Disable the hurt blur?

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LilWhiteMouse
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Disable the hurt blur?

Post by LilWhiteMouse »

Is there any way to disable the red blur effect when hurt?
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Cutmanmike
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Post by Cutmanmike »

The only thing I can think of is a looping script setting fadeto on full red to zero intensity, but i'm not sure if that works.
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HotWax
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Post by HotWax »

I believe you can do this with a modified PLAYPAL lump.

Unless of course ZDoom no longer uses that lump, which may be possible. :P
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Niya
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Post by Niya »

Zdoom still uses it. There are 14 palettes. If you look in XWE you'll see
that some of those palettes have been saturated with red. Now I donno any playpal
editors but if you find one just replace those red palettes with the first one and voila!
No more red blur.
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Skippy
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Post by Skippy »

In a very ancient thread, Graf Zahl wrote:
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.
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.
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HotWax
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Post by HotWax »

That's what I was afraid of.

The ability to customize the damage and pickup flashes would sure be nice (hint, hint). ;)
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Skippy
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Post by Skippy »

How would the damage flash color be handled? As a MAPINFO variable or (more likely) an extension to the player class properties?
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HotWax
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Post by HotWax »

Actually I would rather have it as a property of the weapon or projectile inflicting the damage. (So plasma could flash bluish, fire could flash reddish/orange, etc) Same goes for the pickups.
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Skippy
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Post by Skippy »

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! :wink: ) and could be overriden by any weapon which has its own damage flash value set?
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HotWax
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Post by HotWax »

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?
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Skippy
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Post by Skippy »

Love it. How about you put this in Feature Suggestions? (I've done one today already and don't want to overdo it, haha!)
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Tormentor667
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Post by Tormentor667 »

HotWax, you rock! :)
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HotWax
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Post by HotWax »

Heh, let's wait and see what Graf/randy have to say about it first. :P

I suspect this might be harder than it sounds.
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