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bradharding

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About bradharding

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  1. bradharding

    DOOM Retro v2.7.5 (updated November 18, 2018)

    @Kroc @Phobos Anomaly @VGA I made a change to DeHackEd support so that it changes monster names to how they're described in DEHACKED lumps, eg. "Thing 2 (Former Human)". This'd be the cause of both issues, so I'll revert the change.
  2. bradharding

    DOOM Retro v2.7.5 (updated November 18, 2018)

    There was a nasty bug that affected some clean installs of DR in some instances. I managed to fix it and re-upload v2.7.4 only a couple of hours later, so if you redownload it should be fine.
  3. bradharding

    DOOM Retro v2.7.5 (updated November 18, 2018)

    Announcing the release of v2.7.4 of DOOM Retro! Please visit https://www.doomretro.com to download. Thanks go to Julia Nechaevskaya, vanfanel, DeathEgg, Kroc and Fabian Greffrath for their assistance and support. Here's a list of the release notes: * DOOM Retro now uses SDL v2.0.9, SDL_mixer v2.0.4 and SDL_image v2.0.4. * When DOOM Retro is opened for the first time, the WAD launcher will now try to find a common DOOM or DOOM II installation. * Optimizations have been made to further improve the overall performance and stability of DOOM Retro. * Minor changes have been made to text that is output to the console. * Further improvements have been made to the console’s autocomplete feature. * The fuzz effect of spectres, as well as the player’s weapon when they have a partial invisibility power-up, are now paused when freeze mode is on. * The fuzz effect of spectres is now rendered correctly when the player has an invulnerability power-up. * The sky will now be rendered correctly when the r_skycolor CVAR is a value other than none and the player has an invulnerability power-up. * Further improvements have been made to the support of DEHACKED and MAPINFO lumps. * The player’s weapon will now bounce slightly when they drop down from a greater height. This can be disabled using the new weaponbounce CVAR, which is on by default and off when vanilla mode is on. * Monsters will no longer infight if no target mode is on and the player dies. * If the +alwaysrun action is bound to the CAPSLOCK key, then that key will now be toggled on or off as necessary when DOOM Retro’s window gains or loses focus, and not just when it is closed. * Any screen shake or palette effect will now be canceled when pressing F7 to end a game, or F9 to quicksave a game. * The F12 key can now be bound to an action using the bind CCMD. * The following changes have been made to vanilla mode: * Certain controls that weren’t present in Vanilla DOOM will now be unbound. * The right mouse button will be bound to the +strafe action. * The automap’s grid is now turned off since it was off by default and its state was never saved in Vanilla DOOM. * Minor improvements have been made to DOOM Retro’s renderer. * The player’s weapon will now rise more smoothly at the start of a map. * If the original music of DOOM or DOOM II is being played in a map, then the music’s composer, Bobby Prince, is now displayed by the mapstats CCMD. * The console will now automatically close when a cheat is entered. * When the tossdrop CVAR is on, if a monster is killed and then drops an item, some of the corpse’s momentum is now also applied to that item. * A bug has been fixed whereby the am_allmapfdwallcolor CVAR was used instead of the am_allmapwallcolor CVAR to draw solid walls in the automap when the player had a computer area map power-up. * Brightmaps have now been applied to the SW2GARG, SW2LION and SW2SATYR textures when the r_brightmaps CVAR is on. * The correct obituary will now be displayed in the console when the player dies on molten rock. * If both the r_althud and vid_widescreen CVARs are on, and the automap is open, both player messages and the map’s title will now be displayed using DOOM Retro’s alternate character set. * A bug has been fixed whereby gridlines in the top and bottom right corners of the automap weren’t being displayed in some instances when the am_grid CVAR was on. * The secret maps will no longer be included when entering map last, map next or map random in the console. * If a CCMD that requires one or more parameters is entered in the console without those parameters, a description of that CCMD will now be displayed. * Savegames will now be saved in the correct folder when playing Freedoom: Phase 1 or Freedoom: Phase 2. * The behavior of the -savedir command-line parameter has changed. Savegames will now be placed directly in the folder specified, rather than in a subfolder based on the name of the WAD loaded. * -save may be now be used as an alternative to -savedir on the command-line. * A bug has been fixed whereby the player’s path in the automap wasn’t being shown correctly if both the am_path CVAR and no clipping mode were on. * If the player has more than one power-up, the countdown bar in the alternate widescreen HUD will now always show the power-up that will run out first. * If an SFX lump in a PWAD is in an unrecognized format, the original lump in the IWAD will be played instead. * The +use action can no longer be used if the autouse CVAR is on. * Items dropped by monsters when they are killed will now be rendered correctly if dropped on a moving platform and the vid_capfps CVAR is a value other than 35.
  4. bradharding

    DOOM Retro v2.7.5 (updated November 18, 2018)

    No delay here. Is this when just using the cursor keys to turn left/right, or do all other keyboard controls do the same for you (WASD for example)? Has this occurred in previous builds? If you're just saying turning left/right with the cursor keys is slow, well, it always has been with Doom, without holding down the shift key.
  5. bradharding

    DOOM Retro v2.7.5 (updated November 18, 2018)

    LOL! Don't worry, I didn't take that way. Since the console is the only way in DR that you're able to change most settings, I've strived to make it as user-friendly as possible.
  6. bradharding

    Post Your Doom Picture (Part 2)

    Turns out it's not fake. Check out the other images here.
  7. bradharding

    DOOM Retro v2.7.5 (updated November 18, 2018)

    Not quite empty (Slade shows them as 4 bytes in size), but yes, that's why the warnings are there. In your screenshot, @FrenchGuy, I noticed something else. The line: "There is 1 savegame in E:\Doom Retro\savegames\doom2\." It should be saving in a freedoom2\ subfolder to keep the saves separate from Doom 2, so that's something I'll need to correct.
  8. bradharding

    DOOM Retro v2.7.5 (updated November 18, 2018)

    Thanks Grizzly. I've just managed to fix both the issues you describe. The missing monsters were due to DR not allowing DOOM 2 things in a DOOM wad. In the case of REKKR, this needs to be allowed. And as for the sky issue, the MAPINFO lump in REKKR.WAD was being misread.
  9. bradharding

    Ports That Support MP3 (and other non-MIDI) playback

    Well, if you open the WAD in Slade you will see there are two Ogg lumps: D_RUNNIN and D_STALKS. They replace the music of both maps in the WAD.
  10. bradharding

    Ports That Support MP3 (and other non-MIDI) playback

    Reconstruction/Decomposition has a couple of Ogg lumps.
  11. bradharding

    DOOM Retro v2.7.5 (updated November 18, 2018)

    A new version of DOOM Retro is now available, fixing a few minor control issues, and adding a couple of added features. Visit www.doomretro.com to download. Also, for those interested, I've started a new Discord server! Please help me get it off the ground by joining. The invite is https://discord.gg/jAfAyWG.
  12. bradharding

    DOOM Retro v2.7.5 (updated November 18, 2018)

    Thanks for the info. I'll look into what's happening. Update: And I've fixed it! Thanks again for your help, and here's a beta of the next version with the fix.
  13. bradharding

    DOOM Retro v2.7.5 (updated November 18, 2018)

    That's ok. If you set gp_thumbsticks to 2 (which it should be by default), then the right thumbstick will look only, and the left will move the player. As for the vibration, it should certainly work with a 360 controller. If you open the console, does it say "A gamepad is connected. Using XInput..."?
  14. bradharding

    DOOM Retro v2.7.5 (updated November 18, 2018)

    To disable movement of the right thumbstick you can enter gp_deadzone_right 100% in the console. Vibration is enabled by default, but only works for XInput controllers. What gamepad do you have?
  15. bradharding

    Things about Doom you just found out

    Oh. Checking Fabian's changelog I see it was in Crispy, but removed due to demo desyncing issues. My bad.
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