Revisions of doomretro
Dirk Stoecker (dstoecker)
committed
(revision 48)
Dirk Stoecker (dstoecker)
accepted
request 1193716
from
Michael Pujos (bobbie424242)
(revision 47)
- added fix-iwad-search-path.patch from https://github.com/bradharding/doomretro/pull/833 - Update to version 5.5.1 * https://github.com/bradharding/doomretro/releases/tag/v5.5.1
Dirk Stoecker (dstoecker)
accepted
request 1189941
from
Michael Pujos (bobbie424242)
(revision 46)
Update to version 5.5
Ferdinand Thiessen (susnux)
accepted
request 1171291
from
Martin Hauke (mnhauke)
(revision 45)
- Update to version 5.4 * https://github.com/bradharding/doomretro/releases/tag/v5.4
Dirk Stoecker (dstoecker)
accepted
request 1154394
from
Martin Hauke (mnhauke)
(revision 44)
- Update to version 5.3 * https://github.com/bradharding/doomretro/releases/tag/v5.3
Dirk Stoecker (dstoecker)
accepted
request 1133589
from
Martin Hauke (mnhauke)
(revision 43)
- Update to version 5.1.3 * Minor changes have been made to text that is output to the console. * The MD5 hash value of the current map’s WAD is now displayed by the mapstats CCMD. * Further improvements have been made to the parsing of bossaction in MAPINFO lumps. * A bug is fixed whereby selecting an episode in the menu wouldn’t change the episode CVAR in some instances. * SIGIL will now still be automatically loaded if found and SIGIL II is manually loaded. * Improvements have been made to recognizing the SIGIL and SIGIL II WAD files if they have been renamed. - Update to version 5.1.2 * Minor changes have been made to text that is output to the console. * These improvements have been made to the support for John Romero’s SIGIL II: + "SIGIL" can no longer be selected in the episode menu if SIGIL isn’t loaded but SIGIL II is. + The Spider Mastermind’s health in E6M8: Abyss Of Despair is now correct. + Thorr’s music is now louder. * If known, the author of the current map is now displayed by the mapstats CCMD. * A bug is fixed whereby the corpses of monsters could remain solid, blocking the player’s path, in some rare instances. * Minor improvements have been made to text autocompleted in the console by pressing the TAB key.
Ferdinand Thiessen (susnux)
accepted
request 1128582
from
Martin Hauke (mnhauke)
(revision 42)
- Update to version 5.0.7 * https://github.com/bradharding/doomretro/releases
Ferdinand Thiessen (susnux)
accepted
request 1093572
from
Martin Hauke (mnhauke)
(revision 41)
- Update to version 4.9.2 * https://github.com/bradharding/doomretro/releases
Martin Hauke (mnhauke)
accepted
request 1077911
from
Martin Hauke (mnhauke)
(revision 40)
- Update to version 4.9 * https://github.com/bradharding/doomretro/releases
Dmitriy Perlow (DarkSS)
accepted
request 1042306
from
Martin Hauke (mnhauke)
(revision 39)
- BR SDL2 >= 2.0.9
Martin Hauke (mnhauke)
accepted
request 1042074
from
Martin Hauke (mnhauke)
(revision 38)
- Update to version 4.7.1 * https://github.com/bradharding/doomretro/releases
Dirk Stoecker (dstoecker)
accepted
request 1004477
from
Martin Hauke (mnhauke)
(revision 37)
- Update to version 4.6.2 * https://github.com/bradharding/doomretro/releases
Ferdinand Thiessen (susnux)
accepted
request 979646
from
Martin Hauke (mnhauke)
(revision 36)
- Update to version 4.5.1 * https://github.com/bradharding/doomretro/releases/tag/v4.5.1
Dirk Stoecker (dstoecker)
accepted
request 927362
from
Martin Hauke (mnhauke)
(revision 35)
- Update to version 4.3 * https://github.com/bradharding/doomretro/releases/tag/v4.3 - Update to version 4.2.3 * Optimizations have been made to further improve the overall performance and stability of DOOM Retro. * The splash screen’s animation is now smoother. * Minor changes have been made to the font used in the console, and the player messages in the alternate widescreen HUD. * Minor changes have been made to text that is output to the console. * Further improvements have been made to the support for Chex Quest, Freedoom and REKKR. * The bounce of the player’s weapon when dropping down from a greater height is now slightly slower when the weaponbounce CVAR is on. * When clicking a mouse button that is bound to the +screenshot action, the screen will now flash and a sound will now be heard * The console’s background will no longer be affected when entering the vanilla CCMD. * A fade transition is now applied after saving a game in the save game menu and the fade CVAR is on. * Further improvements have been made to when the player’s view should be lowered if the r_liquid_lowerview CVAR is on. * A bug has been fixed whereby the title in the automap could be positioned incorrectly in some rare instances. * The player’s arrow will now be positioned correctly in the automap when the am_rotate CVAR is on and the am_followmode CVAR is off. * The following changes have been made when the am_path CVAR is
Dirk Stoecker (dstoecker)
accepted
request 915406
from
Martin Hauke (mnhauke)
(revision 34)
- Update to version 4.2.1 * 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. * The framerate will no longer drop to 35 frames per second if the game is paused, or the menu or console is open. * A slight dithered effect is now applied to fade transitions when the fade CVAR is on. * A fade transition will now always be applied when exiting the help screen and the fade CVAR is on. * Translucency is now applied to megaspheres when the r_translucency CVAR is on. * The following changes have been made when the r_shake_damage CVAR is greater than 0% and god mode is enabled: + The maximum amount of time the screen will shake when the player is attacked has been reduced. + The screen will no longer shake if the player is in a sector with special 16 (“Damage -10% or -20% health”) or 4 (“Damage -10% or -20% health and light blinks (0.5 sec.)”). * Improvements have been made to the clipping of the bottom of sprites when in liquid and the r_liquid_clipsprites CVAR is on. * A bug has been fixed whereby an action couldn’t be bound to or unbound from the ; key using the bind and unbind CCMDs. * The background of the player’s face will now be positioned correctly when the facebackcolor CVAR is a value other than its default of 5 and the vid_widescreen CVAR is on. * Zooming in and out of the automap is now more responsive. * The M_LGTTL and M_SGTTL lumps will now be used as the titles in the load and savegame menus if replaced in a PWAD.
Dirk Stoecker (dstoecker)
accepted
request 913291
from
Martin Hauke (mnhauke)
(revision 33)
- Update to version 4.2 * Optimizations have been made to further improve the overall performance and stability of DOOM Retro. * The following changes have been made to the dithered lighting cast when the r_ditheredlighting CVAR is on: + The dithered lighting cast on textures is now more consistent regardless of the player’s viewing angle. + Dithered lighting is now also cast on sprites. + Dithered lighting is now cast when the r_detail CVAR is low. + Dithered lighting is now cast on BOOM-compatible translucent wall textures if the r_translucency CVAR is off. * The text in the console has been brought in from the left and right edges of the screen when the vid_widescreen CVAR is on. * Minor changes have been made to the character set used in the console. * Several changes have been made to text that is output to the console. * Minor improvements have been made to the console’s autocomplete feature. * The following changes have been made to the support for REKKR: + rekkrsa.wad is now treated as an IWAD (that is, DOOM.WAD will no longer be automatically loaded with it). + The correct monster and weapon names are now used in obituaries in the console when the con_obituaries CVAR is on. + Sorrows and skelly bellies will now only bleed red blood. + Gamepads will no longer vibrate when the axe is equipped and idle, and the gp_vibrate_weapons CVAR is on. * A bug has been fixed whereby any palette effects wouldn’t be restored when unpausing a game by pressing the ESC key rather than PAUSE key.
Matthias Mailänder (Mailaender)
accepted
request 899803
from
Martin Hauke (mnhauke)
(revision 32)
- Update to version 4.1.1 * Optimizations have been made to further improve the overall performance and stability of DOOM Retro. * The smoke trailing behind rockets fired by the player and cyberdemons when the r_rockettrails CVAR is on is now displayed correctly when the r_textures CVAR is off. * A fade transition will now be applied when changing the r_detail or r_playersprites CVARs in the console and when the fade CVAR is on. * Minor changes have been made to text that is output to the console. * The following changes have been made to the external automap when the am_external CVAR is on. - Player messages will now always be displayed correctly. - The external automap will now be hidden while the menu or help screen is open on the main display. - The 0 key can now be pressed to toggle maximum zoom. - If the +zoomin and +zoomout actions are rebound from the + and - keys, the external automap may be zoomed in and out. * Player messages will now fade off the screen while the console is open and the fade CVAR is on. * Player messages now fade off the screen smoother in the alternate widescreen HUD when the fade CVAR is on. * If a filename is specified using the condump CCMD, .txt will be added to the filename if it has no extension, and the resulting file will now be saved in the console subfolder.
Matthias Mailänder (Mailaender)
accepted
request 897710
from
Martin Hauke (mnhauke)
(revision 31)
- Update to version 4.1 * Optimizations have been made to further improve the overall performance and stability of DOOM Retro. * The correct credits screen will now be displayed in all instances. * Minor changes have been made to text that is output to the console. * The lighting applied to all walls, floors and ceilings in a map is now dithered. This may be toggled using the new r_ditheredlighting CVAR, which is on by default and off when vanilla mode is enabled. * The r_dither CVAR has been deprecated. BOOM-compatible translucent wall textures can no longer be dithered. * The smoke trailing behind rockets fired by the player and cyberdemons when the r_rockettrails CVAR is on has been redesigned. * The smoke trailing behind rockets fired by the player will no longer spawn too close to their face, obscuring their view, when they hold down a control bound to the +fire action to fire multiple rockets. * The following changes have been made to player messages: + The grouping of identical player messages can now be toggled using the new groupmessages CVAR, which is on by default and off when vanilla mode is enabled. + Player messages are no longer grouped if more than 4 seconds apart. + Player messages now fade off the screen smoother when the fade CVAR is on. + A bug has been fixed whereby player messages wouldn’t completely fade off of the screen if the console was open
Ferdinand Thiessen (susnux)
accepted
request 892937
from
Martin Hauke (mnhauke)
(revision 30)
- Update to version 4.0.9 * Optimizations have been made to further improve the overall performance and stability of DOOM Retro. * Minor improvements have been made to some title screens. * Minor changes have been made to text that is output to the console. * A dead player’s negative health will now always be positioned correctly in the widescreen HUD. * A crash will no longer occur during the finale at the end of the third episode of DOOM. * The r_blood CVAR is now nofuzz by default. * A bug has been fixed whereby the r_hud CVAR would be left on when changing the r_screensize CVAR in the console in some instances. * A sound is now made when changing the r_screensize CVAR in the console.
Ferdinand Thiessen (susnux)
accepted
request 886263
from
Martin Hauke (mnhauke)
(revision 29)
- Update to version 4.0.8 * Minor changes have been made to text that is output to the console. * The condump CCMD will no longer continue to dump every line of text that is output to the console after it is entered. * Minor improvements have been made to the DMENUPIC lump. * Minor changes have been made to the help screen displayed using the F1 key. * A bug has been fixed whereby the console couldn’t be opened using the ~ key on certain keyboards. * The player will no longer be spawned into a map such that they could be stuck in the ceiling. * Player messages will now quickly fade off of the screen if the fade CVAR is on when the alternate widescreen HUD is displayed. * The vid_showfps CVAR can now be on at startup if set in a .cfg file that is either loaded using the WAD launcher or specified on the command-line. * Dead monsters may now be spawned again using the spawn CCMD * A bug has been fixed whereby things with the MF_BOUNCES flag wouldn’t explode. * More fixes have been applied to certain maps when the r_fixmaperrors CVAR is on. * -shot may be now be used as an alternative to -shotdir on the command-line. * A bug has been fixed whereby corpses wouldn’t gib correctly in some rare instances if the r_corpses_gib CVAR was on.
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