Disable the hurt blur?
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- LilWhiteMouse
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Disable the hurt blur?
Is there any way to disable the red blur effect when hurt?
- Cutmanmike
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In a very ancient thread, Graf Zahl wrote:Actually the damage flash is part of the PLAYPAL, not the colormap. Same for pickup flashes and radiation suit effect. And yes, in ZDoom these are created on the fly because unlike Doom ZDoom can mix them.Enjay wrote:The red damage flash is part of the colormap for some (including the original) engines, so you could change it for ports that still use that effect (a little program called inkworks was very good at doing it). However, many of the colormap functions are now done by Zdoom at run time rather than using the colormap lump. I'm pretty sure the damage flash is one of them so you can't change it.
I would have approached it more from a player class standpoint, so that human characters have red flashes, cyborg/robot classes flash blue/green, or no flash at all (as LWM requires). Perhaps a PlayerPawn property could be used for general damage flashes (like falling damage!
) and could be overriden by any weapon which has its own damage flash value set?

Hmm, yes. After considering this I must agree that this is what we need:
PainFlash RR GG BB Intensity defines the pain flash that should be used when this actor/weapon inflicts damage to a player. If this is omitted, the player class' default flash is used instead. If Intensity is 0, no flash is seen, even if the player class has a default flash defined.
DefaultPainFlash RR GG BB Intensity defines the pain flash to use by default for this player class. If Intensity is 0, no flash is seen. If this is omitted, it should default to the standard Doom-style red flash.
NOCUSTOMPAINFLASH is set when this player should not use custom pain flashes defined by other actors.
PickupFlash RR GG BB Intensity Duration defines the flash that should be seen when this item is picked up by a player. If Intensity is 0, no flash is seen. If this is omitted, the default Doom-style blue flash should be used.
Note that the PickupFlash would include the Duration, in tics or seconds, that the effect should be displayed. The actual flash intensity would vary over this duration. The damage flashes do not contain a duration since the duration of effect is based on how much damage was taken. The intensity given should be treated as the maximum intensity, so lower damage hits might not reach full intensity.
Just throwing out ideas here. Thoughts?
PainFlash RR GG BB Intensity defines the pain flash that should be used when this actor/weapon inflicts damage to a player. If this is omitted, the player class' default flash is used instead. If Intensity is 0, no flash is seen, even if the player class has a default flash defined.
DefaultPainFlash RR GG BB Intensity defines the pain flash to use by default for this player class. If Intensity is 0, no flash is seen. If this is omitted, it should default to the standard Doom-style red flash.
NOCUSTOMPAINFLASH is set when this player should not use custom pain flashes defined by other actors.
PickupFlash RR GG BB Intensity Duration defines the flash that should be seen when this item is picked up by a player. If Intensity is 0, no flash is seen. If this is omitted, the default Doom-style blue flash should be used.
Note that the PickupFlash would include the Duration, in tics or seconds, that the effect should be displayed. The actual flash intensity would vary over this duration. The damage flashes do not contain a duration since the duration of effect is based on how much damage was taken. The intensity given should be treated as the maximum intensity, so lower damage hits might not reach full intensity.
Just throwing out ideas here. Thoughts?
- Tormentor667
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