preserve default char colors in each zdoom compatible game

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Re: preserve default char colors in each zdoom compatible game

by Xtyfe » Mon Jun 15, 2009 5:49 pm

Ahh I see, I didn't notice that.

I suppose it is something that would be low priority

Re: preserve default char colors in each zdoom compatible game

by Graf Zahl » Mon Jun 15, 2009 5:30 pm

This was closed because there's another feature request which is basically the same thing. It's still on the list but no ETA.

Re: preserve default char colors in each zdoom compatible game

by Xtyfe » Mon Jun 15, 2009 5:18 pm

Don't mean to necro post, but wanted to to check on the status of this

The Hexen player classes as well as Strifes are still all wrongly translated as the same color as Dooms player class. The Heretic one seems to be correct

Re: preserve default char colors in each zdoom compatible game

by HotWax » Mon Oct 27, 2008 11:49 am

CaptainToenail wrote:Implemtent that now! But what other set of colours besides green would you use....?
Well, those examples were for the sake of argument, but theoretically you could design a whole new sprite set with different areas of the graphic using different color ranges specifically for the purpose of translating them separately. This would be more for use with custom sprites than with the default Doom marine.

Re: preserve default char colors in each zdoom compatible game

by CaptainToenail » Mon Oct 27, 2008 11:48 am

How cool would it be if you could have selectable translations that worked on more than just one color range? Like player one could have a green suit and yellow helmet, player two could have brown suit and orange helmet, etc.
Implemtent that now! But what other set of colours besides green would you use....?

Re: preserve default char colors in each zdoom compatible game

by HotWax » Mon Oct 27, 2008 10:19 am

Enjay wrote:Perhaps some sort of "COLORDEF" lump could be added to allow definition of player colours? Or maybe the possible translations should just appear in player class definitions?
Actually, this would be a really cool feature to have. Either the lump Enjay suggests or the ability to specify a set of custom translations within a player class definition in DECORATE. It would allow players using that class to choose their color based on a list of selections instead of (or in addition to) the color slider. How cool would it be if you could have selectable translations that worked on more than just one color range? Like player one could have a green suit and yellow helmet, player two could have brown suit and orange helmet, etc.

Re: preserve default char colors in each zdoom compatible game

by signofzeta » Mon Oct 27, 2008 6:39 am

Enjay wrote:
signofzeta wrote:Wait, are you saying...
Nope, all I was saying is that if the option for "use original Doom colours" or "Green, Red, Indigo, Brown" or whatever is going to be included, I would like a way for them not to appear in the player menu because they are utterly irrelevant to mods that aren't supposed to look like the original game at all, and merely serve as a reminder that this is not really "teh kewl new game" but just a Doom TC. :P

Perhaps some sort of "COLORDEF" lump could be added to allow definition of player colours? Or maybe the possible translations should just appear in player class definitions? So long as they can be over-ridden for custom classes (even those based on the Doomplayer) I don't care, because I won't be using the original player colours any time soon.
Oh well, I guess I will have to settle with "hot pink" rather than indigo.

Well at least making the hexen and heretic colors are a lot easier. Except for the fourth player hexen color, which is basically the same tint of green that the first player of heretic has.

Re: preserve default char colors in each zdoom compatible game

by Enjay » Sun Oct 26, 2008 7:27 am

signofzeta wrote:Wait, are you saying...
Nope, all I was saying is that if the option for "use original Doom colours" or "Green, Red, Indigo, Brown" or whatever is going to be included, I would like a way for them not to appear in the player menu because they are utterly irrelevant to mods that aren't supposed to look like the original game at all, and merely serve as a reminder that this is not really "teh kewl new game" but just a Doom TC. :P

Perhaps some sort of "COLORDEF" lump could be added to allow definition of player colours? Or maybe the possible translations should just appear in player class definitions? So long as they can be over-ridden for custom classes (even those based on the Doomplayer) I don't care, because I won't be using the original player colours any time soon.

Re: preserve default char colors in each zdoom compatible game

by signofzeta » Sun Oct 26, 2008 6:57 am

SoulPriestess wrote:
signofzeta wrote:Also, what is the RGB values that would achieve the true doom second player indigo?
Unfortunately, there are none. The RGB translator is such that it would really look weird no matter how you did it.
I remember back in the early versions of zdoom, where if you made a color, you would not see purple, if you mixed red and blue, but separate pixels as red, and some blue, and the colors aren't really blended.

At least it is fixed now. I can make a hot pink, or a turquoise color, without colors being separate.

Re: preserve default char colors in each zdoom compatible game

by Rachael » Sat Oct 25, 2008 9:17 pm

signofzeta wrote:Also, what is the RGB values that would achieve the true doom second player indigo?
Unfortunately, there are none. The RGB translator is such that it would really look weird no matter how you did it.

Re: preserve default char colors in each zdoom compatible game

by signofzeta » Sat Oct 25, 2008 7:52 pm

Enjay wrote:Well, I'll stand out as a lone voice and say that would rather that, at least optionally, they are not on the list. Increasingly people are using Zdoom for TCs and games that are not Doom. Already I find the Doom compat options menu annoying and irrelevant for such projects (and have hidden it in my own build of the exe) so to have some irrelevant (and misnamed - "indigo" :roll: ) options in the player setup menu would be equally pointless.

How about a player actor flag +legacycolors that would be given to the default players, and which would enable the colours in the menu but which could be removed (-legacycolours) for player classes inheriting from the default players?

If people don't like "legacy" in the name, +vanillacolors or whatever could be used.

Wait, are you saying that make an option where if it is off, it does that RGB slider color thing, and if legacycolors is on, it is like playing vanilla doom, where player 1 is always green, 2 is always indigo, 3 is always brown, and 4 is always red? Oh I like that. Or are you saying something else?

As for heretic, 1 = green, 2 = yellow, 3 = red, 4 = blue
Hexen, 1 = blue, 2 = red, 3 = yellow, 4 = green.

Secondly, where do I put the create colortranslation stuff in? The cfg file? Where?

But I would think it would be much easier if there was preset color translations in the player setup menu, so I don't have to do any of that scripting stuff.

Also, what is the RGB values that would achieve the true doom second player indigo?

Re: preserve default char colors in each zdoom compatible game

by Enjay » Sat Oct 25, 2008 5:22 am

Well, I'll stand out as a lone voice and say that would rather that, at least optionally, they are not on the list. Increasingly people are using Zdoom for TCs and games that are not Doom. Already I find the Doom compat options menu annoying and irrelevant for such projects (and have hidden it in my own build of the exe) so to have some irrelevant (and misnamed - "indigo" :roll: ) options in the player setup menu would be equally pointless.

How about a player actor flag +legacycolors that would be given to the default players, and which would enable the colours in the menu but which could be removed (-legacycolours) for player classes inheriting from the default players?

If people don't like "legacy" in the name, +vanillacolors or whatever could be used.

Re: preserve default char colors in each zdoom compatible game

by CaptainToenail » Sat Oct 25, 2008 5:07 am

I really want to be able to pick from Doom's default 4 colours, green, indigo, red and brown because the colour bars cannot acheive these colours (except green of course)

Also I do know how to create these translations, for red it's the colour range "32:47", for indigo it's "96:111" (indigo is infact grey for some bizarre reason) and for brown it's "64:79"

Of course you could do this with player classes and XWE's colour remap tool, which I was going to do for a Skulltag mod

Re: preserve default char colors in each zdoom compatible game

by signofzeta » Fri Oct 24, 2008 6:09 pm

I'm going to bump this,

I have managed to get the colors for doom's red and green, the colors for heretic's green, red, and blue, and perhaps yellow, and i managed to get the colors for hexen's yellow, red, and blue.

BUT, as the OP says, I want something like picking from a list of colors implemented, because I haven't figured out how to perfect the doom indigo color, and hexen's green color yet, which IMO, is the exact same shade as heretic's green.

I also somehow perfected the yellow in hexen, but I noticed that the fighter is more yellow than cleric and mage, who are more orange.

Thirdly. Is there a way to make it so that doom marine is one color, heretic dude is another, and especially hexen, that if I'm fighter, and I want a gold belt, but also want a red cleric cape, and blue mage robe, is there a way to make each class separate, so that I don't have to change them?

Re: preserve default char colors in each zdoom compatible game

by Matt » Thu Dec 20, 2007 12:23 pm

How about the ability to save and load presets, with the originals always available on top of the list?

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