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Doom Retro Пред.  1, 2, 3, 4, 5, 6
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Mostcus
= Commissar =
Next rank: - UAC Commissar - after 55 pointsМодератор форумаАдмин сайта
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Doom Rate: 2.47

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Ссылка на пост №101 Отправлено: 01.09.21 10:37:50
4.2.1


DOOM Retro is now compiled using v16.11.2 of Microsoft Visual Studio Community 2019.
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.
Further improvements have been made to the support for Chex Quest.
Further improvements have been made to the support for REKKR.
A bug has been fixed whereby par times weren’t being displayed on the intermission screen in some instances.
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Mostcus
= Commissar =
Next rank: - UAC Commissar - after 55 pointsМодератор форумаАдмин сайта
5745

Doom Rate: 2.47

Posts quality: +1359
Ссылка на пост №102 Отправлено: 14.01.22 20:59:09
4.4.2


DOOM Retro is now compiled using v17.0.5 of Microsoft Visual Studio Community 2022.
DOOM Retro now uses SDL v2.0.20.
Optimizations have been made to further improve the overall performance and stability of DOOM Retro.
A crash no longer occurs if the player makes a typo while entering a filename in the WAD launcher.
Improvements have been made to the support of MBF21-compatible maps and mods.
Improvements have been made to the playback of MIDI music.
Lowering the music’s volume in the menu and console may now be disabled using the new s_lowermenumusic CVAR, which is on by default and off when vanilla mode is enabled.
Extensive improvements have been made to the support for controllers:
Rumble now works again for those controllers that support it.
The LEDs on PS4 and PS5 controllers are now red when connected.
The gp_vibrate_barrels, gp_vibrate_damage and gp_vibrate_weapons CVARs have been renamed joy_rumble_barrels, joy_rumble_damage and joy_rumble_weapons.
All other CVARs that start with gp_ now start with joy_.
The gamepad1 to gamepad4 parameters used by the bind CCMD have been renamed button1 to button4.
Several minor changes have been made to text that is output to the console.
Minor improvements have been made to the console’s autocomplete feature.
A crash no longer occurs when ending a game from the options menu.
The screen size is now always correct if changed from the options menu while no game is being played.
The following improvements have been made to the support of REKKR and REKKR: Sunken Land:
Blood splats now appear around corpses spawned at the start of a map when the r_corpses_moreblood CVAR is on.
The souls of former humans are now translucent when the r_translucency CVAR is on.
The corpses of monsters now always fall when close to an edge.
The shadows of MBF-compatible helper dogs are now positioned correctly.
When the player is injured, their health now flashes in the widescreen HUD.
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