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Everything posted by bradharding
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DOOM Retro v5.5.1 (updated August 11, 2024)
bradharding replied to bradharding's topic in Source Ports
Thanks! I'll make my way through the list! :) -
UPDATED AUGUST 11, 2024: DOOM Retro v5.5.1 has been released! Please visit www.doomretro.com to check it out... ORIGINAL POST ON DECEMBER 10, 2013: On this day exactly 20 years ago, id Software released a little game you might know called DOOM. And now, in celebration of this anniversary date, and after over three years of development in relative secrecy, I’m proud to finally announce the debut release of DOOM Retro, my very own DOOM source port. DOOM Retro represents what I want DOOM to be today, in all its gritty, unapologetically pixelated glory. 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. DOOM Retro’s extensive release notes list what I’ve accomplished so far in an attempt to achieve this goal. DOOM Retro is based on Chocolate DOOM. This project is by no means complete, and will probably forever be in a constant state of development. My intent is to release updates on a regular basis, ever seeking that goal of perfection. I have a long way ahead, and I encourage you to please leave a comment on this post, or on the DOOM Retro site, with any feedback, bug reports, etc. you may wish to impart, as well as follow the @doomretro account on Twitter. Please visit www.doomretro.com.
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DOOM Retro v5.5.1 (updated August 11, 2024)
bradharding replied to bradharding's topic in Source Ports
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! -
DOOM Retro v5.5.1 (updated August 11, 2024)
bradharding replied to bradharding's topic in Source Ports
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! bind x "iddt" should work. -
DOOM Retro v5.5.1 (updated August 11, 2024)
bradharding replied to bradharding's topic in Source Ports
Thanks for the report! Having a quick look, it seems to be an interpolation problem. EDIT: Fixed! I'll have to check it out. -
DOOM Retro v5.5.1 (updated August 11, 2024)
bradharding replied to bradharding's topic in Source Ports
You're welcome! I'm glad you're enjoying it! :) (BTW, a new version is not too far away...) 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%? -
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.) -
DOOM Retro v5.5.1 (updated August 11, 2024)
bradharding replied to bradharding's topic in Source Ports
Hmm.. no changes were made to the controller code for the release of v5.4. so I'm thinking it might be an SDL issue (since that was updated). By "bad diagonal inputs" do you mean when you move forward with the left stick you quickly move diagonally with any slight movement to the left/right? Do you have always run on? And if so, does it happen when just walking? Also, if you turn the joy_analog CVAR off, does it still occur? -
DOOM Retro v5.5.1 (updated August 11, 2024)
bradharding replied to bradharding's topic in Source Ports
Could you please confirm if the buzzing occurs with the attached test build? test.zip -
DOOM Retro v5.5.1 (updated August 11, 2024)
bradharding replied to bradharding's topic in Source Ports
Hi everyone! DOOM Retro v5.5 has just been released! Please visit www.doomretro.com to download and for a list of the many changes. Thanks for everybody's support! -
DOOM Retro v5.5.1 (updated August 11, 2024)
bradharding replied to bradharding's topic in Source Ports
Hi @BEG! I'm glad you're enjoying Doom Retro! It would be the blood splats that are reducing the framerate, when compared to other ports. Try lowering the r_bloodsplats_max CVAR (setting it 0 even). I'm working on some solutions to help alleviate this overhead.