[WIP]Colourful Hell 0.97b fix fix hotfix

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What do with black shotgun spawn?

Poll ended at Fri Feb 19, 2016 8:24 am

keep as they are
0
No votes
modify a little for ranged options
0
No votes
Remake the crew for better variance
2
29%
Remake with focus on the leader as the boss
5
71%
Rehaul and scrap the concept, make something else shotgunny instead
0
No votes
 
Total votes : 7

Re: [WIP]Colourful Hell 0.70 zip zap

Postby Disc Primitive » Fri May 08, 2015 11:33 am

What bees? :o So far I haven't encountered anything resembling bees. And I've replayed Going Down with Colourful Hell a few times.
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Re: [WIP]Colourful Hell 0.70 zip zap

Postby -Ghost- » Fri May 08, 2015 12:18 pm

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.
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Re: [WIP]Colourful Hell 0.70 zip zap

Postby Disc Primitive » Fri May 08, 2015 12:29 pm

What difficulty are you playing on? I'm playing H,NTR. Perhaps it's too easy for them to spawn.
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Re: [WIP]Colourful Hell 0.70 zip zap

Postby Kizoky » Fri May 08, 2015 12:35 pm

I forgot this awesome mod.
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
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Re: [WIP]Colourful Hell 0.70 zip zap

Postby -Ghost- » Fri May 08, 2015 1:22 pm

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.
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Re: [WIP]Colourful Hell 0.70 zip zap

Postby Disc Primitive » Fri May 08, 2015 1:37 pm

So wait, the recolouring isn't actually new models but instead coded palette swaps? Now that's some badass coding...
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Re: [WIP]Colourful Hell 0.70 zip zap

Postby Kizoky » Fri May 08, 2015 4:20 pm

Disc Primitive wrote:So wait, the recolouring isn't actually new models but instead coded palette swaps? Now that's some badass coding...


It is not that hard though. You can find the PALETTE codes on ZDoom wiki and re-code it with Decorate
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Re: [WIP]Colourful Hell 0.70 zip zap

Postby Disc Primitive » Fri May 08, 2015 6:15 pm

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 :/
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Re: [WIP]Colourful Hell 0.70 zip zap

Postby TheUnbeholden » Sat May 09, 2015 11:53 am

Reminds me of Diablo 2, all sorts of colours showed up there on rare versions of monsters.
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Re: [WIP]Colourful Hell 0.70 zip zap

Postby Disc Primitive » Sat May 09, 2015 12:22 pm

TheUnbeholden wrote:Reminds me of Diablo 2, all sorts of colours showed up there on rare versions of monsters.

I thought that was the first Diablo, not second. Because I also thought about those games when I first played this.
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Re: [WIP]Colourful Hell 0.70 zip zap

Postby Hege Cactus » Mon May 11, 2015 4:20 am

Man those bees are insane. Do they have a cap on how many spawn? I had so many I was starting to lag.


I have a fix for that in the next version that should help with the lag issue

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 :/


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.
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.
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Re: [WIP]Colourful Hell 0.70 zip zap

Postby Disc Primitive » Mon May 11, 2015 11:19 am

But is it possible for this mod to work as intended in WADs with custom palettes?
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Re: [WIP]Colourful Hell 0.70 zip zap

Postby Hege Cactus » Mon May 11, 2015 11:48 am

Disc Primitive wrote:But is it possible for this mod to work as intended in WADs with custom palettes?


Behavior wise, yes
Looks wise, no.
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Re: [WIP]Colourful Hell 0.70 zip zap

Postby Disc Primitive » Mon May 11, 2015 12:41 pm

Well, as long as it behaves as intended I am all pleased :)
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Re: [WIP]Colourful Hell 0.70 zip zap

Postby Cryomundus » Mon May 11, 2015 6:02 pm

Hege Cactus wrote:
Man those bees are insane. Do they have a cap on how many spawn? I had so many I was starting to lag.


I have a fix for that in the next version that should help with the lag issue

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 :/


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.
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.


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.
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