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mahrez

modifiying pain palette

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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

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Is there no setting lump for it?

 

Alternatively you can analyze the palette if it looks liks blending, and approximate it by that using linear regression.

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No, there's nothing. The pain, pickup and radiation suit palettes are hardcoded in the GlBoom renderer.

 

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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.

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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.

 

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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.

 

# Prboom-plus video settings
palette_ondamage              1
palette_onbonus               1
palette_onpowers              1

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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.

 

Can you show me how to do that please, because I don't have a clue how to.

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Use Slade3 to create one PWAD to add to the autoload list of PWADs of PrBoom(+). It is easy yet somewhat tricky.

 

https://www.doomworld.com/vb/post/1244051

 

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.

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For Vanilla, this is one of the hard-coded features that Inkworks supported, although they say it's considered cheating for multiplayer. 

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