Overview

Request 801754 accepted

- 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.

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Request History
Martin Hauke's avatar

mnhauke created request

- 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.


Dirk Stoecker's avatar

dstoecker accepted request

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