scifista42 Posted July 24, 2013 I didn't succeed to find it, so can please anybody direct me to some specs of PrBoom plus which mentions its default automap color indexes? I'm especially interested which color indexes are used for which lines (differing in floor height, differing in ceiling height, locked doors etc.). I know I could "induct" them from Automap options menu, but it'd be nice to have them written on a well arranged page together with other useful info. After I looked at BTSX palette, I noticed abnormalities in it and I believe their purpose is specifically to make automap in PrBoom-plus readable. It is cool. But my analyzing-inducting skills aren't enough to get all the right colors by studying that palette. Anyway I'm asking this because I'm experimenting with creating my own palette and I want to make it readable in all ports. If you can, off-topicly, give me any advice on that, I'd be glad too :) 0 Share this post Link to post
Ribbiks Posted July 24, 2013 are these the droids you're looking for? (grabbed from prboom-plus.cfg, with hex->decimal conversions added for your convenience) # Automap settings mapcolor_back 0xf7 (247) mapcolor_grid 0x68 (104) mapcolor_wall 0x17 (23) mapcolor_fchg 0x37 (55) mapcolor_cchg 0**7 (215) mapcolor_clsd 0**0 (208) mapcolor_rkey 0xaf (175) mapcolor_bkey 0xcc (204) mapcolor_ykey 0xe7 (231) mapcolor_rdor 0xaf (175) mapcolor_bdor 0xcc (204) mapcolor_ydor 0xe7 (231) mapcolor_tele 0x77 (119) mapcolor_secr 0xfc (252) mapcolor_exit 0x0 (0) mapcolor_unsn 0x68 (104) mapcolor_flat 0x58 (88) mapcolor_sprt 0x70 (112) mapcolor_item 0xe7 (231) mapcolor_hair 0**0 (208) mapcolor_sngl 0**0 (208) mapcolor_me 0x70 (112) mapcolor_enemy 0xb1 (177) mapcolor_frnd 0x70 (112) so each player can change them to whatever playpal value they want. but those are the default colors edit: did a word filter seriously change x_d (without underscore) into **? o.O, I wonder wtf was the reasoning for that one. 0 Share this post Link to post
scifista42 Posted July 24, 2013 After edit: That's what I needed, thanks ** edit lol it really does I hope I'll be able to get which of the shorts (fchg,unsn) means what. 0 Share this post Link to post
Da Werecat Posted July 24, 2013 Ribbiks said:I wonder wtf was the reasoning for that one. Probably smilies. 0 Share this post Link to post
Memfis Posted July 24, 2013 you can use Russian "х" to avoid this хD хD хD 0 Share this post Link to post
Ribbiks Posted July 24, 2013 scifista42 said:I hope I'll be able to get which of the shorts (fchg,unsn) means what. fortunately the source code is commented pretty nicely: int mapcolor_back; // map background int mapcolor_grid; // grid lines color int mapcolor_wall; // normal 1s wall color int mapcolor_fchg; // line at floor height change color int mapcolor_cchg; // line at ceiling height change color int mapcolor_clsd; // line at sector with floor=ceiling color int mapcolor_rkey; // red key color int mapcolor_bkey; // blue key color int mapcolor_ykey; // yellow key color int mapcolor_rdor; // red door color (diff from keys to allow option) int mapcolor_bdor; // blue door color (of enabling one but not other ) int mapcolor_ydor; // yellow door color int mapcolor_tele; // teleporter line color int mapcolor_secr; // secret sector boundary color int mapcolor_exit; // jff 4/23/98 add exit line color int mapcolor_unsn; // computer map unseen line color int mapcolor_flat; // line with no floor/ceiling changes int mapcolor_sprt; // general sprite color int mapcolor_item; // item sprite color int mapcolor_frnd; // friendly sprite color int mapcolor_enemy; // enemy sprite color int mapcolor_hair; // crosshair color int mapcolor_sngl; // single player arrow color int mapcolor_plyr[4] = { 112, 88, 64, 32 }; // colors for player arrows in multiplayer 0 Share this post Link to post
Gez Posted July 25, 2013 Ribbiks said:edit: did a word filter seriously change x_d (without underscore) into **? o.O, I wonder wtf was the reasoning for that one. One that is no longer relevant, but nevertheless it soldiers on, carried along by inertia. 0 Share this post Link to post
Quasar Posted July 26, 2013 In BOOM, the linedefs look like puked-up vodka. In ZDoom, the background looks like puked-up vodka. What's so bad about the original automap color scheme that it has to be replaced with ones that look so terrible? :P 0 Share this post Link to post
esselfortium Posted July 26, 2013 scifista42 said:After I looked at BTSX palette, I noticed abnormalities in it and I believe their purpose is specifically to make automap in PrBoom-plus readable. It is cool. But my analyzing-inducting skills aren't enough to get all the right colors by studying that palette. Any changes to PrBoom-Plus's default automap colors were purely incidental. Some of the testers use it to play BTSX stuff, but I haven't checked it myself. 0 Share this post Link to post
Graf Zahl Posted July 26, 2013 Quasar said:In BOOM, the linedefs look like puked-up vodka. In ZDoom, the background looks like puked-up vodka. What's so bad about the original automap color scheme that it has to be replaced with ones that look so terrible? :P ZDoom does have the original colors as an option. No idea why something more resembling the Raven games was chosen as default for the custom colors. I use something completely different, btw, that avoids strong primary colors for standard stuff so that locked doors can be color coded properly. 0 Share this post Link to post
Shadow Hog Posted July 26, 2013 The only issue I have with ZDoom's automap colors is that, while the full automap distinguishes between dips in the ceiling and rises in the floor, the overlay automap uses the same color for both. 0 Share this post Link to post
RjY Posted July 30, 2013 Graf Zahl said:I use something completely different, btw, that avoids strong primary colors for standard stuff so that locked doors can be color coded properly. Black background, grey for walls, brown for floor height changes, dark green for ceiling height changes. Think of a tree: brown at the bottom, green at the top. I don't think I've used the default automap colours since I stopped using doom2.exe. I agree completely about being able to colour-code locked doors. P.S. Is there any way to get ZDoom to show closed doors (floor height == ceiling height) differently from open ones (just a ceiling height change between sectors) ? 0 Share this post Link to post
Graf Zahl Posted July 30, 2013 Shadow Hog said:The only issue I have with ZDoom's automap colors is that, while the full automap distinguishes between dips in the ceiling and rises in the floor, the overlay automap uses the same color for both. Not anymore. I just separated them. 0 Share this post Link to post