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bradharding

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

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I've noticed an issue with v5.5.1, sometimes when I let the player stand still doing nothing for a little while and then I move him again, the frame rate goes down and become stutter-ish. The best solution to fix the frame rate is seemingly to stand still for a little while again and then start moving again, that sometimes seems to fix the issue.

 

By the way - are you still up for adding the option to let the disk icon linger around a little longer?

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57 minutes ago, waverider said:

I've noticed an issue with v5.5.1, sometimes when I let the player stand still doing nothing for a little while and then I move him again, the frame rate goes down and become stutter-ish. The best solution to fix the frame rate is seemingly to stand still for a little while again and then start moving again, that sometimes seems to fix the issue.

 

By the way - are you still up for adding the option to let the disk icon linger around a little longer?

I'm not sure what may be causing that. I'll try it out myself, but I suspect it might be Windows doing one of its power saving things. Is it Windows 11? Also, do you have vsync off, uncapped framerate?

 

I looked more into your disk icon suggestion and it'd require a bit of work to do it. It's something I'll look into later, but it's not a priority right now.

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Maybe Windows is putting Doom Retro in efficiency mode if you leave it idle?

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@bradharding: I'll post the same info as in my pm to you, in case others have the same issue. I'm running on Win 10, vsync off, framerate capped to 35. Windows power saving settings is on Max Performance now, but Balanced mode didn't make a difference when it came to that stuttering issue.

 

Thought I'd also mention that I have trouble getting v5.5.1 to run now. Dunno what's causing this.

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Hey Brad, hoping you have a solution for this:

I'm working on a Vanilla Ultimate Doom WAD where Doom Retro is one of the ports I'm focusing on testing and compatibility.

I have a few custom monsters in the WAD which replace decorations, I think due to this they are not recognizes as an enemy and the deep water effect is not applied to them, is there way you can suggest to solve this? 

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While were at it another issue I just noticed is a with a custom weapon I created that uses Shells and replaces the Chainsaw, for some reason it does not consume shell ammo, all other ports I tested this with did not have this issue so Doom Retro is unique in that sense.

 

 

 

Edited by BEG

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On 9/9/2024 at 3:54 AM, waverider said:

@bradharding: I'll post the same info as in my pm to you, in case others have the same issue. I'm running on Win 10, vsync off, framerate capped to 35. Windows power saving settings is on Max Performance now, but Balanced mode didn't make a difference when it came to that stuttering issue.

 

Thought I'd also mention that I have trouble getting v5.5.1 to run now. Dunno what's causing this.

Thanks for the info. I've been trying a few things and am unable to determine what it may be. Focusing on getting the exe to run: when it doesn't, do you see a doomretro.exe process in the task manager showing that it's suspended?

 

On 9/10/2024 at 12:03 AM, BEG said:

Hey Brad, hoping you have a solution for this:

I'm working on a Vanilla Ultimate Doom WAD where Doom Retro is one of the ports I'm focusing on testing and compatibility.

I have a few custom monsters in the WAD which replace decorations, I think due to this they are not recognizes as an enemy and the deep water effect is not applied to them, is there way you can suggest to solve this? 

Hi. You can use "Retro Bits" in a dehacked lump like you'd use "Bits". "Retro Bits=FOOTCLIP" should do the trick. (See here for more info.)

 

20 hours ago, BEG said:

While were at it another issue I just noticed is a with a custom weapon I created that uses Shells and replaces the Chainsaw, for some reason it does not consume shell ammo, all other ports I tested this with did not have this issue so Doom Retro is unique in that sense.

 

Link to WAD

 

Thanks for letting me know. I'll check out your wad and work on a fix.

EDIT: Fixed!

Edited by bradharding

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@bradharding: Sometimes it starts like normal and sometimes it doesn't, and when it doesn't run, the hourglass icon is always close to the mouse pointer and nothing seems to happen. The task manager sometimes shows Doom Retro in it as if it was running correctly but sometimes it isn't listed there at all, after I tried to start DR. I should mention DR 5.4 seems to run without issues.

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On 9/11/2024 at 7:05 AM, bradharding said:

Thanks for the info. I've been trying a few things and am unable to determine what it may be. Focusing on getting the exe to run: when it doesn't, do you see a doomretro.exe process in the task manager showing that it's suspended?

 

Hi. You can use "Retro Bits" in a dehacked lump like you'd use "Bits". "Retro Bits=FOOTCLIP" should do the trick. (See here for more info.)

 

Thanks for letting me know. I'll check out your wad and work on a fix.

EDIT: Fixed!

Legend! the FOOTCLIP bit worked as well, I didn't know about the Retro Bit and extra dehacked support that's super cool.

Going to use this for bloodcolor too. thanks Brad!

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21 hours ago, waverider said:

@bradharding: Sometimes it starts like normal and sometimes it doesn't, and when it doesn't run, the hourglass icon is always close to the mouse pointer and nothing seems to happen. The task manager sometimes shows Doom Retro in it as if it was running correctly but sometimes it isn't listed there at all, after I tried to start DR. I should mention DR 5.4 seems to run without issues.

Thanks @waverider. I'll PM you.

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Found another issue to report: DOOM Retro has an issue dealing with Vanilla death-exits as described here: 

 

It seems to process it as a co-op/multiplayer death

 

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I found a new issue, though nothing game breaking.
Frequent quicksaving and loading causes sprites in liquid sectors to be pushed infinitely lower and lower into the sector. This is easily replicatable by just quicksaving when a sprite is at the bottom of it's bob, then load again. It seems like it remembers how deep the sprite is, but restarts the bob at that spot. The actual sprite clip stays the same, but the sprite can be pushed so far down it can be difficult to see where the actor is actually supposed to be. You can still interact with these actors like normal (like ammo, for example).
Setting r_liquid_bobsprites off then on again resets it. I haven't tested it or seen it with actors that actually move, but I have noticed it with keys and ammo. I normally play with r_liquid_bob off, but I tested it with it on and it still happens.

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On 9/15/2024 at 10:31 AM, BEG said:

Found another issue to report: DOOM Retro has an issue dealing with Vanilla death-exits as described here: 

 

It seems to process it as a co-op/multiplayer death

 

Hmm... I thought I fixed this in v5.5.1. Could you please point me in the direction of an example wad so I may test?

 

21 hours ago, Infirnex said:

I found a new issue, though nothing game breaking.
Frequent quicksaving and loading causes sprites in liquid sectors to be pushed infinitely lower and lower into the sector. This is easily replicatable by just quicksaving when a sprite is at the bottom of it's bob, then load again. It seems like it remembers how deep the sprite is, but restarts the bob at that spot. The actual sprite clip stays the same, but the sprite can be pushed so far down it can be difficult to see where the actor is actually supposed to be. You can still interact with these actors like normal (like ammo, for example).
Setting r_liquid_bobsprites off then on again resets it. I haven't tested it or seen it with actors that actually move, but I have noticed it with keys and ammo. I normally play with r_liquid_bob off, but I tested it with it on and it still happens.

Nice find! Thank you! After a quick test, yes I can see it happening. I'll work on a fix.

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3 hours ago, bradharding said:

Hmm... I thought I fixed this in v5.5.1. Could you please point me in the direction of an example wad so I may test?

 

Nice find! Thank you! After a quick test, yes I can see it happening. I'll work on a fix.

My bad, I need to try it with the latest version.

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Hello, I love the new effects that youve put into this version! my only problem is that i cant seem to configure my controls anywhere, and when i try it in the console it keeps saying that it doesnt recognise whatever key/action ive typed in. is there a guide somewhere i can look at? thanks!

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4 hours ago, lovfultunezz said:

Hello, I love the new effects that youve put into this version! my only problem is that i cant seem to configure my controls anywhere, and when i try it in the console it keeps saying that it doesnt recognise whatever key/action ive typed in. is there a guide somewhere i can look at? thanks!

https://github.com/bradharding/doomretro/wiki/Console-Commands

 

Check that wiki out!

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15 hours ago, bradharding said:

mm... I thought I fixed this in v5.5.1. Could you please point me in the direction of an example wad so I may test?

Can confirm it's fixed.

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@bradharding

Ironwail has a nice intelligent autosave system where it tracks the time since the player was last hurt and last fired a shot, also the player's current speed. And only autosaves when there is no action and the player isn't low on health. Do you think it's worth it to implement something like that in Doom Retro?

 

The function is called: Host_CheckAutosave 

https://github.com/andrei-drexler/ironwail/blob/9629e2d3169050847df472427ac02a42708324d4/Quake/host.c#L831

 

EDIT: Also, it autosaves in a background thread to avoid stutters.

Edited by VGA

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On 9/20/2024 at 11:34 PM, VGA said:

@bradharding

Ironwail has a nice intelligent autosave system where it tracks the time since the player was last hurt and last fired a shot, also the player's current speed. And only autosaves when there is no action and the player isn't low on health. Do you think it's worth it to implement something like that in Doom Retro?

 

The function is called: Host_CheckAutosave 

https://github.com/andrei-drexler/ironwail/blob/9629e2d3169050847df472427ac02a42708324d4/Quake/host.c#L831

 

EDIT: Also, it autosaves in a background thread to avoid stutters.

Interesting idea. I'll certainly consider it. Thanks!

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Posted (edited)

I accidentally booted up Doom Retro without my Audio Interface on (I use Coolsoft), and the sound effects aren't working. Any idea what is going on? I'll reinstall the Coolsoft synth first.

 

Edit: The only solution so far is to download, extract, and run Room Retro in a separate file location.

Edited by JXC

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Just wanted to say to the creator of this port: Thank you.
I really like how you made everything vanilla-ish with some cool extra stuff (liquid movement for instance)

And the vanilla cmd on-the-go is really useful to get that chocolate doom feeling

Was an avid user of crispy doom, now I'm using retro primarily

Cheers!

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On 10/16/2024 at 12:23 PM, MrSt1ff said:

Just wanted to say to the creator of this port: Thank you.
I really like how you made everything vanilla-ish with some cool extra stuff (liquid movement for instance)

And the vanilla cmd on-the-go is really useful to get that chocolate doom feeling

Was an avid user of crispy doom, now I'm using retro primarily

Cheers!

You're welcome! I'm glad you're enjoying it! :) (BTW, a new version is not too far away...)

 

On 10/5/2024 at 7:28 AM, JXC said:

I accidentally booted up Doom Retro without my Audio Interface on (I use Coolsoft), and the sound effects aren't working. Any idea what is going on? I'll reinstall the Coolsoft synth first.

 

Edit: The only solution so far is to download, extract, and run Room Retro in a separate file location.

Whoops, sorry for the late reply! I'm not sure what would have been happening there. It's possible Windows may have randomly muted that instance of DR, which I've experienced myself on occasion. Maybe run it and check the Windows volume mixer to see if it's volume hasn't been set to 0%?

 

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When I was playing Tricking & Tearing at Warpspeed, in map05, pressing this button here in this screenshot causes the wall to freak out when as it reveals a room down below, in DSDA-Doom v0.28.1, the effect works normally as an illusion of the wall being pushed in horizontally through very thin linedefs. 

1408583753_ToServeMan.png.f022d54250586b8a8d6182f868ff0a1b.png

 

On an unrelated note, is it possible to add a "bump use" option? I like that option in Helion.

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On 10/23/2024 at 10:44 AM, S3M_XM said:

When I was playing Tricking & Tearing at Warpspeed, in map05, pressing this button here in this screenshot causes the wall to freak out when as it reveals a room down below, in DSDA-Doom v0.28.1, the effect works normally as an illusion of the wall being pushed in horizontally through very thin linedefs. 

1408583753_ToServeMan.png.f022d54250586b8a8d6182f868ff0a1b.png

 

On an unrelated note, is it possible to add a "bump use" option? I like that option in Helion.

Thanks for the report! Having a quick look, it seems to be an interpolation problem.

 

EDIT: Fixed!

 

On 10/23/2024 at 10:44 AM, S3M_XM said:

On an unrelated note, is it possible to add a "bump use" option? I like that option in Helion.

I'll have to check it out.

Edited by bradharding

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I am struggling to figure out the alias syntax; can you advise?

Just want three cheats on one key. Like

alias cheetz "god; noclip; notarget"
bind / cheetz

Try as I might I can't successfully translate this documentation into a working alias.

(I also like to create one for IDDT so I can invoke it with one key press but I think that is not currently possible in Doom Retro?)

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On 10/23/2024 at 6:11 PM, Alexandra said:

I am struggling to figure out the alias syntax; can you advise?

Just want three cheats on one key. Like


alias cheetz "god; noclip; notarget"
bind / cheetz

Try as I might I can't successfully translate this documentation into a working alias.

It appears that semicolons aren't being parsed correctly by the alias command. I'll look into having it fixed for the next release. Thanks.

 

EDIT: Fixed!

 

On 10/23/2024 at 6:11 PM, Alexandra said:

I am struggling to figure out the alias syntax; can you advise?

Just want three cheats on one key. Like


alias cheetz "god; noclip; notarget"
bind / cheetz

Try as I might I can't successfully translate this documentation into a working alias.

(I also like to create one for IDDT so I can invoke it with one key press but I think that is not currently possible in Doom Retro?)

bind x "iddt" should work.

Edited by bradharding

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Hey Brad, not really sure what is happening here but there seems to be a lot of missing textures in this wad MAP19.
This only happens in Retro Doom, I tested it on 5.5.1 and like on 9 different source ports and the only one that has the missing texture issue is Retro Doom.

 

Here is the wad https://drive.google.com/file/d/1t-atdNbn6-ND4BNjkrF6LMD2ww20eTuK/view?usp=sharing
 

Map19 is the on in question. part of this community project.


 

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1 hour ago, BEG said:

Hey Brad, not really sure what is happening here but there seems to be a lot of missing textures in this wad MAP19.
This only happens in Retro Doom, I tested it on 5.5.1 and like on 9 different source ports and the only one that has the missing texture issue is Retro Doom.

 

Here is the wad https://drive.google.com/file/d/1t-atdNbn6-ND4BNjkrF6LMD2ww20eTuK/view?usp=sharing
 

Map19 is the on in question. part of this community project.


 

Thanks. It seems to be caused by linedef 4085 having its back, bottom texture set to WATERMAP. I'll work on DR accommodating for this.

 

EDIT: Fixed!

Edited by bradharding

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Found some issues when I was playing Denapsed.

  • The ambient sounds (map01 for example) carry on to the next map unless you go to the menu and go back?
  • After running ammo with the chaingun, it automatically switches to the chaingun despite having no ammo, this might have to do with weapon priorites?
    • This also does the same thing with the Hexa-shotgun.
  • When a Pain elemental fires a lost soul or dies with the lost souls spawn in, it shoots out a normal lost soul sprite (which it doesn't do that in DSDA-Doom v0.28.2)
  • Somehow some linedefs in map13 are supposed to monster block the Darch-viles, but it knocks them off the platform (if they're still alive), in DSDA-Doom doesn't do that.
  • In map18, the ghosts (not ghost enemies that was revived from resurrecting while being crushed) don't appear after hitting the breaker box.

 

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7 hours ago, S3M_XM said:

Found some issues when I was playing Denapsed.

  • The ambient sounds (map01 for example) carry on to the next map unless you go to the menu and go back?
  • After running ammo with the chaingun, it automatically switches to the chaingun despite having no ammo, this might have to do with weapon priorites?
    • This also does the same thing with the Hexa-shotgun.
  • When a Pain elemental fires a lost soul or dies with the lost souls spawn in, it shoots out a normal lost soul sprite (which it doesn't do that in DSDA-Doom v0.28.2)
  • Somehow some linedefs in map13 are supposed to monster block the Darch-viles, but it knocks them off the platform (if they're still alive), in DSDA-Doom doesn't do that.
  • In map18, the ghosts (not ghost enemies that was revived from resurrecting while being crushed) don't appear after hitting the breaker box.

 

Thanks! I'll make my way through the list! :)

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