#197 posted by negke on 2016/10/03 09:56:30
Does this jam use a custom palette now or not?
Jam That's Good On Your Palate
#198 posted by PRITCHARD on 2016/10/03 12:50:29
I think it does. (I hope it does!)
@khreathor, how are the custom monsters coming along? If it doesn't hurt, It'd be nice to get a Shambler in a pinstripe suit. Not entirely necessary, but it'd make it that much funnier when you see them sitting behind a desk like a mob boss...
Negke
Shamblernaut
#200 posted by Mugwump on 2016/10/03 14:04:38
I asked a question about said palette in post #169 and I'd very much like an answer, to know if I can make this map for an ulterior DLC or if I have to make it a completely separate release.
Sorry I Missed That Mugwump
It will apply to every map, however I think (haven't tested though) that truecolour textures on your models should display in truecolour regardless of the palette. Also, I've kept the fullbright colours in the palette, so there is a little colour should you want to use it.
We have small limitation with the implementation of this colour scheme as Baker/EricW pointed out in post 19 - 22.
I have proceeded with this jam under the assumption that there will be no engine modifications. As such I am packaging AD with our palette (and modified models) with the release (much like quoth in jam 7).
If your map is going to require a palette different from the one I provide, then you will need to release it outside of the pack (or think of another solution).
I don't think anybody here has a problem with DLC if that's the route you want to go.
It's OK...
#202 posted by Mugwump on 2016/10/03 15:19:46
...I know how easy it is to miss one post in an active thread.
My couple of fish will be fullbright anyway, so I may be able to pull it off with your palette. The other thing that's bugging me about it is the grey blood, though. Is there a way for me to make it fullbright so it would appear red despite the palette?
For The Love Of Shub
#203 posted by negke on 2016/10/03 16:08:35
Please don't include AD in the release! Completely unnecessary bloat - and contrary to the idea of mods like AD and Quoth to begin with.
Fucking Hell Yes
Including Quoth in jam 7 was already a monumentally bad idea.
Negke
I was going to strip the unused AD content out of the release to save space. Primarily the maps. Unless a new version of Quakespasm drops before the release date then they'll be packaged together.
@Mugwump, there are two options with regard to that. Changing the palette back to a red (looks bad btw, ruins the UI, alsp possibly other textures - see screenshot).
http://imgur.com/0r3yIaG
Or by modifying the engine to change the blood colour to a fullbright red palette index rather than index 67 (maybe it was 57... I forget).
I don't want to push for a new QS release just for this.
Palette
#206 posted by dwere on 2016/10/03 16:42:33
So the textures are essentially gonna be desaturated twice? First the "lossy" way, then by the new palette?
#207 posted by dwere on 2016/10/03 16:51:50
Or by modifying the engine to change the blood colour to a fullbright red palette index rather than index 67 (maybe it was 57... I forget).
QC controls this, not the engine.
Though I'm not sure the fullbright red range is big enough to use it for particles. I don't know the subtleties of how the engine picks additional colors for randomizing.
Could try and repaint the oranges though.
Dwere
I looked through the QC and couldn't find it. I found some suspiciously bloody looking code in r_part.c in the function R_RocketTrail though.
I used the same textures to desaturate the textures as I'm using for the engine. There shouldn't be any extra loss of information beyond the first conversion.
#209 posted by dwere on 2016/10/03 17:23:54
SpawnBlood is the main function you need to look at. It's in projectiles.qc (I thought it was in another place, but maybe it was moved in AD).
Lightning gun has its damage effect defined separately, in weapons.qc.
There shouldn't be any extra loss of information beyond the first conversion.
It's just that the first conversion seems to be unnecessary.
Thanks Dwere
The only place I can find a palette index for blood in QC files is ai_gibs.qc under MON_BCOLOR_RED. I changed this to the indexes 251, it is randomising the particles to use the surrounding colours aswell, I need to dig deeper to find this code and nerf it.
Thanks for the heads up man.
Hmmm...
#211 posted by Mugwump on 2016/10/03 19:21:00
Before you decide to further explore this idea, something just occurred to me: having red blood would also require having red blood decals, which probably means tweaking the palette again, which means not-pre-desaturated textures may look wrong. It probably isn't worth the hassle just for lil' old me.
I'll run some tests with and without your palette and see which suits what I have in mind best and/or what level of sacrifice of my original ideas I'll be willing to make. That's gonna wait a little though, as right now I'm focusing on finishing my jazzy/industrial main theme in time, to have at least some sort of contribution. I'll post an .ogg when it's done.
#212 posted by dwere on 2016/10/03 23:42:00
I need to dig deeper to find this code and nerf it.
Another suggestion is to use dark orange without even changing it in the palette. Lightning gun's damage effect always used it (well, at least until AD), and people still think it's blood, because it's almost red.
I Never Thought It Was Blood
#213 posted by Mugwump on 2016/10/04 00:07:26
Rather embers. Blood wouldn't float upwards.
#214 posted by PRITCHARD on 2016/10/04 00:39:36
Tweaking the palette is dangerous for my map, as I'm using regular textures right now and so any change would probably let colour leak through. As far as I can tell it's good as it is right now, save for the unfortunately grey blood.
Also, if it is possible to not pack even a lightweight versio of AD that would be a good way to cut down the download size. Just include the required directory structure with only changed/added files and I think a lot of people will be happier.
A fun benefit of building my map the way I have is that it can be played without the palette active, it looks nice there as well c:
#215 posted by PRITCHARD on 2016/10/04 00:39:38
Tweaking the palette is dangerous for my map, as I'm using regular textures right now and so any change would probably let colour leak through. As far as I can tell it's good as it is right now, save for the unfortunately grey blood.
Also, if it is possible to not pack even a lightweight versio of AD that would be a good way to cut down the download size. Just include the required directory structure with only changed/added files and I think a lot of people will be happier.
A fun benefit of building my map the way I have is that it can be played without the palette active, it looks nice there as well c:
#216 posted by PRITCHARD on 2016/10/04 00:39:54
Oh no double post :(
#217 posted by Newhouse on 2016/10/04 00:48:13
So you're also using colored texture wads when mapping your map, and only changing them to desaturated ones just before compiling.. so it looks nice with colors or without* I'm definitely going make an another standalone version about this jam map but with colors then...
Not Quite
#218 posted by PRITCHARD on 2016/10/04 01:28:26
I'm not changing the wads out at all. The only thing thst makes my map desaturated is the custom palette in /gfx
Deadline
#219 posted by PRITCHARD on 2016/10/06 13:03:07
So, is the deadline being extended or not? I'm still not sure :/ and it'd be put back to the 15th if it was, right?
I ask because if it's not, I'll either be running right down to the metal to get my map in. I can see myself finishing it if I had a bunch of time available tomorrow and on saturday, but friday in particular is looking to try and steal all my free time so... yeah.
It's tough because I don't really need an extra week; Obviously time to polish would be nice, but I tend to do that as I go and build an area almost entirely before working on the next which means that while most of the map is ready to go, the final two sections are barely even greyboxed right now.
I've been working incredibly fast by my standards though, especially for the level of quality i've been putting out, so it really feels like I could be done with the map come... I want to say wednesday? Perhaps monday, since I do have the day off and I will probably spend the entire time working on the map if I can.
This got long. Simple question: Are we getting an extension or not? Thanks!
yeah man, +1 week, the 15th
#221 posted by Newhouse on 2016/10/06 18:12:20
There is never enough time* I will definitely use all of the time polishing and extending gameplay. There is a lot of things like introducing enemies, build up, ambient, effects, scripting, timing and many other things. But I assume this map will be a pretty polished.
I can already see that there might not be enough time for me to create/implement the whole city section.. I need to cut it down a bit, because I assume ending is much more important in the end. Maybe later when I make an another standalone version, I will include even the whole city section.
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