Colourful Hell 1.01 fix fix tweak tweak
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Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- Disc Primitive
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Re: [WIP]Colourful Hell 0.70 zip zap
What bees? So far I haven't encountered anything resembling bees. And I've replayed Going Down with Colourful Hell a few times.
Re: [WIP]Colourful Hell 0.70 zip zap
I think they're one of the higher up Lost Soul replacements or something, but I'm not sure. I was playing E3M2 and they came out of the general region where the exit is, so I think they were either a Cacodemon, Lost Soul or Spectre black level.
- Disc Primitive
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Re: [WIP]Colourful Hell 0.70 zip zap
What difficulty are you playing on? I'm playing H,NTR. Perhaps it's too easy for them to spawn.
- Kizoky
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Re: [WIP]Colourful Hell 0.70 zip zap
I forgot this awesome mod.
I decided to pair this with Smiley II, the results were weird, but fun
I decided to pair this with Smiley II, the results were weird, but fun
Spoiler:This is what you get when ZDoom can't find the right colors, they won't turn colorful
Re: [WIP]Colourful Hell 0.70 zip zap
I was on Ultraviolent.
I actually had some fun messing around with a Doom 64 mod and this, it was funny cause a lot of the sprites actually did get recolored, though everything was way too tall and some of the death anims were messed up.
I actually had some fun messing around with a Doom 64 mod and this, it was funny cause a lot of the sprites actually did get recolored, though everything was way too tall and some of the death anims were messed up.
- Disc Primitive
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Re: [WIP]Colourful Hell 0.70 zip zap
So wait, the recolouring isn't actually new models but instead coded palette swaps? Now that's some badass coding...
- Kizoky
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Re: [WIP]Colourful Hell 0.70 zip zap
It is not that hard though. You can find the PALETTE codes on ZDoom wiki and re-code it with DecorateDisc Primitive wrote:So wait, the recolouring isn't actually new models but instead coded palette swaps? Now that's some badass coding...
- Disc Primitive
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Re: [WIP]Colourful Hell 0.70 zip zap
That way it can adapt itself quite well to WADs with custom palettes. I tried it with Back To Saturn X Episode I and most of the recoloured enemies appeared really good.
Except that pink zombieman with the helmet and plasma rifle. He appeared all weird in BTSX :/
Except that pink zombieman with the helmet and plasma rifle. He appeared all weird in BTSX :/
- TheUnbeholden
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Re: [WIP]Colourful Hell 0.70 zip zap
Reminds me of Diablo 2, all sorts of colours showed up there on rare versions of monsters.
- Disc Primitive
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Re: [WIP]Colourful Hell 0.70 zip zap
I thought that was the first Diablo, not second. Because I also thought about those games when I first played this.TheUnbeholden wrote:Reminds me of Diablo 2, all sorts of colours showed up there on rare versions of monsters.
- Hege Cactus
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Re: [WIP]Colourful Hell 0.70 zip zap
I have a fix for that in the next version that should help with the lag issueMan those bees are insane. Do they have a cap on how many spawn? I had so many I was starting to lag.
Yeah, most of the enemies are recoloured via the translation feature and they do look pretty nice in BTSX, I actually played through BTSX ep 2 with one test version and some of the translations looked pretty badass.That way it can adapt itself quite well to WADs with custom palettes. I tried it with Back To Saturn X Episode I and most of the recoloured enemies appeared really good.
Except that pink zombieman with the helmet and plasma rifle. He appeared all weird in BTSX :/
But there was also issues like purple and blue mancubi being identical.
Currently I'm working on a polishing round to fix a little issue with blood colours + corpses that I had overlooked, and to fix some other little issues like the rare infinite works green demons.
Also there's a little issue with the black and white spawns, now that the black spawns have started to reach the level that nearly all monsters have one, I've started to notice something I refer as haiku effect on start of larger maps, so I'm thinking if I should further tweak the spawn rates or look into making a script to limit black & white spawns a bit, but idk.
- Disc Primitive
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Re: [WIP]Colourful Hell 0.70 zip zap
But is it possible for this mod to work as intended in WADs with custom palettes?
- Hege Cactus
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Re: [WIP]Colourful Hell 0.70 zip zap
Behavior wise, yesDisc Primitive wrote:But is it possible for this mod to work as intended in WADs with custom palettes?
Looks wise, no.
- Disc Primitive
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Re: [WIP]Colourful Hell 0.70 zip zap
Well, as long as it behaves as intended I am all pleased
- Cryomundus
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Re: [WIP]Colourful Hell 0.70 zip zap
You might want to see if you can limit the number of black and white spawns that can appear in a map, I was playing MAP06 of TNT and I had THREE black spawns (zombieman, imp, and shotgun) amd that had 297 monsters. I'd hate to see what maps with larger monster counts would spawn.Hege Cactus wrote:I have a fix for that in the next version that should help with the lag issueMan those bees are insane. Do they have a cap on how many spawn? I had so many I was starting to lag.
Yeah, most of the enemies are recoloured via the translation feature and they do look pretty nice in BTSX, I actually played through BTSX ep 2 with one test version and some of the translations looked pretty badass.That way it can adapt itself quite well to WADs with custom palettes. I tried it with Back To Saturn X Episode I and most of the recoloured enemies appeared really good.
Except that pink zombieman with the helmet and plasma rifle. He appeared all weird in BTSX :/
But there was also issues like purple and blue mancubi being identical.
Currently I'm working on a polishing round to fix a little issue with blood colours + corpses that I had overlooked, and to fix some other little issues like the rare infinite works green demons.
Also there's a little issue with the black and white spawns, now that the black spawns have started to reach the level that nearly all monsters have one, I've started to notice something I refer as haiku effect on start of larger maps, so I'm thinking if I should further tweak the spawn rates or look into making a script to limit black & white spawns a bit, but idk.