PALVERS supporting Sprites and HUDs

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Hellser
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PALVERS supporting Sprites and HUDs

Post by Hellser »

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.
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Re: PALVERS supporting Sprites and HUDs

Post by MG_Man »

I'm not sure about sprites, but HUD elements won't matter because those are already drawn in true color. (If it's supported)
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Re: PALVERS supporting Sprites and HUDs

Post by Hellser »

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)
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.
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Re: PALVERS supporting Sprites and HUDs

Post by wildweasel »

True-color is actually a no-go on certain types of older video cards that don't support whatever ZDoom is doing with D3D.
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Re: PALVERS supporting Sprites and HUDs

Post by NeuralStunner »

Or maybe somebody just prefers a paletted display. It's not impossible to [wiki=CVARs:Display#vid_hw2d]disable the hardware 2D feature[/wiki].
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Re: PALVERS supporting Sprites and HUDs

Post by Hellser »

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.
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.

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.)
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Re: PALVERS supporting Sprites and HUDs

Post by Kate »

Hellser wrote:Of course, if the consumer desires it, this can be turned off (can PALVERS be turned off via console?).
vid_nopalsubstitutions true
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Re: PALVERS supporting Sprites and HUDs

Post by Hellser »

Pink Silver wrote:
Hellser wrote:Of course, if the consumer desires it, this can be turned off (can PALVERS be turned off via console?).
vid_nopalsubstitutions true
Okie-dokie then. So, Sprites and HUDs now? :P
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Re: PALVERS supporting Sprites and HUDs

Post by Xaser »

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).
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Re: PALVERS supporting Sprites and HUDs

Post by Hellser »

I forgot this thread exists. :P 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.
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Re: PALVERS supporting Sprites and HUDs

Post by Graf Zahl »

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.
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