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Minor changes have been made to text that is output to the console.
Player messages that don’t fit on the screen when the vid_widescreen CVAR is off now wrap to a second line rather than being truncated with an ellipsis.
These changes have been made when loading a savegame:
The date and time a savegame was saved, and whether it has changed the skill level, is now displayed in the console.
The episode and skilllevel CVARs are now updated as necessary.
A bug is fixed whereby certain floor heights, ceiling heights and wall texture offsets could be slightly off after loading a savegame in some rare instances.
A crash no longer occurs when killing something that has both an Exploding frame and Bits = NOBLOOD specified in a DEHACKED lump, and the r_blood_gibs CVAR is on.
These changes have been made to the support of MAPINFO lumps:
A bug is fixed whereby a MAPINFO lump wouldn’t be parsed at all in some instances.
Actions specified using BOSSACTION now always trigger as intended.
INTERTEXT = CLEAR is now parsed.
Up to 9 episodes can now be specified using EPISODE and will display correctly in the episode menu.
A bug is fixed whereby the player wouldn’t telefrag monsters.
The player now equips their fists if they pick up a berserk power-up and they already have one.
Player and voodoo doll corpses can now trigger line specials again.
A bug is fixed whereby the mouse pointer couldn’t be used to move the text caret or scroll bar in the console when the m_pointer CVAR was on and the vid_widescreen CVAR was off.
When DOOM Retro is run for the first time, the WAD launcher will now also look for the IWADs included with installations of this release.
A bug is fixed whereby several wrong lumps would be displayed when loading a PWAD alongside the new DOOM or DOOM II IWADs.
Several compatibility fixes have been implemented for Legacy Of Rust.
If extras.wad is found alongside DOOM.WAD or DOOM2.WAD, it is now autoloaded, and Andrew Hulshult’sIDKFA soundtrack is played instead of the regular MIDI music.
The STTMINUS lump used in the status bar and widescreen HUD when the negativehealth CVAR is on and the player is dead, is now positioned correctly in instances where its vertical offset is missing.
A bug is fixed whereby a string CVAR couldn’t be changed in the console to the same string but with a different case.
The length of the playername CVAR is now limited to 16 characters.
Blood splats now move with everything else on BOOM-compatible scrolling floors.
If the +alwaysrun action is bound to the CAPSLOCK key, and the alwaysrun CVAR is on, the CAPSLOCK key is now toggled off when the console is opened, and then toggled back on when it closes.