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4d2d

Vanilla Compatibility

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I've noticed some game-play quirks in Eternity(with the "vanilla mode" box checked in the front-end) that don't happen in either Vanilla or PrBoom+. Some specific examples in Doom 1 and Doom 2:
E4M5: In vanilla, projectiles fired into the window at the very beginning of the level sometimes disappear just before collision if they're shot at an angle that brings them close to the window's edge. They always behave normally in Eternity.

E4M6: Just before getting out of the twisting passage of white rock, when the courtyard comes into view, the player will normally alert the attention of a cacodemon in the marble balcony above the lava moat. In Eternity, it won't notice you until you either get closer or shoot it.

There's also a more obvious difference in the same level, again regarding projectiles. In vanilla, shots fired into the same balcony with the cacodemon from before will disappear unless they pass through the embrasures on top. This bug never happens in Eternity, as far as I can tell.

Finally, in mission 10 of Doom 2, you can wake up some of the monsters in the blue key room if you attack near its door connected to the brown hallway towards the beginning of the level. Because of this, you'll often fight a revenant with the demons in the first few rooms. In Eternity, the revenants and arachnotrons will never wake up until you alert them within their room.

Also important is that Eternity can create and run demos with none of these discrepancies. In fact, it seems the vanilla mode option in the front-end doesn't actually function unless you're recording or playing a demo. I chose all the compatibility options manually, copying the selections under the "compatibility" and "enemies" menus while Eternity was making a vanilla demo.

I've tested this with versions 3.40.46 and 3.40.48, running on OS X 10.6.8. Is this an issue unique to me? Something I'm missing here?

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Do mind that:

- the vanilla Doom mode box (which triggers the -vanilla command-line parameter) doesn't really persist between level changes. This is unlike other flags such as -respawn.

- Yeah, there are some changes which are only going to happen if you -vanilla without warping level, or playing demos, and can't be simply activated by setting to YES every compatibility option. Most notably, the monster sight code was changed heavily by Quasar to a faster (but internally different) Heretic-like code which doesn't have the same bugs as the Doom 1.x (current Doom) sight code. He made it mainly in the wake of portal-aware sight support, but didn't limit it only to maps to linked portals: it now happens in any game which isn't running in demos.

I agree with everything you said there, but I'm not gonna remove decisions made by Quasar. Maybe adding command-line or menu settings would help here, dunno yet.

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printz said:

- the vanilla Doom mode box (which triggers the -vanilla command-line parameter) doesn't really persist between level changes. This is unlike other flags such as -respawn.

That's odd.

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Gez said:

That's odd.

To clarify, by level change I only mean "new game" or idclev/map. Most likely, the new game effect resets all game flags to some standard values, and -vanilla is much more complex than -respawn or -fast anyway, so probably it's not really taken into account. Think of -vanilla as merely something that sets a LOT of flags to Doom 1.9 compatibility, without keeping track of them later.

The parameter really was designed to be used with -record to record demos, which is never supposed to be used along with "new game" or idclev.

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printz said:

To clarify, by level change I only mean "new game" or idclev/map.

Oh, I thought you meant that if you play MAP01 with vanilla, when you reach the exit and get moved by the game normally to MAP02, it wouldn't be vanilla anymore.

If it's only on stuff that resets the game state then it's fine.

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