plums Posted June 1, 2014 A small little palette mod I made, keeps the light/dark values of colours when taking damage, so your screen becomes redder without being a solid red colour. Also affects item pickup and radsuit palettes. Inspired by Doomkid's similar palette effect in The Devilz Work. Probably only works in software renderers. Faked screenshot of E1M1 at max damage: Download: v2: http://www.mediafire.com/download/s12aog38u15eel6/valuepal2.wad v2 (damage palette only): http://www.mediafire.com/download/yv5yh8jcu5fsh83/valuepald.wad v1: https://www.mediafire.com/?rczht0d4cncqmy5 1 Share this post Link to post
Gez Posted June 1, 2014 plums said:Probably only works in software renderers. Won't work in software ZDoom either since it uses blending values for instead of palettes beyond the first in PLAYPAL. 0 Share this post Link to post
Memfis Posted June 1, 2014 I found the new item pickup effect annoying, everything turning puke green is just unpleasant. And it's way too noticeable compared to the original effect imo, picking up one little health bonus shouldn't be such a big event. Maybe I'm overthinking this. 0 Share this post Link to post
Da Werecat Posted June 1, 2014 This idea is very old. Even Inkworks has an option to generate palette effects that don't affect visibility, as far as I remember. 0 Share this post Link to post
plums Posted June 1, 2014 Memfis said:I found the new item pickup effect annoying, everything turning puke green is just unpleasant. And it's way too noticeable compared to the original effect imo, picking up one little health bonus shouldn't be such a big event. Maybe I'm overthinking this. Nah, you aren't. When you're used to the way Doom works after playing it for so long, even tiny little things that don't seem quite right become unbearable sometimes. Here's two more. Both have a different curve on the red so that the lower damage levels are a bit redder. Damage palette only: http://www.mediafire.com/download/yv5yh8jcu5fsh83/valuepald.wad Less pukey yellow: http://www.mediafire.com/download/s12aog38u15eel6/valuepal2.wad @Gez: thanks, didn't realize that. @Da Werecat: I'm sure the idea is as old as the first palette editor, and maybe even this implementation has been done exactly the same already. But I hadn't found one that looks quite like this before. And it was minimal work anyhow. 0 Share this post Link to post
fraggle Posted June 1, 2014 Really interesting work, I haven't seen anything like this before. While it's a good idea, my criticism would be that it makes the red flashes less obvious than they usually are. It helps to have that visual feedback that you're taking damage. Maybe some kind of hybrid system that combines this and the normal damage effect would be better? 0 Share this post Link to post
40oz Posted June 1, 2014 Da Werecat said:This idea is very old. Even Inkworks has an option to generate palette effects that don't affect visibility, as far as I remember. that's how I did mine in uu2 0 Share this post Link to post
Da Werecat Posted June 1, 2014 fraggle said:Maybe some kind of hybrid system that combines this and the normal damage effect would be better? I tried to do that some time ago, but I didn't test the result very much. https://drive.google.com/file/d/0B9DxOfPvG2G1dmtRRkw4aWZja28/edit?usp=sharing 0 Share this post Link to post
plums Posted June 2, 2014 fraggle said:Really interesting work, I haven't seen anything like this before. While it's a good idea, my criticism would be that it makes the red flashes less obvious than they usually are. It helps to have that visual feedback that you're taking damage. Maybe some kind of hybrid system that combines this and the normal damage effect would be better? Thanks fraggle. I thought the v2 update gave enough of an indication, I can notice the screen change even at the lowest palette change. But I can try blending in the red a bit more too, especially if someone specifically wants to use it. I'll take a look at Da Werecat's link, maybe it is close enough? Next up is doing the same for Heretic/Hexen/Strife. 0 Share this post Link to post
fabian Posted June 2, 2014 Really interesting work! I tend to forget that damage and powerup effects are actually based on entirely changed palettes and not just look-up tables like the whole lighting implementation (COLORMAP) and the invincibility view. 0 Share this post Link to post