Last Updated on July 10, 2021
DOOM Retro is the classic, refined DOOM source port.
DOOM Retro is intentionally minimalistic, and does a few things differently if compared with other modern DOOM source ports. It supports vanilla, limit removing, BOOM and MBF-compatible maps and mods. In order to freely implement certain features, and due to the nature of DOOM demos, DOOM Retro does not support their recording or playback.
DOOM Retro is single-player only.
Features include:
- Simple, convenient, built-in WAD launcher.
- Resolution of 640×400 (twice that of the original DOOM), accommodating for any screen size while maintaining the correct 4:3 aspect ratio.
- Highly optimized 256-color software renderer, where each frame is scaled up onto the screen using hardware acceleration with either the OpenGL or Direct3D APIs.
- 16:10 widescreen mode with a choice of two different heads-up displays.
- Windowed and fullscreen modes, switchable at any time by pressing ALT + ENTER.
- Powerful and unobtrusive console is always available by pressing the ~ key, where all messages are displayed and all settings may be changed, keeping the options menu uncluttered and consistent with the original DOOM.
- Uncapped framerate.
- Motion blur can be applied when the player turns around quickly.
- MUS, MIDI, MP3, Ogg Vorbis, WAV, FLAC and MOD music lumps are supported.
- Several alpha, additive and per-pixel translucency effects.
- More blood is produced when shooting monsters.
- All blood spilled leaves permanent splats on the floor.
- Cacodemons have blue blood, hell knights and barons of hell have green blood, spectres have partially invisible blood, and lost souls have no blood.
- Friendly monsters, including MBF-compatible “helper dogs”, may be spawned in a map.
- Dynamic shadows are cast by monsters.
- Liquid sectors bob up and down.
- Objects are partially submerged and bob up and down when in liquid, and the player’s view is lowered.
- Brightmaps have been applied to certain wall textures.
- Corpses are randomly mirrored.
- Corpses react to splash damage from nearby rockets and barrel explosions, and smear blood on the floor as they slide about.
- The screen shakes when the player is injured or a nearby barrel explodes.
- The player’s field of view can be changed.
- There are 10 darker gamma correction levels to accommodate for today’s brighter LCD screens (with a darker gamma correction level of 0.90 set as the default).
- The various limits of the original DOOM are either raised or removed completely.
- There is support for DeHackEd files and lumps, including those with BOOM extensions.
DeHackEd support has been extended to allow for an additional 2,910 states (numbered 1,089 to 3,999), 100 additional map objects (numbered 150 to 249) and 100 additional sprites (numbered 145 to 244). - There is partial support for Hexen-style MAPINFO lumps.
- There is specific support for SIGIL by John Romero (which is automatically loaded if found).
- The maps E1M4B: Phobos Mission Control and E1M8B: Tech Gone Bad by John Romero are included with permission. (These can be played by entering map E1M4B or map E1M8B in the console when a DOOM or The Ultimate DOOM IWAD is loaded.)
- There is specific support for the BFG Editions of DOOM and DOOM II: Hell On Earth, including Nerve Software’s No Rest For The Living expansion (which is automatically loaded if found).
- Supports:
- Freedoom: Phase 1 and Freedoom: Phase 2,
- Chex Quest,
- HacX: Twitch ‘n Kill.
- Maps with regular nodes, extended DeePBSP v4 nodes and extended, uncompressed ZDoom nodes are supported.
- Various rendering improvements.
- Improved keyboard support
- DirectInput and XInput gamepads are supported.
- Improved mouse support
Website: www.doomretro.com
Support: GitHub Code Repository
Developer: Brad Harding and contributors
License: GNU General Public License v3.0
DOOM Retro is written in C. Learn C with our recommended free books and free tutorials.
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