Doom Retro
From DoomWiki.org
Doom Retro | |
Codebase | Chocolate Doom 1.7 |
---|---|
Developer(s) | Brad Harding |
Initial release | 1.0 (2013-12-10, 11 years ago) |
Latest release | 5.6.2 (2025-01-18, 43 hours ago) |
Development status | Active |
Written in | C |
Target platform | Windows |
License | GPLv3+ |
Website | www.doomretro.com |
Source Repository
(Git) |
GitHub |
Doom Retro is a source port based on Chocolate Doom, with enhancements from other Doom source ports, as well as several original ideas. It was first released on December 10, 2013 by Brad Harding to coincide with Doom’s 20th anniversary.
Doom Retro is deliberately minimalist in design, single-player only, and supports vanilla, limit removing, Boom, MBF and MBF21 compatible WAD files, while demo recording and playback have been disabled due to demo de-sync from added features.
Official support and binaries only target Windows, though it is able to be compiled on other systems such as Linux and macOS.
Contents
Features[edit]
General features[edit]
- The limits of the original Doom are either raised or removed completely.
- Support for DeHackEd files and lumps, including those with BOOM extensions
- Specific support for Freedoom, Chex Quest, HacX and episodes 1 and 2 of Back to Saturn X
- A majority of the bugs from the original Doom have been fixed.
Game play enhancements[edit]
- More blood and blood splats
- Corpses react to blast damage, and smear blood as they slide along.
- Cacodemons have blue blood, and Hell knights and barons of Hell have green blood.
- Objects are partially submerged, and the player’s view lowered, in liquid sectors.
- Randomly mirrored corpses
- Several hundred level-specific fixes are applied to repair problems such as missing or incorrect textures, stuck monsters, etc.
Graphical enhancements[edit]
- 640×400 resolution, twice the resolution of the original, 4:3 aspect ratio on any display size
- Widescreen mode with optional heads-up display
- Windowed and fullscreen modes, switchable at any time using ALT+ENTER
- Uncapped framerates
- Ten darker gamma correction levels to accommodate for brighter displays
- Alpha, additive and per-pixel translucency effects
- Dynamic shadows are cast by monsters.
- Brightmaps
- Various rendering improvements, less firelines, slime trails, "sparkles" along the bottom edge of doors, and a improved partial invisibility effect
- Significant changes to automap (dynamically updates, a rotate mode, scaled thing triangles, wider solid walls and drawn over other walls, lines do not glitch along edges of the screen, secrets drawn correctly as they are discovered)
- Several improvements to monster animations
User interface[edit]
- Convenient built-in WAD launcher
- A console
- Better keyboard support (W/A/S/D keys are set by default, CAPSLOCK can toggle autorun, and the WINDOWS key is disabled)
- Better gamepad support (DirectInput and XInput controllers supported, haptic feedback for XInput controllers when the player is injured or fires a weapon, controllers can be connected/disconnected mid-game)
- Better mouse support (higher allowable mouse sensitivity, no vertical movement, use the mousewheel to change weapons)
- Updated help screens
- Several improvements to the menu and message systems
- Support for BMP-format screenshots at native resolution
External links[edit]
- Doom Retro website
- @doomretro on Twitter
- Doom Retro thread on the Doomworld forums
- Doom Retro Wiki on GitHub
Source code genealogy | ||
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Based on | Name | Base for |
Chocolate Doom 1.7 | Doom Retro | International Doom |