ZDoom 2.1.5

News about ZDoom

Postby DoomRater » Tue Sep 05, 2006 4:56 pm

In an unrelated point, today I withdrew $666 from my savings account.
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Postby Siggi » Tue Sep 05, 2006 5:04 pm

Heh, and don't you look like a tard now.
:P
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Postby Nash » Tue Sep 05, 2006 5:54 pm

I don't understand textcolors.txt. Why are there so many numbers?

I tried looking at the wiki but the information isn't added yet.

Anyone?
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Postby Hirogen2 » Wed Sep 06, 2006 2:35 am

Nash wrote:I don't understand textcolors.txt. Why are there so many numbers?
I tried looking at the wiki but the information isn't added yet.
Anyone?

Color, Shadow color, and alpha values I guess.
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Postby Graf Zahl » Wed Sep 06, 2006 3:11 am

Wrong guess.

Each lines defines a color range within the character that is being assigned to a range of brightness values.
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Postby Nash » Wed Sep 06, 2006 9:41 am

Hirogen - did you even look at the file? Because if you did, it'd be obvious that it is nothing like what you guessed.

Graf -

Code: Select allExpand view
Brick
{
   #470000  #FFB8B8
Console:
   #470000  #A35C5C    0 127
   #800000  #FFFEFE  128 256
}


About the only thing that makes sense to me is the word "Brick" which appears to be the colour name you'd use in ACS or whatever.

What do you mean "range"? How can there be "ranges"... I thought you define one colour and that's it?

And what would Console be, then? What's the two sets of numbers after the two colour values?
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Postby dennisj1 » Wed Sep 06, 2006 10:01 am

@Graf: Yeah, document this...

Code: Select allExpand view
Brick
{
   #470000  #FFB8B8
Console:
   #470000  #A35C5C    0 127
   #800000  #FFFEFE  128 256
}


Code: Select allExpand view
ColourName
{
        #RRGGBB  #RRGGBB  <-- Why two?
console:                              <--What's this?
         #RRGGBB  #RRGGBB    x y <-- two colors again, and what's x and y for?
          #RRGGBB RRGGBB     x y <-- Two more colors, plus x and y? Why?
}
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Postby Grubber » Wed Sep 06, 2006 10:17 am

My guess:

Why two?

Because you're defining a color range.
What's this?

That's for console font.
two colors again, and what's x and y for?

It's not x and y, but the range of characters to translate with the given color range.
Two more colors, plus x and y? Why?

Same as above.
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Postby Graf Zahl » Wed Sep 06, 2006 10:22 am

Grubber wrote:It's not x and y, but the range of characters to translate with the given color range.



Not characters - brightness values.
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Postby Nash » Wed Sep 06, 2006 10:22 am

... maybe it's the long mixing session I just got out of today, or it could've been the sex an hour ago, or maybe the drinks...

Or maybe it's just damn late right now.

But you know what? None of that make sense to me! :S
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Postby dennisj1 » Wed Sep 06, 2006 11:30 am

@Graf: What do you mean, a color "range"?
Also, what I meant by "Two more colors, plus x and y? Why?" is why a second range, plus brightness range?
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Postby dennisj1 » Wed Sep 06, 2006 11:38 am

dennisj1 wrote:@Graf: What do you mean, a color "range"?
Also, what I meant by "Two more colors, plus x and y? Why?" is why a second color range, plus brightness range?
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Postby DoomRater » Wed Sep 06, 2006 11:53 am

Use what you know, and plug in values for what you don't know, and observe the results.

I guess.
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Re: ZDoom 2.1.5

Postby chopkinsca » Wed Sep 27, 2006 3:47 pm

randy wrote:DECORATE explosion parameters are no longer considered deprecated.


In the wiki these are still marked with 'deprecated', is that just a lack of updating in the wiki? Or will I still need to move the parameters to the a_explodes?
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Postby Graf Zahl » Wed Sep 27, 2006 4:24 pm

They will stay but for the sake of documentation they are to be considerted deprecated because the preferred way to do A_Explode is to pass parameters with the function call.
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