Juza Posted November 27, 2020 (edited) Simple palette mods regarding the red flash that happens when you get hurt, the berserk tint and the yellow flash for when you pick up an item. Playtested with Chocolate Doom, Crispy Doom, prboom+ 2.5.1.4 and 2.1.5.7, WOOF, Doom Retro; don't seem to work with GZDoom nor LZDoom, not sure why. PAL.wad: Removes only the damage flash PAL2.wad: Removes both the damage and pick-up flashes PAL3.wad: Removes only the pick-up flash PAL4.wad: Lessens the red in the damage flash, 1st variation (4/8 states) PAL5.wad: Lessens the red in the damage flash, 2nd variation (3/8 states) PAL6.wad: Lessens the red in the damage flash, 3rd variation (2/8 states) PAL7.wad: Lessens the yellow in the pick-up flash, 1st variation (2/4 states) PAL8.wad: Lessens the yellow in the pick-up flash, 2nd variation (1/4 states) PAL9.wad: The lessened red from PAL6 and the lessened yellow from PAL8 Warning: Also affects the red tint from when you pick up a Berserk pack. Download: yourPAL.zip Edited November 27, 2020 by Juza 7 Quote Share this post Link to post
BerserkerNoir Posted November 27, 2020 Nice, I needed something like this for mods that use High HP Count and when you get hurt many times that you cant see anything. Thank You! 1 Quote Share this post Link to post
fabian Posted December 9, 2020 On 11/27/2020 at 8:39 PM, Juza said: don't seem to work with GZDoom nor LZDoom, not sure why. Probably because palette changes are not applied in a truecolor rendering port. 0 Quote Share this post Link to post
Gez Posted December 9, 2020 Palette changes in ZDoom-based ports are replaced by screen blending. This allows to have several effects at once (suppose you're hurt at the same time you're picking up an item, all while wearing a radsuit). But the consequence is that only the first palette of the PLAYPAL is used. 0 Quote Share this post Link to post
fabian Posted December 9, 2020 3 minutes ago, Gez said: Palette changes in ZDoom-based ports are replaced by screen blending. This allows to have several effects at once (suppose you're hurt at the same time you're picking up an item, all while wearing a radsuit). But the consequence is that only the first palette of the PLAYPAL is used. Yes, right. This is also one of the "problems" I am facing with Crispy's truecolor code path. 0 Quote Share this post Link to post
Krull Posted January 2, 2021 (edited) . Edited September 2, 2023 by Krull 0 Quote Share this post Link to post
fabian Posted January 2, 2021 A colormap tweak is by definition not a palette change. ;) 0 Quote Share this post Link to post
Krull Posted January 2, 2021 (edited) . Edited September 2, 2023 by Krull 0 Quote Share this post Link to post
Spectre01 Posted January 3, 2021 Would this potentially cause issues with wads using custom colour palettes? 0 Quote Share this post Link to post
Edward850 Posted January 3, 2021 1 minute ago, Spectre01 said: Would this potentially cause issues with wads using custom colour palettes? Only if they are ordered differently, like with BTSX. If it's just hue differences it typically wouldn't matter much. 1 Quote Share this post Link to post
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