Err - you do realize that banded SW lightmode was made for the palette tonemap? They were meant to be used together to emulate the original colormap fading implementation. It doesn't work the way you think it does without it.Pixel Eater wrote:Usually I disable that because the Palette Tonemap setting does it also and they don't overlap so good. But I've been finding that for games that have nicer colourmaps (like Heretic/Hexen) the Banded Lightmode is preferable to using the palette setting
Vanilla Essence 4.3: 320x200p support! More bugfixes.
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: Vanilla Essence 4.3: 320x200p support! More bugfixes.
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Re: Vanilla Essence 4.3: 320x200p support! More bugfixes.
Oh really?
And here I've been thinking the palette tonemap had made it a redundant feature. Thanks for the correction, I'll have to make a change in the next version
Btw, has anyone else been having crashes when trying to end a game (with the F7 key)? I think it's the SpriteScaler inventory item calling .GetInt() after the player has been destroyed. Except there's a check for the player within in it's DoEffect() which should be preventing that. Any ideas why it would fail?
And here I've been thinking the palette tonemap had made it a redundant feature. Thanks for the correction, I'll have to make a change in the next version
Btw, has anyone else been having crashes when trying to end a game (with the F7 key)? I think it's the SpriteScaler inventory item calling .GetInt() after the player has been destroyed. Except there's a check for the player within in it's DoEffect() which should be preventing that. Any ideas why it would fail?
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Re: Vanilla Essence 4.3: 320x200p support! More bugfixes.
This is quite great!
One thing I have been missing is that in vanilla doom there's no autosaves: You die, and it's a pistol start for you. Could Vanilla Essence get an autosave toggle in the future?
One thing I have been missing is that in vanilla doom there's no autosaves: You die, and it's a pistol start for you. Could Vanilla Essence get an autosave toggle in the future?
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Re: Vanilla Essence 4.3: 320x200p support! More bugfixes.
That's something I'll have to mull over but it's a great suggestion. I just worry it's a bit too "operational" compared to the usual settings that get toggled. At the very least I can add it to a quick menu of persistent options
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Re: Vanilla Essence 4.3: 320x200p support! More bugfixes.
Vanilla Essence is missing out on something iconic
The blue floppy disk on the bottom right corner that appears every so often
The blue floppy disk on the bottom right corner that appears every so often
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Re: Vanilla Essence 4.3: 320x200p support! More bugfixes.
Heh, when I get the time I'll see what I can doZenon wrote:Vanilla Essence is missing out on something iconic
The blue floppy disk on the bottom right corner that appears every so often
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Re: Vanilla Essence 4.3: 320x200p support! More bugfixes.
What exactly does it do?
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Re: Vanilla Essence 4.3: 320x200p support! More bugfixes.
Not that I remember it specifically but it sounds like it indicated when data's being read. Whether it was only during floppy access (was that even possible due to size?) I don't know or if it also appeared during low frame rates. There's only a vague reference to it here.
I figure it can be faked using WorldLoaded or PlayerEntered events and just drawing it for a short time. Do you know if it's supposed to flash too Zenon?
I figure it can be faked using WorldLoaded or PlayerEntered events and just drawing it for a short time. Do you know if it's supposed to flash too Zenon?
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Re: Vanilla Essence 4.3: 320x200p support! More bugfixes.
I remember it would flicker as it read the data, though I remember it being regardless of whether you had the disk in or not.Pixel Eater wrote:Do you know if it's supposed to flash too Zenon?
Though I've not seen it at all through my years of playing doom, according to a friend of mine, apparently if you were running it off the cd, it would have a cd icon flicker the same way when data was being read.
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Re: Vanilla Essence 4.3: 320x200p support! More bugfixes.
Thanks for the info!
Here's a hasty little test run: Type "ve_showcd 1" to use the stcdrom graphic instead.
I couldn't test Strife's hourglass though cause I only have the shareware copy.
Here's a hasty little test run: Type "ve_showcd 1" to use the stcdrom graphic instead.
I couldn't test Strife's hourglass though cause I only have the shareware copy.
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Re: Vanilla Essence 4.3: 320x200p support! More bugfixes.
Excellent
Really completes the aesthetic <3
Really completes the aesthetic <3
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Re: Vanilla Essence 4.3: 320x200p support! More bugfixes.
Oh good
Would you change the blink rate/duration at all? Or should it be more random?
Would you change the blink rate/duration at all? Or should it be more random?
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Re: Vanilla Essence 4.3: 320x200p support! More bugfixes.
I think the flicker/blink rate should be slightly randomized, though it should be noted that the flicker rate slows down when Vanilla Essence is enabled
Another idea I thought would fit, would be if it appeared/flickered during fps drops, much like it did originally
Another idea I thought would fit, would be if it appeared/flickered during fps drops, much like it did originally
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Re: Vanilla Essence 4.3: 320x200p support! More bugfixes.
Okay I'll make sure to randomize it when the time comes. Not sure how to determine slowdowns now that I think about it and it might be unfair to add to the processing load anyway. Or maybe there's a way to count the number of monsters in proximity to simulate a struggling 386...