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About bradharding
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Creator of DOOM Retro
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DOOM Retro v5.5.1 (updated August 11, 2024)
bradharding replied to bradharding's topic in Source Ports
Interesting idea. I'll certainly consider it. Thanks! -
DOOM Retro v5.5.1 (updated August 11, 2024)
bradharding replied to bradharding's topic in Source Ports
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. -
DOOM Retro v5.5.1 (updated August 11, 2024)
bradharding replied to bradharding's topic in Source Ports
Thanks @waverider. I'll PM you. -
DOOM Retro v5.5.1 (updated August 11, 2024)
bradharding replied to bradharding's topic in Source Ports
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! -
DOOM Retro v5.5.1 (updated August 11, 2024)
bradharding replied to bradharding's topic in Source Ports
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. -
DOOM Retro v5.5.1 (updated August 11, 2024)
bradharding replied to bradharding's topic in Source Ports
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! -
DOOM Retro v5.5.1 (updated August 11, 2024)
bradharding replied to bradharding's topic in Source Ports
It's listed here. A list of the CVARs it changes are here. 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. -
DOOM Retro v5.5.1 (updated August 11, 2024)
bradharding replied to bradharding's topic in Source Ports
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: -
DOOM Retro v5.5.1 (updated August 11, 2024)
bradharding replied to bradharding's topic in Source Ports
You're mistaken. Doom Retro does have fake contrast. -
DOOM Retro v5.5.1 (updated August 11, 2024)
bradharding replied to bradharding's topic in Source Ports
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. ... -
DOOM Retro v5.5.1 (updated August 11, 2024)
bradharding replied to bradharding's topic in Source Ports
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!) 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. 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.) -
DOOM Retro v5.5.1 (updated August 11, 2024)
bradharding replied to bradharding's topic in Source Ports
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! -
DOOM Retro v5.5.1 (updated August 11, 2024)
bradharding replied to bradharding's topic in Source Ports
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. You can just use -pistolstart on the command-line instead. Thanks for this! I'll look at fixing this for the next release! 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 -
DOOM Retro v5.5.1 (updated August 11, 2024)
bradharding replied to bradharding's topic in Source Ports
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. -
DOOM Retro v5.5.1 (updated August 11, 2024)
bradharding replied to bradharding's topic in Source Ports
Thanks for this info. I'll continue to look into this. Thanks for letting me know. The pain flash problem was due to a typo (only when vid_scalefilter CVAR isn't set to nearest_linear). Thanks. Please redownload v5.5. I've quickly fixed the pain flash problem and reverted the sound code. (EDIT: And also controller movement when running is now fixed.)