PALVERS supporting Sprites and HUDs

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PALVERS supporting Sprites and HUDs

Postby Hellser » Sun Jul 01, 2012 9:36 pm

Title self explanatory.. But;
As said here; PALVERS, "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

Postby MG_Man » Mon Jul 02, 2012 4:46 pm

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

Postby Hellser » Mon Jul 02, 2012 7:28 pm

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

Postby wildweasel » Mon Jul 02, 2012 9:09 pm

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

Postby NeuralStunner » Mon Jul 02, 2012 10:31 pm

Or maybe somebody just prefers a paletted display. It's not impossible to disable the hardware 2D feature.
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Re: PALVERS supporting Sprites and HUDs

Postby Hellser » Mon Jul 02, 2012 10:59 pm

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

Postby Kate » Mon Jul 02, 2012 11:14 pm

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

Postby Hellser » Mon Jul 02, 2012 11:35 pm

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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