PALVERS supporting Sprites and HUDs
Moderator: GZDoom Developers
- Hellser
- Global Moderator
- Posts: 2787
- Joined: Sun Jun 25, 2006 4:43 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Manjaro Linux
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
- Location: Citadel Station
PALVERS supporting Sprites and HUDs
Title self explanatory.. But;
As said here; [wiki]PALVERS[/wiki], "Sprites and HUD elements are not affected". Is it possible for PALVERS to support Sprites and HUD elements?
In the long run, it'll allow a person to code / make a mod OpenGL/Software aware so the players can enjoy a mod under their favorite renderer without having to download a whole different download.
As said here; [wiki]PALVERS[/wiki], "Sprites and HUD elements are not affected". Is it possible for PALVERS to support Sprites and HUD elements?
In the long run, it'll allow a person to code / make a mod OpenGL/Software aware so the players can enjoy a mod under their favorite renderer without having to download a whole different download.
Re: PALVERS supporting Sprites and HUDs
I'm not sure about sprites, but HUD elements won't matter because those are already drawn in true color. (If it's supported)
- Hellser
- Global Moderator
- Posts: 2787
- Joined: Sun Jun 25, 2006 4:43 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Manjaro Linux
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
- Location: Citadel Station
Re: PALVERS supporting Sprites and HUDs
If I recall correctly, HUD doesn't matter. Since all HUD and weapon sprites are drawn in true color -- as you said. But sprites would be usefull. Imagine those True Color sprites that becomes terri-bad when it changes over to the DooM Palette. Such as smoke, flames, the such.MG_Man wrote:I'm not sure about sprites, but HUD elements won't matter because those are already drawn in true color. (If it's supported)
- wildweasel
- Posts: 21707
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): A lot of them
- Graphics Processor: Not Listed
- Contact:
Re: PALVERS supporting Sprites and HUDs
True-color is actually a no-go on certain types of older video cards that don't support whatever ZDoom is doing with D3D.
- NeuralStunner
-

- Posts: 12328
- Joined: Tue Jul 21, 2009 12:04 pm
- Preferred Pronouns: No Preference
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia with Vulkan support
- Location: capital N, capital S, no space
- Contact:
Re: PALVERS supporting Sprites and HUDs
Or maybe somebody just prefers a paletted display. It's not impossible to [wiki=CVARs:Display#vid_hw2d]disable the hardware 2D feature[/wiki].
- Hellser
- Global Moderator
- Posts: 2787
- Joined: Sun Jun 25, 2006 4:43 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Manjaro Linux
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
- Location: Citadel Station
Re: PALVERS supporting Sprites and HUDs
True, but hence why I'm suggesting sprites to be added to the PALVERS. From what I can see, it's essentially checking to see if the game is in True-color mode or not (GZDooM or ZDooM). If it isn't in True-Color mode, use the palette'd version of a texture/flat/sky. Now, if we add sprites, it'll help remove badly palette'd, formerly true-color sprites. Allowing the person who is creating a mod to have both a ZDooM and a GZDooM variant within one download.Wildweasel wrote:True-color is actually a no-go on certain type of older video cards that don't support whatever ZDoom is doing with D3D.
Of course, if the consumer desires it, this can be turned off (can PALVERS be turned off via console?).
In the end, it's not really Sprites having True-Color for ZDooM, but True-Color sprites having their own Palette'd version.
.. and as Neuralstunner said, I my self prefer Palette'd display. While working on a particular mod, I am somewhat forced to use GZDooM. I prefer ZDooM, it has a certain charm which can't be matched when it comes down 'shitting' up certain graphics. (That's a compliment.)
Re: PALVERS supporting Sprites and HUDs
vid_nopalsubstitutions trueHellser wrote:Of course, if the consumer desires it, this can be turned off (can PALVERS be turned off via console?).
- Hellser
- Global Moderator
- Posts: 2787
- Joined: Sun Jun 25, 2006 4:43 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Manjaro Linux
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
- Location: Citadel Station
Re: PALVERS supporting Sprites and HUDs
Okie-dokie then. So, Sprites and HUDs now?Pink Silver wrote:vid_nopalsubstitutions trueHellser wrote:Of course, if the consumer desires it, this can be turned off (can PALVERS be turned off via console?).
Re: PALVERS supporting Sprites and HUDs
Well, I just ran face-first into this. Without this, I have no way of making my custom HUD not look like shit on Linux/Mac (or those goofballs with vid_forceddraw on).
- Hellser
- Global Moderator
- Posts: 2787
- Joined: Sun Jun 25, 2006 4:43 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Manjaro Linux
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
- Location: Citadel Station
Re: PALVERS supporting Sprites and HUDs
I forgot this thread exists.
But yes, I still think adding support for this will help matters out even further with the popularity of QZDoom. We have two source ports that uses TrueColor while ZDoom itself still sits in the corner.
- Graf Zahl
- Lead GZDoom+Raze Developer

- Posts: 49252
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: PALVERS supporting Sprites and HUDs
Let's just say, the entire implementation here is quite idiotic and skips most texture accesses in the game.
Doable, yes, but it's a rather invasive change that needs careful review and even more careful search.
Sorry, but I'd rather skip it, considering the current situation.
Doable, yes, but it's a rather invasive change that needs careful review and even more careful search.
Sorry, but I'd rather skip it, considering the current situation.
