Vanilla Essence 4.3: 320x200p support! More bugfixes.

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Re: [Shortcut Menu] Vanilla Essence 3.5 (Updated 28 August 1

Postby Pixel Eater » Tue Aug 28, 2018 4:39 pm

even though the mod ini entry for the rocket reverb remains set to "True" for some reason
Ah shoot is does too. It must be because it's a custom Cvar, I don't think I can fix that :?
Maybe for the next version (hopefully with a manual restore button) I'll place it on the top level for faster access.
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Re: [Shortcut Menu] Vanilla Essence 3.5 (Updated 28 August 1

Postby NightFright » Wed Aug 29, 2018 10:11 am

Well, I actually converted the ACS from the rocket sound "fix" to DECORATE code and just run it manually on demand from within a pk3 file (as something like "vanilla_rocket.pk3"):

Code: Select allExpand view
actor VanillaRocket : Rocket replaces Rocket
{
   States
   {
   Death:
      MISL B 8 Bright A_Explode
      MISL C 6 Bright
      MISL D 4 Bright
      TNT1 A 0 A_StopSound(CHAN_VOICE)
      Stop
   }
}
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Re: [Shortcut Menu] Vanilla Essence 3.5 (Updated 28 August 1

Postby NightFright » Fri Oct 19, 2018 9:27 am

I have compiled a list of flags that should be set. I think the mod does not cover all of them still, e.g. the amount of messages displayed at the same time (con_notifylines). Maybe you can compare with what you do in your mod and add any missing stuff. Guess all the GL entries can be safely ignored if you set the renderer to software, which should be done, anyway.

Spoiler:

There is also a minor mistake in MENUDEF (which doesn't have any consequences, though). This line
Code: Select allExpand view
Option "Reverbless Rockets", "vaness_shortrocket", VanillaOn

should be
Code: Select allExpand view
Option "Reverbless Rockets", "vaness_shortrocket", "VanillaOn"

Unfortunately, adding the quotation marks doesn't fix the rocket reverb variable reset when choosing "Auto" and quitting the game.
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Re: [Shortcut Menu] Vanilla Essence 3.5 (Updated 28 August 1

Postby Pixel Eater » Sat Oct 20, 2018 4:10 pm

Hiya NightFright. Thanks for pointing this stuff out! It's currently crunch time for the Spooktober mapping project so I'll have a proper look at it after Halloween when my brain can refocus :thumb:
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Re: [Shortcut Menu] Vanilla Essence 4

Postby Pixel Eater » Tue Jan 01, 2019 7:53 pm

Sorry about the wait- hopefully version 4 makes up for it. It's fully togglable and can be bound to a key now (I like F5).
Thanks to everyone who has contributed and hope you all enjoy the rest of your holidays :joker:
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Re: [Shortcut Menu] Vanilla Essence 4

Postby BROS_ETT_311 » Sat Jan 19, 2019 7:01 pm

This is astounding, all vanilla...no chocolate(doom)! I personally think this should be integrated into the standard GZDoom options with how convenient this mod is. Just one thing I've noticed, however, is that this seems to "break" the flashlight mod by SuaveSteve viewtopic.php?f=43&t=59429. Then again, it might be an issue with the flashlight mod since Merser's sprite addon seems to cause the same malfunction as well. Either way your work is amazing (I use autochthonic on a regular basis), keep it up!
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Re: [Shortcut Menu] Vanilla Essence 4

Postby m8f » Sat Jan 19, 2019 9:50 pm

That's because dynamic lighting is disabled in vanilla. You can turn it on in Vanilla Essence options: Lighting -> GL Dynamic Lights -> On, SW Dynamic Lights -> On.
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Re: [Shortcut Menu] Vanilla Essence 4

Postby BROS_ETT_311 » Sun Jan 20, 2019 5:09 am

m8f wrote:That's because dynamic lighting is disabled in vanilla.


Ah, damn! I knew that...rookie mistake :roll: . Thanks for pointing that out, I forgot about that setting. Previous statement redacted then, the mod is indeed perfect.
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Re: [Shortcut Menu] Vanilla Essence 4

Postby NightFright » Tue Apr 16, 2019 9:18 am

When using "Toggle Vanilla" in Doom, the automap is using Raven mode. I am sure there's something that can be done to prevent this from happening, right? (Unless it's because this is GZDoom default and there's no way to detect which game you are currently running, since it should set the proper automap mode for Doom, Heretic/Hexen and Strife.)
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Re: [Shortcut Menu] Vanilla Essence 4

Postby m8f » Thu Apr 25, 2019 8:29 pm

Another suggestion: maybe a retro shader (like the ones linked in this comment) will be a suitable addition to Vanilla Essence. It's for the users that prefer crispy pixelated look. It became more relevant since 320x200 resolution is no longer available in GZDoom 4.0.0.
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Re: [Shortcut Menu] Vanilla Essence 4

Postby Pixel Eater » Wed May 01, 2019 6:20 pm

@Nightfright: Thanks, I'll take a look at that. I think menus can tell which game is current, might be useful?

@ M8f: Wow that's crazy! No 320x200... well this mod definitely needs that. Wonder what other changes have been happening :shock:
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Re: [Shortcut Menu] Vanilla Essence 4

Postby NightFright » Thu May 02, 2019 2:41 am

If I am honest, my minimum resolution I can stand in the game is 640x400 - the rest looks far too pixelated to me. For me, that's "Crispy Doom" look. However, I guess there are enough people out there who want to go 100% vanilla all the way. It's a bit sad that GZDoom doesn't allow that any more.
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Re: Vanilla Essence 4.1: 320x200p support!

Postby Pixel Eater » Tue May 07, 2019 7:52 am

NightFright wrote:If I am honest, my minimum resolution I can stand in the game is 640x400 - the rest looks far too pixelated to me. For me, that's "Crispy Doom" look. However, I guess there are enough people out there who want to go 100% vanilla all the way. It's a bit sad that GZDoom doesn't allow that any more.
I think with the imminent release of Sigil a lot of people are going to want to play it the nostalgic way too. I've made sure to include 400p in the version I've just uploaded though and even allowed up to 720 just in case.
Seeing that shaders are now a part of this mod I've added a couple of other treats to allow for console emulations as well :mrgreen:

PS... the automap thing was just a typo I made :lol:
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Re: Vanilla Essence 4.1: 320x200p support!

Postby m8f » Tue May 07, 2019 8:29 am

Am I the only one who gets the error messages:
Code: Select allExpand view
VM execution aborted: tried to read from address zero. In function parameter "self"
Called from CVar.GetBool at gzdoom.pk3:zscript/base.zs, line 362

with Vanilla Essence 4.1?

Edit: GZDoom 4.1.1.

Edit Edit: What I found:
Code: Select allExpand view
class VanEssHandler : StaticEventHandler
{
    override void WorldTick() { f(); } // this works fine
    override void UiTick()    { f(); } // this doesn't work

    ui void f() { CVar.GetCVar("ve_lowres", players[consolePlayer]).GetInt(); }
}

Apparently, Cvar.GetCVar() in UI context always returns null in my case.

This can be circumvented by reading cvars in WorldTick:
Code: Select allExpand view
class VanEssHandler : StaticEventHandler
{
    override void WorldTick() { myVar = CVar.GetCVar("ve_lowres", players[consolePlayer]).GetInt(); }
    override void UiTick()    { bool localVar = myVar; }

    private bool myVar;
}


Also, recently I learned that Cvar reading can be greatly optimized with the use of "transient" keyword.
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Re: Vanilla Essence 4.1: 320x200p support!

Postby Pixel Eater » Tue May 07, 2019 4:14 pm

Ooh problems :o

Just updated my GZDoom to 4.1.1 from 4.1 to see if I can get the same errors and mine's still working like a breeze sadly :P

I don't fully understand what you're suggesting but when I switch both UiTick()s to WorldTick() nothing else breaks. I removed references to an unused cvar as well. How does this fare?:

Vanilla Essence 4.1a.pk3

Also using that transient technique, I like :)

Edit: Alternatively does this work? It turns out the above one didn't reflect changes to the resolution options until the menu closed.
Vanilla Essence 4.1b.pk3
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