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bradharding

DOOM Retro v5.5.1 (updated August 11, 2024)

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Thanks for the update. The brightness cvar was really needed to brighten up Sigil (and other too dark wads).

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I've found out there's an issue where you have to do a suicide exit with a rocket launcher in order to advance to the next map, but doing that doesn't do anything when passing through a linedef with Action 52 (W1 Exit Level) when the player is dead. (examples Paradise Up Above: Gold Label maps 05 & 14 & Scythe 2 MAP25)

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@bradharding are there any plans or a roadmap you have in mind for the future of DOOM Retro? I know you've been quite busy with adding features or fixing issues suggested to you by other people, but I've been wondering, what are some overarching goals you'd want to achieve?

 

The first thing I can think of that you've briefly mentioned in the past is creating a dedicated menu for changing settings instead of using the console... But then again, I love how you kept DOOM Retro's options menu faithful to the original (contrary to source ports like DSDA Doom, Woof!, etc), and I guess the only reason that's possible is to restrict toggleables and other settings to the console only.

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Posted (edited)
On 7/29/2024 at 10:29 AM, S3M_XM said:

I've found out there's an issue where you have to do a suicide exit with a rocket launcher in order to advance to the next map, but doing that doesn't do anything when passing through a linedef with Action 52 (W1 Exit Level) when the player is dead. (examples Paradise Up Above: Gold Label maps 05 & 14 & Scythe 2 MAP25)

Thanks @S3M_XM. This will be fixed in the next release.

 

On 7/30/2024 at 5:56 AM, Fireseth said:

@bradharding are there any plans or a roadmap you have in mind for the future of DOOM Retro? I know you've been quite busy with adding features or fixing issues suggested to you by other people, but I've been wondering, what are some overarching goals you'd want to achieve?

 

The first thing I can think of that you've briefly mentioned in the past is creating a dedicated menu for changing settings instead of using the console... But then again, I love how you kept DOOM Retro's options menu faithful to the original (contrary to source ports like DSDA Doom, Woof!, etc), and I guess the only reason that's possible is to restrict toggleables and other settings to the console only.

I have a long list of things (some big, some small) for Doom Retro, which seems to change over time, but no concrete roadmap. For the moment, though, I'm mostly focusing on refinements and bugfixes.

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Is it possible to add an option to have a full ammo counter in the alternate HUD just like Nugget Doom's Fullscreen HUD for example?

nugg0000.png.13b828aef550c1b1cd45596b54021377.png

 

Is it also possible to make where the "pistolstart" command remembers at all times? It feels a little repetitive to type the command again every I open Doom Retro.

 

I've also found another bug where if you have the berserk effect on, picking up another Berserk pack does not switch automatically to your fists.

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On 8/2/2024 at 4:02 PM, bradharding said:

Thanks @S3M_XM. This will be fixed in the next release.

 

I have a long list of things (some big, some small) for Doom Retro, which seems to change over time, but no concrete roadmap. For the moment, though, I'm mostly focusing on refinements and bugfixes.

Just gonna chime in say that I'm one of the biggest DR fans out there... and one of my long fantasies is to see Heretic support in Doom Retro.

 

I remember you mentioning like a year ago that while you have no plans for it, you would also consider it at some point once you are satisfied with DR status.

 

Have you thought about Heretic support in the near future?

 

I would make you cake if you do ;)

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15 hours ago, S3M_XM said:

Is it possible to add an option to have a full ammo counter in the alternate HUD just like Nugget Doom's Fullscreen HUD for example?

Still not sure on adding anything to the widescreen HUD (it's been suggested before), preferring to keep it minimal as is. I'll look into it though.

 

15 hours ago, S3M_XM said:

Is it also possible to make where the "pistolstart" command remembers at all times? It feels a little repetitive to type the command again every I open Doom Retro.

You can just use -pistolstart on the command-line instead.

 

15 hours ago, S3M_XM said:

I've also found another bug where if you have the berserk effect on, picking up another Berserk pack does not switch automatically to your fists.

Thanks for this! I'll look at fixing this for the next release!

 

9 hours ago, Endless said:

Just gonna chime in say that I'm one of the biggest DR fans out there... and one of my long fantasies is to see Heretic support in Doom Retro.

 

I remember you mentioning like a year ago that while you have no plans for it, you would also consider it at some point once you are satisfied with DR status.

 

Have you thought about Heretic support in the near future?

 

I would make you cake if you do ;)

I was actually thinking about this the other day. This is still a maybe, but since I've still got quite a bit to do Doom-wise, it wouldn't be anytime soon I'm afraid.

.

.

.

The cake is a lie! :P

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Hi everyone! DOOM Retro v5.5.1 has just been released! Please visit www.doomretro.com to download and for the release notes. Thank you to everyone for their support and Happy QuakeCon!

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48 minutes ago, bradharding said:

Hi everyone! DOOM Retro v5.5.1 has just been released! Please visit www.doomretro.com to download and for the release notes. Thank you to everyone for their support and Happy QuakeCon!

Wooooooooooooo DOOM Retro is still my favorite source port, but I'm not gonna lie, the KEX Engine port of DOOM I + II is so good... Definitely climbing up the ranks but DOOM Retro is just too good!

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Another great release. This also fixed the issue I was having where certain elements of the HUD were getting ignored unless the iwad parameter was present.

 

Just finished running through all of Dominus Diabolicus on it, and I have to say, I love the way it plays and feels on this port. As a modder, I'm very pleased with the approach Doom Retro takes.

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Posted (edited)

Can it be that if a PWAD already contains a UMAPINFO, it's impossible to override it with a custom one? (Using latest v5.5.1.)

Example:
I'm using masterlevels.wad from the new Doom Remaster in combination with this fix file which contains another UMAPINFO. I have placed it in autoload\masterlevels subdir. However, it is not used since the sky in MAP01 remains the same as before.

Edited by NightFright

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One thing to note (this doesn't seem like a bug with the program itself, but maybe there's something that can be done about it) - I had Doom Retro fail to launch several times in a row. It turned out this was because Windows 11, being the obtrusive piece of certified burning dumpster fire garbage that it is, kept launching it in "Efficiency Mode" which would make it go to the background and then close after a few seconds.

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On 8/14/2024 at 10:02 AM, bofu said:

Another great release. This also fixed the issue I was having where certain elements of the HUD were getting ignored unless the iwad parameter was present.

 

Just finished running through all of Dominus Diabolicus on it, and I have to say, I love the way it plays and feels on this port. As a modder, I'm very pleased with the approach Doom Retro takes.

Thanks! (I meant to get back to you regarding that issue, as I couldn't for the life of me replicate it. Glad it's no longer a problem!)

 

On 8/14/2024 at 11:57 PM, bofu said:

One thing to note (this doesn't seem like a bug with the program itself, but maybe there's something that can be done about it) - I had Doom Retro fail to launch several times in a row. It turned out this was because Windows 11, being the obtrusive piece of certified burning dumpster fire garbage that it is, kept launching it in "Efficiency Mode" which would make it go to the background and then close after a few seconds.

I've noticed this issue too, very occasionally for several months. After a quick google, it seems its possible to programmatically enable "efficiency mode" for a process, but not disable it.

 

On 8/14/2024 at 7:27 PM, NightFright said:

Can it be that if a PWAD already contains a UMAPINFO, it's impossible to override it with a custom one? (Using latest v5.5.1.)

Example:
I'm using masterlevels.wad from the new Doom Remaster in combination with this fix file which contains another UMAPINFO. I have placed it in autoload\masterlevels subdir. However, it is not used since the sky in MAP01 remains the same as before.

It is possible, but depends on the loading order. Stuff in the autoload folder is loaded last. If you specify master_fix.wad before masterlevels.wad on the command-line, it'll work. (I'll investigate whether it's viable reversing the order in which to look for MAPINFO lumps.)

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Posted (edited)

Intuitively, the fix should always be loaded last, which is how it works with autoload in other ports I'm using, e.g. Woof or Crispy. I also had to learn the hard way the naming convention for autoload subdirs in Retro is different from all the other ports with that feature for some reason. Instead of <wadname>.wad, it's just <wadname>.

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The mouselook CVAR and the +mouselook action have been renamed freelook and +freelook.

This change from v5.4 broke my config and left me to figure out why can't I freelook. If you make changes like this again, please consider keeping both actions as aliases or try to automatically update the configs.

 

To say something nice, I like how Sigil is automatically loaded with the soundtrack :D

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On 8/16/2024 at 7:53 AM, NightFright said:

Intuitively, the fix should always be loaded last, which is how it works with autoload in other ports I'm using, e.g. Woof or Crispy. I also had to learn the hard way the naming convention for autoload subdirs in Retro is different from all the other ports with that feature for some reason. Instead of <wadname>.wad, it's just <wadname>.

All fixed. Next version will load the UMAPINFO from master_fix.wad like it should. The autoload naming convention is as it is since I initially wanted it to be consistent with the savegame folder, but I'll work on allowing both.

 

42 minutes ago, ZigfriedYoshimitsu said:

The mouselook CVAR and the +mouselook action have been renamed freelook and +freelook.

This change from v5.4 broke my config and left me to figure out why can't I freelook. If you make changes like this again, please consider keeping both actions as aliases or try to automatically update the configs.

 

To say something nice, I like how Sigil is automatically loaded with the soundtrack :D

...

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Posted (edited)

So, if I get it correctly, Doom Retro doesn't have fake contrast. If so, can we expect it to be implemented someday?

 

Or maybe even the smooth one?

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1 hour ago, Grieferus said:

So, if I get it correctly, Doom Retro doesn't have fake contrast. If so, can we expect it to be implemented someday?

 

Or maybe even the smooth one?

You're mistaken. Doom Retro does have fake contrast.

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30 minutes ago, bradharding said:

You're mistaken. Doom Retro does have fake contrast.

Then how do you turn it on? Because this is how the scene looks by default in Doom Retro, and this is how the scene looks in International Doom with fake contrast off.image.png.f93deb470ebedcf49f852169d54cad46.png 

DOOM00.png

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12 hours ago, Grieferus said:

Then how do you turn it on? Because this is how the scene looks by default in Doom Retro, and this is how the scene looks in International Doom with fake contrast off...

Doom Retro calculates light differently than other ports, for a slightly darker effect. If you turn off textures, you'll see that fake contrast is in fact applied, as illustrated in the following screenshot:

image.png.5f8173602e253bda46defe751ec4fd1b.png

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First of all, great port! In fact, my favourite for vanilla gameplay.

But can you pleeeese add a CVAR for pain elementals lost souls limit? map9&map10 in Doom2 becomes almost unplayable because of this limit removing :(
And a CVAR to off the last 
equipped shotgun

Thanks!

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On 8/19/2024 at 9:14 AM, bradharding said:

Doom Retro calculates light differently than other ports, for a slightly darker effect. If you turn off textures, you'll see that fake contrast is in fact applied, as illustrated in the following screenshot:

image.png.5f8173602e253bda46defe751ec4fd1b.png

Didn't know that!

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Posted (edited)

So first off, Doom Retro has been one of my favorite ways to play Doom period. It's amazing.

Having said, there seems to be a conflict or...something in the recent versions with Ancient Aliens. The Alien Guardian Cube, when it dies, is supposed to crash to the ground, explode, and not leave a corpse. In the current version of Retro (v5.5.1), when the cube dies it explodes immediately, plays the standard gibbing sound, and leaves behind a gib pile. This behavior wasn't present in v4.9.2. Notably, this only affects the ones that replace bloody mess 2 (a good example is the one immediately in front of you in MAP12). The cubes that replace keen act perfectly fine (like the ones near the end of MAP11). The Stealth Trooper seems fine as well.

Additionally, there are a couple flats that are not labeled as liquids. I really, really wish there was a way to apply "liquid flatname" to the entire WAD at once but seems like you have to add it to each map entry in MAPINFO which is...fine just a little tedious. Having like a DRLIQUID lump or just some way to say what's a liquid for the entire WAD would be ideal for making patches, but understand that may asking a bit much. Anyways, the flats are PURPW1-4, PLOOD1-3, and ZO1_01-03 (and ZO1_99). MLAVA1-4 and GRAYSLM1-4 work perfectly fine.

Edited by Infirnex

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How is the vanilla ccmd supposed to be used? And what does it do? Can't find it on the wiki.

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Posted (edited)
15 minutes ago, VGA said:

How is the vanilla ccmd supposed to be used? And what does it do? Can't find it on the wiki.

 

Just type the ccmd "vanilla" to toggle it on or off. When on, it changes a bunch of cvars to make doomretro act like vanilla. These changes are not persisted, thus do not modify your saved config. Cannot find the list of cvars modified at the moment, but it is a bunch.

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18 hours ago, VGA said:

How is the vanilla ccmd supposed to be used? And what does it do? Can't find it on the wiki.

Check out my version of the configs too, you might like it or at least learn something from those links https://rentry.org/fiwkqb9c

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On 8/28/2024 at 6:48 AM, VGA said:

How is the vanilla ccmd supposed to be used? And what does it do? Can't find it on the wiki.

It's listed here. A list of the CVARs it changes are here.

 

On 8/23/2024 at 8:49 PM, Infirnex said:

So first off, Doom Retro has been one of my favorite ways to play Doom period. It's amazing.

Having said, there seems to be a conflict or...something in the recent versions with Ancient Aliens. The Alien Guardian Cube, when it dies, is supposed to crash to the ground, explode, and not leave a corpse. In the current version of Retro (v5.5.1), when the cube dies it explodes immediately, plays the standard gibbing sound, and leaves behind a gib pile. This behavior wasn't present in v4.9.2. Notably, this only affects the ones that replace bloody mess 2 (a good example is the one immediately in front of you in MAP12). The cubes that replace keen act perfectly fine (like the ones near the end of MAP11). The Stealth Trooper seems fine as well.

Additionally, there are a couple flats that are not labeled as liquids. I really, really wish there was a way to apply "liquid flatname" to the entire WAD at once but seems like you have to add it to each map entry in MAPINFO which is...fine just a little tedious. Having like a DRLIQUID lump or just some way to say what's a liquid for the entire WAD would be ideal for making patches, but understand that may asking a bit much. Anyways, the flats are PURPW1-4, PLOOD1-3, and ZO1_01-03 (and ZO1_99). MLAVA1-4 and GRAYSLM1-4 work perfectly fine.

Glad you're enjoying it! :) So, I've addressed the following for you, effective next release:

  • The alien guardian cube now explodes as its supposed to. (This is caused by the r_corpses_gib CVAR, which you can disable for now if you like.)
  • "liquid flatname" and "noliquid flatname" can now be applied outside of a map entry in MAPINFO lumps and work as expected.
  • There's actually a compatibility fix already in place for the exact non-liquid flats you mention, but Doom Retro is looking for "aaliens.wad" (and I'm guessing "aaliens_v1_2.wad" is what you're loading). This has been fixed.

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On 8/30/2024 at 4:33 PM, bradharding said:
  • The alien guardian cube now explodes as its supposed to. (This is caused by the r_corpses_gib CVAR, which you can disable for now if you like.)

Good to know; weird this only affects the bloody mess ones but hey it's fixed so.

 

On 8/30/2024 at 4:33 PM, bradharding said:
  • "liquid flatname" and "noliquid flatname" can now be applied outside of a map entry in MAPINFO lumps and work as expected.

This was how I was trying to implement the patch before lol. This is a great change I wasn't expecting; most mapsets use a liquid for the full WAD rather than a single map. Though it should be very infrequent - the filter seems very good at catching liquid flats - still great to have!
 

On 8/30/2024 at 4:33 PM, bradharding said:
  • There's actually a compatibility fix already in place for the exact non-liquid flats you mention, but Doom Retro is looking for "aaliens.wad" (and I'm guessing "aaliens_v1_2.wad" is what you're loading). This has been fixed.

Indeed, I was using aaliens_v1_2.wad (and the recently released aaliens_v1_3_umapinfo.wad). Thought Retro only checked for flat name, not the WAD too - didn't think to check aaliens.wad. It works and renaming the other files works too.

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Hey @bradharding, thank you for Doom Retro—it's truly a little gem of a port.

 

I noticed a small bug when loading the classic version of Smooth Doom MBF21 (SD21-Classic.wad). If the r_corpses_gib variable is enabled, shotgun guys will revive when gibbed by explosions. Additionally, after reviving, they become almost completely immune to most types of damage, with area damage from explosions being the only exception. Once killed again in this way, they turn into pools of blood.

 

I'm attaching two GIFs to illustrate this:

 

z4RYiwg.gif

 

YnGDy9s.gif

 

On another note, loading Andrew Hulshult's amazing IDKFA soundtrack with extras.wad is a great addition—thank you for that. Unfortunately, some tracks don't seem to play as intended on their respective levels. For example, I noticed this on DOOM's E3M1: Hell Keep. I thought you might want to know.

 

Coming from Crispy and Woof!, I never expected Doom Retro to become my go-to source port for trying new wads, but it has progressively won me over. It's a labor of love and a joy to play, and it shows in the attention to detail and the effort you put into maintaining a chunky and cohesive retro aesthetic without going overboard. Keep up the great work!

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1 hour ago, cMISS said:

Hey @bradharding, thank you for Doom Retro—it's truly a little gem of a port.

 

I noticed a small bug when loading the classic version of Smooth Doom MBF21 (SD21-Classic.wad). If the r_corpses_gib variable is enabled, shotgun guys will revive when gibbed by explosions. Additionally, after reviving, they become almost completely immune to most types of damage, with area damage from explosions being the only exception. Once killed again in this way, they turn into pools of blood.

 

...

 

On another note, loading Andrew Hulshult's amazing IDKFA soundtrack with extras.wad is a great addition—thank you for that. Unfortunately, some tracks don't seem to play as intended on their respective levels. For example, I noticed this on DOOM's E3M1: Hell Keep. I thought you might want to know.

 

You're welcome! 😁

 

Moonwalking zombies? I suspect this may be related to a bug I fixed a couple weeks ago. I'll look into it. I'll fix the IDKFA issue too. Thank you so much for letting me know!

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