Page 2 of 4

Re: Doom with Sprinkles [1.0]

Posted: Mon Apr 15, 2019 5:48 pm
by Pompous Seed
Yeah, if you have retro shader enabled I'd recommend going with 3.45 pixels or so. :P I added a bit of clarification to the first post.

Re: Doom with Sprinkles [1.0]

Posted: Mon Apr 15, 2019 9:13 pm
by [HotPocket]
Pompous Seed wrote: Glad to be your #1! I'll see if I can fix that in the next update.
Speaking of a next update, do you think you'll add an option to set the amount of particles that come from explosions and etc in the next update?

Re: Doom with Sprinkles [1.0]

Posted: Tue Apr 16, 2019 1:00 pm
by Pompous Seed
I thought about it, but doing that would go against what I set out to do in the first place. While I understand performance is important (I tried my hardest to keep things running smooth), there's a certain level of quality I like to uphold, and I guess I don't really want it to be any less than it is already. I also thought about making a really bare bones version of this mod as some point; a "lite" version, if you will. So that might be a thing someday. Maybe.

Re: Doom with Sprinkles [1.0]

Posted: Mon Apr 22, 2019 9:39 pm
by johnny
Just wanted to drop in and say that this is phenomenal. This is my new standard for vanilla playthroughs :wub:

Re: Doom with Sprinkles [1.0]

Posted: Mon Apr 22, 2019 10:41 pm
by Neccronixis
Fantastic mod. Would you consider adding extreme deaths and gib chunks for the larger enemies too? Also idk If this sprite alignment issue has been brought to your attention:

Re: Doom with Sprinkles [1.0]

Posted: Tue Apr 23, 2019 3:32 pm
by Pompous Seed
johnny wrote:Just wanted to drop in and say that this is phenomenal. This is my new standard for vanilla playthroughs :wub:
Wow, thank you!
Neccronixis wrote:Fantastic mod. Would you consider adding extreme deaths and gib chunks for the larger enemies too? Also idk If this sprite alignment issue has been brought to your attention:
Yes, I had considered that (I even had it implemented at one point; there was actually a plethora of stuff that got removed before release), but there was two reasons I didn't add them: 1) I couldn't find quality sprites for all of the monsters; 2) since only smaller monsters have an xdeath state in vanilla doom, I guess I figured it made sense to leave the larger monsters alone. I'm not sure if there's anything I can do about the sprites pictured above (pretty sure it has something to do with the way they are placed on the map), but I'll look into it.

Re: Doom with Sprinkles [1.0]

Posted: Tue Apr 23, 2019 4:37 pm
by Gifty
I really love and respect mods that are able to get beautiful effects out of pretty much stock resources, well done. An insanely well-curated effects mod.

Re: Doom with Sprinkles [1.0]

Posted: Tue Apr 23, 2019 7:03 pm
by Pompous Seed
Aw thanks Gifty, super glad that you approve.

Re: Doom with Sprinkles [1.0]

Posted: Wed Apr 24, 2019 4:33 pm
by [HotPocket]
Also, dws has some trouble when it comes to the XY axis. I think you should add the flag of +FORCEYBILLBOARD when it comes to torches, lamps and mostly all light sources in general. I don't know if it's only on my side though, so turn your XY axis on and see if it happens to you too.

Re: Doom with Sprinkles [1.0]

Posted: Thu Apr 25, 2019 12:04 am
by StroggVorbis
Neccronixis wrote:Fantastic mod. Would you consider adding extreme deaths and gib chunks for the larger enemies too? Also idk If this sprite alignment issue has been brought to your attention:
Try the +FIXMAPTHINGPOS flag.

Re: Doom with Sprinkles [1.0]

Posted: Mon May 13, 2019 11:38 am
by Agitatio
Neat little mod. However I was expecting it to be pretty much vanilla when it comes to stats and mechanics. But that's not the case.
Chainsaw alerts enemies when you hold it and plasma doesn't cool down every time you stop firing.
Would've been great to see stuff like that as an option at least.

Edit: Chainsaw attack also has a delay and weapon switch speed is faster.
Edit: Invert Weapon Sway doesn't work.

Re: Doom with Sprinkles [1.0]

Posted: Fri May 31, 2019 12:20 pm
by Gifty
Just noticed that the BFG doesn't quite reset camera position after firing, leading to a downward tilt if you're not using freelook. Still really really enjoying this mod, I just beat Sigil with it. :D

Re: Doom with Sprinkles [1.0]

Posted: Fri Jun 21, 2019 12:11 pm
by Beezle
When I enable Retro Shader with Pixelation my screen looks like this:

Using GZDoom 4.1.3, pixel count is 3.45 like you recommended, and resolution is set at the default 1366 x 705. Worked perfectly fine in 4.1 or whichever it was 2 versions ago :?

Re: Doom with Sprinkles [1.0]

Posted: Sat Jun 22, 2019 8:57 am
by _mental_
Beezle wrote:Worked perfectly fine in 4.1 or whichever it was 2 versions ago :?
Are you sure that settings in both versions are exactly the same?

Re: Doom with Sprinkles [1.0]

Posted: Sat Jun 22, 2019 9:02 am
by Beezle
_mental_ wrote:
Beezle wrote:Worked perfectly fine in 4.1 or whichever it was 2 versions ago :?
Are you sure that settings in both versions are exactly the same?
To be honest, I'm not 100% sure the settings were EXACTLY the same but I do remember playing this with a couple mapsets with Pixelation with the recommended 3.45 pixel count and Retro Shader on a few weeks back.