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IDProjectCategoryView StatusLast Update
0000066Gameplay + OpenGL[All Projects] Featurepublic2017-01-28 18:17
ReporterMajor Cooke 
Assigned ToRachael 
PrioritynormalSeverityminorReproducibilityhave not tried
Status closedResolutionno change required 
Summary0000066: +NOSECTORCOLOR
DescriptionActors with this flag will not be affected by sector colors.
TagsNo tags attached.

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Rachael

Rachael

2017-01-18 03:21

administrator   ~0000113

What is the practical use case of this that isn't covered by +FULLBRIGHT?
Major Cooke

Major Cooke

2017-01-18 06:55

reporter   ~0000114

Non-fullbright actors.
Rachael

Rachael

2017-01-18 15:04

administrator   ~0000118

Okay - so from a talk I had with Major Cooke, what he wants to do with this is be able to use sector colors to change the terrain itself - giving the illusion that the terrain is changing colors, without affecting the actors that are on it, making the actors appear their natural colors as if there is no light modification to them other than the sector lighting itself. (In other words, make the sector color affect the floor only, allowing to use it for a kind of scripted "terrain marking").

When he showed me the mod he was working on, it made more sense and it's something I am willing to support.
Major Cooke

Major Cooke

2017-01-18 15:18

reporter   ~0000120

I wonder if a Sector.ColorPercent could be done where it allows a percentage of the actor's color to be changed... Partial tints that way.
Rachael

Rachael

2017-01-18 16:19

administrator   ~0000121

If that's done it can only work well in (possibly) Truecolor and OpenGL. The 8-bit renderer would be left in the dust simply because of how colormaps are set up, it would need a special colormap just to be able to handle every percentage (or at least, 63 levels of them). Either that, or it would need to draw every sprite twice. (Talk about yikes!)
Major Cooke

Major Cooke

2017-01-18 20:00

reporter   ~0000126

Well it kinda already is being left in the dust as we speak.
Rachael

Rachael

2017-01-19 05:01

administrator   ~0000133

Given the difficulty for coding this even for the Truecolor renderer, I am not willing to put forth the extra effort for it. Also, I am not even going to touch the software code until it is less of a quagmire for me to do so. As it is I will have to relearn the structure, and I don't want to do that only to have to relearn it again later.

So the original feature as suggested has been put on my list - but Sector.ColorPercent is pretty much a clear [No] from me.
Major Cooke

Major Cooke

2017-01-19 05:10

reporter   ~0000134

Last edited: 2017-01-19 05:10

View 2 revisions

That's okay. It can be an openGl only feature no problem. Certainly not the first thing to be so. =P

Major Cooke

Major Cooke

2017-01-28 12:03

reporter   ~0000266

I somehow get the feeling that because of https://zdoom.org/Changelog/1d2ae53/files this means its not going to happen? :(
Graf Zahl

Graf Zahl

2017-01-28 18:16

administrator   ~0000268

Indeed. The new Doom64 color feature should be far more suitable to your needs once the variables are accessible from ACS and ZScript.

Issue History

Date Modified Username Field Change
2017-01-16 22:38 Major Cooke New Issue
2017-01-18 03:21 Rachael Note Added: 0000113
2017-01-18 06:55 Major Cooke Note Added: 0000114
2017-01-18 15:04 Rachael Note Added: 0000118
2017-01-18 15:18 Major Cooke Note Added: 0000120
2017-01-18 16:19 Rachael Note Added: 0000121
2017-01-18 20:00 Major Cooke Note Added: 0000126
2017-01-19 05:01 Rachael Note Added: 0000133
2017-01-19 05:02 Rachael Assigned To => Rachael
2017-01-19 05:02 Rachael Status new => acknowledged
2017-01-19 05:10 Major Cooke Note Added: 0000134
2017-01-19 05:10 Major Cooke Note Edited: 0000134 View Revisions
2017-01-28 12:03 Major Cooke Note Added: 0000266
2017-01-28 18:16 Graf Zahl Note Added: 0000268
2017-01-28 18:17 Graf Zahl Status acknowledged => closed
2017-01-28 18:17 Graf Zahl Resolution open => no change required
2017-01-29 21:18 Rachael Category Suggestion => Feature