[4.2][Duke3D/Blood] Hightiles and HUD not tinted underwater

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Phredreeke
Posts: 246
Joined: Tue Apr 10, 2018 8:14 am

[4.2][Duke3D/Blood] Hightiles and HUD not tinted underwater

Post by Phredreeke »

EDuke32 and NBlood applies a bluish tint to hightiles underwater (it's an imprecise but functional alternative to the global palette swapping done with 8-bit tiles)

EDuke32
[imgur]https://i.imgur.com/CJzbHl9[/imgur]
Raze
[imgur]https://i.imgur.com/1XeNap3[/imgur]
NBlood
[imgur]https://i.imgur.com/uazt7KL[/imgur]
Raze
[imgur]https://i.imgur.com/AgOQgx6[/imgur]

I didn't test yet but I suspect the same issue applies to Redneck Rampage as well.

Also the HUD (which is not a hightile, other than the medkit and armor sprite in the Duke screenshot) is untinted as well

Both sets of screenshots were taken using my upscale packs
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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 48320
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: [4.2][Duke3D/Blood] Hightiles and HUD not tinted underwa

Post by Graf Zahl »

Not tinting the HUD was a deliberate change. That was a typical case of a limitation of a paletted display, the change just mirrors ZDoom which did the same thing some 12 years ago.
For the tint I'll have to check.

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