mhrz Posted July 30, 2017 Is it possible to change the alpha or the time that it lasts on glboom聽 0 Share this post Link to post
Graf Zahl Posted July 30, 2017 Since you specifically mention 'gl', no. The hardware renderer cannot use the palette in PLAYPAL and needs to handle this differently which sidesteps this particular method to change it 0 Share this post Link to post
printz Posted July 30, 2017 Is there no setting lump for it? 聽 Alternatively you can analyze the palette if it looks liks blending, and approximate it by that using linear regression. 0 Share this post Link to post
Graf Zahl Posted July 30, 2017 No, there's nothing. The pain, pickup and radiation suit palettes are hardcoded in the GlBoom renderer. 聽 0 Share this post Link to post
mhrz Posted July 30, 2017 3 hours ago, Graf Zahl said: Since you specifically mention 'gl', no. The hardware renderer cannot use the palette in PLAYPAL and needs to handle this differently which sidesteps this particular method to change it Can I do it in prboom? It's really annoying how long it lasts when taking alot of damage. 0 Share this post Link to post
Graf Zahl Posted July 30, 2017 If you replace the PLAYPAL you can do it for PrBoom's software renderer (or any other port that uses these palettes - ZDoom, for example, does not.) But the duration is fixed, if you want to shorten it the last entries in the pain palette sequence need to be the normal palette. 聽 0 Share this post Link to post
Diaboluci贸n Posted July 30, 2017 If by GlBoom you mean GlBoom+, yes, you can fully disable these temporary changes to the palette. Either edit the cfg to change these ones with zeroes or disable these three options via Options / General / Display Options. 聽 # Prboom-plus video settings palette_ondamage聽聽聽聽聽聽聽聽聽聽聽聽聽 1 palette_onbonus聽聽聽聽聽聽聽聽聽聽聽聽聽聽 1 palette_onpowers聽聽聽聽聽聽聽聽聽聽聽聽聽 1 0 Share this post Link to post
Graf Zahl Posted July 30, 2017 But that's only a complete on/off setting. Which makes it rather useless... 聽 0 Share this post Link to post
mhrz Posted July 30, 2017 3 hours ago, Graf Zahl said: If you replace the PLAYPAL you can do it for PrBoom's software renderer (or any other port that uses these palettes - ZDoom, for example, does not.) But the duration is fixed, if you want to shorten it the last entries in the pain palette sequence need to be the normal palette. 聽 Can you show me how to do that please, because I don't have a clue how to. 0 Share this post Link to post
Diaboluci贸n Posted August 2, 2017 Use Slade3 to create one PWAD to add to the autoload list of PWADs of PrBoom(+). It is easy yet somewhat tricky. 聽 https://www.doomworld.com/vb/post/1244051 聽 Basically, you have to run Slade3 to create a new PWAD with a standard Doom palette from the scratch. Then, remove the undesired palettes and duplicate several times the standard one in order to replace the erased instances. Make sure you sort properly the palettes (this is the tricky step), generate the colormap, save as PWAD and done. 0 Share this post Link to post
Jon Posted August 2, 2017 For Vanilla, this is one of the hard-coded features that Inkworks聽supported, although they say it's considered cheating for multiplayer.聽 0 Share this post Link to post