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bradharding

DOOM Retro v5.4 (updated May 2, 2024)

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I've finished the second half Eviternity II (including the secret levels) on Doom Retro and I've reported issues on this source port. I don't know if goes here or the Eviternity II thread.

The DSSAWUP sound lump is an unknown format because the lump is a marker.

The ship's cannon blast doesn't make a sound unless you teleport there from the switch that lowers down the sector.

MAP32 has a "freeze"(not a frame spike) on the player (including your projectiles), but not the monsters (who are not on the instakill sector) when a large amount of monsters get killed at once. This also happens with MAP36 at the final fight.   It takes time to kill all the enemies instead going all at once.

When it "recharges" the eighth light wall doesn't go on, as when the switch raises up, it does the instakill sector automatically, the second wave occurs automatically as well. Pressing the switch activates the third wave with the electrified water on, but it doesn't kill them and you as well. But when it does it again, it reaches to the eighth light and automatically activates the switch, the instakill sector stays on permanently. The only way as if you stayed at northern and southern parts away from the water and strafe run to the exit.

      When I looked at Meowgi's VODs (which it was played on DSDA-Doom) on those maps it shouldn't do that in the first place.

After completing MAP30 and the text screen, it takes you to the default ending screen and not MAP37 (which is the credits map).

When I took an in-game screenshot, it looks jumbled from taking a very large area? This is a taken screenshot from MAP26: Myriad. It seems to do that with other wads too.

Spoiler

Myriad.png.632cc4494ff47019bb97e0768a104cb9.png


Somehow, the HUD doesn't show skull keys if you have the key cards first.
 

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5 hours ago, S3M_XM said:

I've finished the second half Eviternity II (including the secret levels) on Doom Retro and I've reported issues on this source port. I don't know if goes here or the Eviternity II thread.

The DSSAWUP sound lump is an unknown format because the lump is a marker.

The ship's cannon blast doesn't make a sound unless you teleport there from the switch that lowers down the sector.

MAP32 has a "freeze"(not a frame spike) on the player (including your projectiles), but not the monsters (who are not on the instakill sector) when a large amount of monsters get killed at once. This also happens with MAP36 at the final fight.   It takes time to kill all the enemies instead going all at once.

When it "recharges" the eighth light wall doesn't go on, as when the switch raises up, it does the instakill sector automatically, the second wave occurs automatically as well. Pressing the switch activates the third wave with the electrified water on, but it doesn't kill them and you as well. But when it does it again, it reaches to the eighth light and automatically activates the switch, the instakill sector stays on permanently. The only way as if you stayed at northern and southern parts away from the water and strafe run to the exit.

      When I looked at Meowgi's VODs (which it was played on DSDA-Doom) on those maps it shouldn't do that in the first place.

After completing MAP30 and the text screen, it takes you to the default ending screen and not MAP37 (which is the credits map).

When I took an in-game screenshot, it looks jumbled from taking a very large area? This is a taken screenshot from MAP26: Myriad. It seems to do that with other wads too.

  Reveal hidden contents

Myriad.png.632cc4494ff47019bb97e0768a104cb9.png


Somehow, the HUD doesn't show skull keys if you have the key cards first.
 

Hi @S3M_XM. Thanks for the bug report! I'll make my way through these issues. For the screenshot problem, change the vid_scaleapi CVAR to direct3d9 and they should be fine.

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Thanks! Changing to direct3d9 works normally; for the screenshot jumble it was in vid_scaleapi direct3d11 for context that I forgot to add.

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Playing on DOOM Retro the past few years, I have nothing much but nice things to say about it. I remember the first time playing with it and not liking some of the changes, like the greyscaled background when in a menu screen. Then I realized that DOOM Retro is trying to be its own thing, with its own unique visual characteristics, which I find really cool and is the reason why I only use DOOM Retro for vanilla-style gameplay. One interesting characteristic of DOOM Retro is how all of the SFX sound. They are all the same SFX, but they just sound... Different. The best way I can describe it is that DOOM Retro perhaps has more clarity. Just take a listen yourself. I really only have one gripe with DOOM Retro and that's how I never liked how the automap font and the player statistics font do not match. The way statistics are implemented into the automap seem out of place when compared to other source ports and how they add it, in my opinion. Other than that, DOOM Retro started as a source port I never really liked but then later it grew into becoming my favorite source port! Keep up the fantastic work, seriously!

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On 4/10/2024 at 4:15 AM, Fireseth said:

Playing on DOOM Retro the past few years, I have nothing much but nice things to say about it. I remember the first time playing with it and not liking some of the changes, like the greyscaled background when in a menu screen. Then I realized that DOOM Retro is trying to be its own thing, with its own unique visual characteristics, which I find really cool and is the reason why I only use DOOM Retro for vanilla-style gameplay. One interesting characteristic of DOOM Retro is how all of the SFX sound. They are all the same SFX, but they just sound... Different. The best way I can describe it is that DOOM Retro perhaps has more clarity. Just take a listen yourself. I really only have one gripe with DOOM Retro and that's how I never liked how the automap font and the player statistics font do not match. The way statistics are implemented into the automap seem out of place when compared to other source ports and how they add it, in my opinion. Other than that, DOOM Retro started as a source port I never really liked but then later it grew into becoming my favorite source port! Keep up the fantastic work, seriously!

Thanks for the kind words @Fireseth. I'm glad you're enjoying it. I hadn't noticed the difference in SFX before tbh. It certainly wasn't intentional, but am also happy to leave it as it is. As for the font used for player stats in the automap: I've experimented with using DOOM's regular font, and quite frankly don't like how it looks. I'll play around some more though. (BTW Thanks again for your suggestion on Github!)

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I like the fonts YOU picked more for this port, if they are all the same, where is the fun? I think keeping it unique in some ways is a good thing. 800p though ..:)

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12 hours ago, bradharding said:

I've experimented with using DOOM's regular font, and quite frankly don't like how it looks. I'll play around some more though. (BTW Thanks again for your suggestion on Github!)

I really do like the original DOOM Retro font though, really nice addition to the console. Regarding the automap statistics, I'm sure there are ways to keep your new original font but make it "fit" more with the DOOM theme... Maybe change of colors, location on screen, wording, etc, etc. Besides that, if nothing ends up changing, I'm sure it will grow on me. This is pretty much the only (subjectively) bad thing I have to say about the source port, which says a lot about the source port!! :)

I'm glad the feature I suggested on Github was added so quickly! Super happy to see and now play with!

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12 hours ago, Fireseth said:

I really do like the original DOOM Retro font though, really nice addition to the console. Regarding the automap statistics, I'm sure there are ways to keep your new original font but make it "fit" more with the DOOM theme... Maybe change of colors, location on screen, wording, etc, etc. Besides that, if nothing ends up changing, I'm sure it will grow on me. This is pretty much the only (subjectively) bad thing I have to say about the source port, which says a lot about the source port!! :)

I'm glad the feature I suggested on Github was added so quickly! Super happy to see and now play with!

Hmm.. perhaps what I could do is implement an am_playerstatscolor CVAR. It'll still be white by default, but this would allow you to make the stats red (or whatever).

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Posted (edited)
On 4/14/2024 at 11:20 PM, bradharding said:

Hmm.. perhaps what I could do is implement an am_playerstatscolor CVAR. It'll still be white by default, but this would allow you to make the stats red (or whatever).

This sounds like a great idea! I think red or yellow would be the colors I would try out with it.

 

UPDATE: The change is wonderful! Red or yellow text definitely fits so much more IMO. White just seemed out of place.

Edited by Fireseth

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I haven't encountered any bugs recently so here I am with another cosmetic thing to nitpick about! It seems that the berserk pickup notification is designed for 16:9 play, rather than the traditional and more "retro" 4:3 play. When a player picks up the berserk pack, the very last sentence is cut off because it's too long. Rip and what? Rip and teabag, maybe...

ItFzFQM.png

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1 hour ago, Fireseth said:

I haven't encountered any bugs recently so here I am with another cosmetic thing to nitpick about! It seems that the berserk pickup notification is designed for 16:9 play, rather than the traditional and more "retro" 4:3 play. When a player picks up the berserk pack, the very last sentence is cut off because it's too long. Rip and what? Rip and teabag, maybe...

Thanks. I might drop "rip and tear" only when 4:3, or drop it entirely (it was a 2016 thing).

 

... "rip and teabag"...? Intriguing... :P

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8 hours ago, bradharding said:

Hi all! I've just released DOOM Retro v5.4! Please visit www.doomretro.com to download and for the full list of changes. Thanks again for everyone's support!

Beautiful!!! Can't wait for the next update! And the one after that, and the one after that, and the one after that, etc...

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Something odd happening with savegames for me in 5.4. The following happens with a brand new installation of 5.4.0.0.

 

Steps to reproduce:

1. Start vanilla DOOM with E1M1 and hit F2 to save. Savegame name prompt is HANGAR, accept.

2. Complete E1M1 and exit to E1M2 NUCLEAR PLANT.

3. Press F3 to load the previous savegame, the name in the first save slot is now NUCLEAR PLANT, which is what is saved if you load it. HANGAR savegame has disappeared.

 

Looking in the savegames\doom folder the original savegame for HANGAR has been renamed to doomretro0.save.bak with a new doomretro0.save containing savegame data for NUCLEAR PLANT. Renaming the .bak file by removing the .bak makes it visible again as HANGAR and it can be loaded properly. I'm not clear whether this is a bug or by design? I have not been using Doom Retro for a while, I used it to play Dr Sleep's DANTES.WAD for a retro experience which was great.

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2 hours ago, Najork said:

Something odd happening with savegames for me in 5.4. The following happens with a brand new installation of 5.4.0.0.

 

Steps to reproduce:

1. Start vanilla DOOM with E1M1 and hit F2 to save. Savegame name prompt is HANGAR, accept.

2. Complete E1M1 and exit to E1M2 NUCLEAR PLANT.

3. Press F3 to load the previous savegame, the name in the first save slot is now NUCLEAR PLANT, which is what is saved if you load it. HANGAR savegame has disappeared.

 

Looking in the savegames\doom folder the original savegame for HANGAR has been renamed to doomretro0.save.bak with a new doomretro0.save containing savegame data for NUCLEAR PLANT. Renaming the .bak file by removing the .bak makes it visible again as HANGAR and it can be loaded properly. I'm not clear whether this is a bug or by design? I have not been using Doom Retro for a while, I used it to play Dr Sleep's DANTES.WAD for a retro experience which was great.

This is happening because the autosave CVAR is on. When you finished E1M1 and entered E1M2, the game was autosaved and its savegame description was updated. Just disable the autosave CVAR if you don't want this.

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When I was play PUSS 33 (RC1) on Doom Retro 5.4, I noticed the names in the automaps are just named MAP01 instead of the map name because I know in 5.3 had that, but not in the current version; also there's other things I've noticed.

      This is for maps 1 to 31.

 

When I advance to the map in that wad with "pistolstart on", I have 50 bullets instead of 150.

 

The Rocket Launcher guy's death sprites wears green instead of red, making inconsistent with the red clothing.

 

After pressing the switch inside the elevator and dying inside there, you don't advance to the next map and stuck on a loop.

 

In some intermission screens, such as completing MAP06, MAP11, & MAP20 and advancing to the next map crashes with a W_GetNumForName error (ADBROK2 for MAP07), GRASS for MAP12), & GRAS for MAP21).

     But warping to maps 07, 12, & 21 don't crash.

          There's a also another bug related to this is where "pistolstart on" and advancing to the next map, this doesn't reset to the default weapons and ammo, where I have to put "pistolstart on" on the console again in order to register.

 

When I complete MAP30, it just gives you the default text screen and ends at the screen cast, I don't know if has to do with UMAPINFO.

 

Completing MAP31 takes you to MAP16.

 

 

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2 hours ago, S3M_XM said:

When I was play PUSS 33 (RC1) on Doom Retro 5.4, I noticed the names in the automaps are just named MAP01 instead of the map name because I know in 5.3 had that, but not in the current version; also there's other things I've noticed.

      This is for maps 1 to 31.

 

...

 

 

 

Thanks @S3M_XM. I can already see the regression I made in v5.4 regarding the map names. I'll look into the other issues you raise.

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Ah, by design. Thank you for clarifying. The wiki does not say exactly how this works, perhaps you could add a note in the cvar list.

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