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Re: Doom with Sprinkles [1.0]

PostPosted: Sat Jun 22, 2019 9:40 am
by _mental_
Beezle wrote: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.

Such comparison of different GZDoom versions is pretty useless then. You should use the same .ini file with both releases in order to confirm that it’s broken in newer one.

Re: Doom with Sprinkles [1.0]

PostPosted: Sat Jun 22, 2019 9:49 am
by Beezle
_mental_ wrote:
Beezle wrote: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.

Such comparison of different GZDoom versions is pretty useless then. You should use the same .ini file with both releases in order to confirm that it’s broken in newer one.

It would've been using the same .ini file. Since 4.0 first came out, I've just been downloading each new release and dragging and dropping the newer files over the old folder and overwriting the old ones.

Re: Doom with Sprinkles [1.0]

PostPosted: Sat Jun 22, 2019 9:55 am
by _mental_
Beezle wrote:It would've been using the same .ini file. Since 4.0 first came out, I've just been downloading each new release and dragging and dropping the newer files over the old folder and overwriting the old ones.

How can you be sure that no settings were changed since last time it worked?
Like I said, to confirm a regression you need to have two versions of GZDoom side by side which use copies of the same .ini file.

Re: Doom with Sprinkles [1.0]

PostPosted: Sat Jun 22, 2019 10:25 am
by Beezle
_mental_ wrote:
Beezle wrote:It would've been using the same .ini file. Since 4.0 first came out, I've just been downloading each new release and dragging and dropping the newer files over the old folder and overwriting the old ones.

How can you be sure that no settings were changed since last time it worked?
Like I said, to confirm a regression you need to have two versions of GZDoom side by side which use copies of the same .ini file.

I think you're on to something but can't figure out exactly what changed in the .ini settings. I downloaded 4.1.1 and it worked just fine with Pixelation and Retro Shader on,but when I swapped the .ini like you said, then the blurry lines covered the screen came right back. And posterization makes the screen go white.

Re: Doom with Sprinkles [1.0]

PostPosted: Sat Jun 22, 2019 10:44 am
by _mental_
Beezle wrote:I think you're on to something but can't figure out exactly what changed in the .ini settings. I downloaded 4.1.1 and it worked just fine with Pixelation and Retro Shader on,but when I swapped the .ini like you said, then the blurry lines covered the screen came right back. And posterization makes the screen go white.

The idea is to figure out what option (or set of options) led to a bug.

Re: Doom with Sprinkles [1.0]

PostPosted: Sat Jun 22, 2019 11:01 am
by Beezle
_mental_ wrote:
Beezle wrote:I think you're on to something but can't figure out exactly what changed in the .ini settings. I downloaded 4.1.1 and it worked just fine with Pixelation and Retro Shader on,but when I swapped the .ini like you said, then the blurry lines covered the screen came right back. And posterization makes the screen go white.

The idea is to figure out what option (or set of options) led to a bug.

I believe I figured out what caused the screen to look like that. Under Retro Shader, Pixelation, and Posterization there's a few sliders for Pixel Count, Posterization, Gamma, Aspect Y, and Aspect X. I don't know how, but sometime whenever I updated GZDoom, the sliders all got set to 0 and adjusting those can alter the screen significantly, either lines like I had posted, the screen goes white, or the game looks more pixelated. Thank you for your help in figuring this out _mental_, not sure how I missed the sliders being moved when they're just right under the damn Retro Shader.

Re: Doom with Sprinkles [1.1]

PostPosted: Sun Aug 11, 2019 8:26 pm
by Pompous Seed
Sorry for the lack of updates. I took a long break from modding to work on school stuff and play lots of dark souls. Unfortunately, I won't be updating this anymore in the foreseeable future. I will begin pursuing a career very soon, so I want to put most of my focus into my education. However, I wanted to post this update before that time comes. You can find the changelog in the first post. Not many changes, just a bug fix (thanks Gifty!) and some other minor stuff. The biggest change is the removal of the BFG/plasma death effects, and assigning the BFG shock effect to the "BFGBall" actor instead of the "BFGExtra" actor. I did this for a couple of reasons. The first is because I felt these effects were a bit excessive, and the second is because the BFG effects can lead to some pretty large frame rate drops. I think this change is for the better. As always, let me know if you find any bugs! I'll still come back here every now and then to try and squash the ones that show up.

Re: Doom with Sprinkles [1.1]

PostPosted: Wed Oct 09, 2019 7:14 am
by Newbie
I have registered an account to report a few bugs / inconsistencies:

Under the configuration menu of your modification, the "Strafe" and "Turn" options have an unmodifiable CVAR for the "Invert" option. It simply says "Unknown". This is running on the most recent GZDoom which is v4.2.1.

The "Weapon Recoil" feature is not balanced for Vanilla play as the recoil on the Super Shotgun gradually raises the player camera to face upwards.

The death animation for the Cacodemon is too fast compared to its Vanilla counterpart and it ends up looking like certain frames are missing.

The Revenant's missiles have had their fiery trail removed, however, the brightmaps for their projectile remains and is unsightly.

[Edit]: Using the Plasma Rifle in a wide and open space (The courtyard of E1M1 as a reference) results in a generous lag spike when you follow the volley (3 seconds worth) of continuous plasma projectiles land on a textured flat. I have tried to replicate this effect using the Bestiary and haven't been successful, thankfully.


The following are my personal suggestions that would mesh well with the Vanilla+ style gameplay, disregard them at your will:

Add the option to turn off spent bullet and shell casings and also the option to have them not disappear.

Add the option to have the Chaingunner use DSPISTOL instead of DSSHOTGN. Unfortunately, you would have to modify the firing rate of the Chaingunner by 25% to accommodate the DSPISTOL sound replacement.


I hope you can come back and rectify these micro-issues one day, I have greatly enjoyed your modification.

Re: Doom with Sprinkles [1.1]

PostPosted: Fri Oct 11, 2019 8:58 am
by Pompous Seed
Thank you for reporting. Feedback is always helpful since spotting bugs is not something I'm good at. I hope to come back to this one day and fix everything mentioned (and then some), and I will consider your requests as well. I cannot say for sure when I will come back to this though, as I am very busy at the moment. Doing lots of boring RL stuff. At any rate, thanks for playing!

Re: Doom with Sprinkles [1.1]

PostPosted: Thu Dec 12, 2019 12:54 pm
by Gorec
sorry for bumping,wanted to play some vanilla mods to got back to yours and remembered that there was a bug with cacodemon(again duh)
its the same thing with blocking-if a cacodemon dies in a small room or narrow corridor with low ceiling(exit room in doom 2 map 1 for example) its corpse will block ur path but it does that only from one side so u can walk through it,u can crouch to avoid blocking but in some cases u cant

Re: Doom with Sprinkles [1.1]

PostPosted: Fri Dec 13, 2019 2:14 pm
by Pompous Seed
Thanks for reporting. As stated above, I do intend to come back to this at some point and fix bugs and add some stuff, but right now I'm a little preoccupied with RL stuff. There'll be an update at some point though, so keep your eyes peeled!