MantisBT - Zandronum
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0004422Zandronum[All Projects] Suggestionpublic2024-10-10 21:472025-03-21 11:42
unknownna 
 
normalfeatureN/A
newopen 
 
 
0004422: CTF flag sprites redo
Inspired by Kaminsky's earlier comment in'https://zandronum.com/tracker/view.php?id=4417#c24039, [^]' I attempted to redo the stock Skulltag flags into something a bit more cool and exciting. I took the Skulltag flags and shrunk them a little, re-colored them to a brighter red, changed the flag animation a little, and combined the style with the aesthetics of the classic CTF flags. In addition to this, I also created some proper carrier sprites for the flags that were greatly missed.
What took me so long was having to redo the flags multiple times in addition to getting the shading right for the green and gold flags and having to make separate mini-icons, which turned out to be rather challenging and time-consuming.

* Made set of red flag sprites and used the palette translation feature in the TEXTURES lump to get the other flag colors. The sprites are named RFLA*. The TEXTURES lump in zandronum.pk3 should be updated accordingly with the new definitions in the example wad.
* Made new mini-icons for the fullscreen HUD, scoreboard and "picked up / held by" status for "cl_stfullscreenhud 1". They are named RFLAHUD, RFLAMINI and RFLAHLD. Note that the RFLAHUD sprite deliberately has some extra space on the left to align it with "cl_stfullscreenhud 0" aesthetically.
* Renamed STFLA0.png mini icon to RFLAMINI.png to make it clearer as to what it's supposed to be.
* Made a carrier sprite for the flags.
* Made a separate carrier sprite for the green and gold flag since they needed different color light levels for their shading. RFLSG0.
* Changed gold team color to be more warm and fitting for the gold flag in TEAMINFO. zandronum.pk3 should be updated accordingly.
* Changed flag defititions in skulltagteamitems.txt inside zandronum.pk3 to include new flag inventory icons. You must add:
Inventory.Icon "BFLAHLD"
Inventory.Icon "RFLAHLD"
Inventory.Icon "WFLAHLD"
Inventory.Icon "GFLAHLD"
Inventory.Icon "YFLAHLD"
to the flag defititions accordingly.
* Increased radius of flags to 21 from 20. This seems to make it match the sprite dimensions a bit better when picking it up without making it too wide. You don't have to do this however if it's not desired.
* Changed the gold team color in TEAMINFO to one that's a bit warmer to match the flag better in software and OpenGL.

Note that I didn't change the "STFLA*" naming to "ZFLA" in the TEAMINFO lump for "SmallFlagHUDIcon", since the white flag seems to be hard-coded to use the old naming.

On a separate note, the white flag still blinks when it's carried even though it's not supposed to. Players are not able to hide in darkness currently with the flag. The part of the FloatyIcon actor definition should be changed from:

WHITEFLAG:
        WFLS ABC 3
        WFLS DEF 3 bright
        loop


to:

WHITEFLAG:
        WFLS ABCDEF 3
        loop


to make it play consistently with regular CTF. Speaking of which, why is the white flag carrier state defined in the FloatyIcon actor compared to the other flags that use the "Carrier" state in their actor definitions in skulltagteamitems.txt?

What do you think of the sprites, do they look cool? I'd like to hear your opinion.
Unfortunately we lose Heretic/Hexen CTF support if adding these flags since I wasn't able to translate the sprites properly to the respective palettes, though it probably doesn't matter too much anyway since Hexen isn't really suited for CTF.
No tags attached.
related to 0004417needs review  Possession artifact carrier sprites 
? newflags_01.wad (17,364) 2024-10-10 21:47
/tracker/file_download.php?file_id=3143&type=bug
png Screenshot_Doom_20241010_232545.png (145,960) 2024-10-10 21:48
/tracker/file_download.php?file_id=3144&type=bug
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png Screenshot_Doom_20241010_232657.png (223,674) 2024-10-10 21:48
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png Screenshot_Doom_20241010_232449.png (175,133) 2024-10-10 21:49
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png Screenshot_Doom_20241010_232210.png (30,595) 2024-10-10 21:49
/tracker/file_download.php?file_id=3147&type=bug
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? newflags_02.wad (17,365) 2024-10-11 19:44
/tracker/file_download.php?file_id=3148&type=bug
Issue History
2024-10-10 21:47unknownnaNew Issue
2024-10-10 21:47unknownnaFile Added: newflags_01.wad
2024-10-10 21:48unknownnaFile Added: Screenshot_Doom_20241010_232545.png
2024-10-10 21:48unknownnaFile Added: Screenshot_Doom_20241010_232657.png
2024-10-10 21:49unknownnaFile Added: Screenshot_Doom_20241010_232449.png
2024-10-10 21:49unknownnaFile Added: Screenshot_Doom_20241010_232210.png
2024-10-10 21:49unknownnaStatusnew => feedback
2024-10-10 22:18unknownnaRelationship addedrelated to 0004417
2024-10-11 19:44unknownnaFile Added: newflags_02.wad
2024-10-11 19:45unknownnaNote Added: 0024059
2024-10-11 19:45unknownnaStatusfeedback => new
2024-10-11 19:45unknownnaStatusnew => needs review
2025-03-21 11:41unknownnaNote Edited: 0024059bug_revision_view_page.php?bugnote_id=24059#r14482
2025-03-21 11:42unknownnaStatusneeds review => new

Notes
(0024059)
unknownna   
2024-10-11 19:45   
(edited on: 2025-03-21 11:41)
Made a tiny update to the shading of the red/blue flags by brightening the brightest spots by 1. This made it fade more naturally in the dark in the software renderer.

Edit:
After testing these flags again with the newer CTF fixes, I don't think I like the flags as much at the moment, and since I didn't receive any feedback from anyone so far, I'm putting this on hold.