instability some users were experiencing since v4.6, as well as sneaking in a new feature or two. Please visit www.doomretro.com to download.

  • The amount of time the player has been in the current map is now displayed in the automap if the am_playerstats CVAR is on.

One of the things I requested for a while, finally here! Thanks a lot for keeping making this source port better and better in my eyes, Brad. Love it.

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13 hours ago, bradharding said:

Voxel support would be nice. But its implementation might be a bit beyond my capabilities, and I'm not sure how well it would perform in a software renderer anyway.


iirc DelphiDoom has voxel support with software renderer and runs pretty good. Although is fine if is not posible to implement at this time. Again, thanks for this amazing sourceport at still updating to this day!
 

 

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The 4.6 release is awesome, great job! Great choice of the secret sound too. :D

 

Anyway I have a question: what's the motivation behind vanilla mode resetting the controls too? I find it a bit strange, given that even in vanilla doom you can set the controls up the way you want, you don't have to use the arrow keys and whatnot.

This can be dealt with with a separate .cfg file that contains your bindings and that can be executed from the console, but I find it a strange decision nevertheless.

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On 9/2/2022 at 11:51 PM, bradharding said:

I have looked into fixing this but found my fix had the side effect of monsters getting stuck on edges

I'd say it would be a good thing to reverse this fix, since monsters do get stuck on edges quite often, which as big of an issue as them sliding from them.

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On 9/4/2022 at 11:00 PM, ZigfriedYoshimitsu said:

The 4.6 release is awesome, great job! Great choice of the secret sound too. :D

 

Anyway I have a question: what's the motivation behind vanilla mode resetting the controls too? I find it a bit strange, given that even in vanilla doom you can set the controls up the way you want, you don't have to use the arrow keys and whatnot.

This can be dealt with with a separate .cfg file that contains your bindings and that can be executed from the console, but I find it a strange decision nevertheless.

Thanks, you make a good point. My motivation was "there's no WASD by default in vanilla", but then vanilla mode doesn't reset other defaults. I'll look into reverting this for next release.

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Hey Brad! Was wondering if is it possible to change the color of secret tagged sector linedefs in the automap, to make them standout from regular linedefs?

 

If not, I think it would be a cool feature to help with automap navigation.

 

EDIT: To avoid double post. I just noticed that when entering vanilla mode, I can't take screenshots. Is there a fix to this?

Edited by Endless

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On 9/18/2022 at 11:13 AM, Endless said:

Hey Brad! Was wondering if is it possible to change the color of secret tagged sector linedefs in the automap, to make them standout from regular linedefs?

 

If not, I think it would be a cool feature to help with automap navigation.

 

EDIT: To avoid double post. I just noticed that when entering vanilla mode, I can't take screenshots. Is there a fix to this?

Hi @Endless! But if they stand out, then that's not very secret is it? :P I'll look into implementing an am_secretwallcolor CVAR...

 

As for the screenshots issue in vanilla mode, I'll need to fix that. Thanks! (In the meantime you could add a bind to the VANILLA lump in doomretro.wad.)

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5 hours ago, bradharding said:

Hi @Endless! But if they stand out, then that's not very secret is it? :P I'll look into implementing an am_secretwallcolor CVAR...

Oh I meant after a player discovers them, not before haha.

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