DOOM retro
The classic, refined DOOM source port.
-
2
derived packages
- Download package
-
Checkout Package
osc -A https://api.opensuse.org checkout games/doomretro && cd $_
- Create Badge
Refresh
Refresh
Source Files
Filename | Size | Changed |
---|---|---|
doomretro-3.5.7.tar.gz | 0015422165 14.7 MB | |
doomretro.changes | 0000029873 29.2 KB | |
doomretro.desktop | 0000000170 170 Bytes | |
doomretro.spec | 0000002636 2.57 KB |
Revision 20 (latest revision is 48)
Dirk Stoecker (dstoecker)
accepted
request 801754
from
Martin Hauke (mnhauke)
(revision 20)
- Update to version 3.5.7 * 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. * Things spawned using the spawn CCMD are now given an ID that is displayed by the thinglist CCMD. * The mouse and gamepad can now be used to open the menu from the title screen again. * A bug has been fixed whereby an incomplete MAPINFO lump in a PWAD could cause a crash. * The names of the monsters displayed during DOOM II’s cast sequence can now be specified in DEHACKED lumps. * The player’s weapon can no longer be changed while freeze mode is on. * The horizontal offset of the player’s weapon sprite will no longer be fixed when the r_fixspriteoffsets CVAR is off. * The effects of both the r_graduallighting and weaponbounce CVARs are now better remembered in savegames. * Screenshots may now be taken again while playing a game and the +screenshot action has been bound to something other than the PRINTSCREEN key. * When a PWAD is loaded with Freedoom: Phase 1 or Freedoom: Phase 2, if a STBAR lump is present in that PWAD, it will now be used. * Fixing a bug present in Vanilla DOOM, monsters will now always be alerted if attacked during the second frame of their idle animation.
Comments 0