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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
0000651 | Zandronum | [All Projects] Suggestion | public | 2012-01-16 15:20 | 2018-09-30 19:51 | ||||
Reporter | Watermelon | ||||||||
Assigned To | Torr Samaho | ||||||||
Priority | normal | Severity | feature | Reproducibility | always | ||||
Status | closed | Resolution | fixed | ||||||
Platform | Microsoft | OS | Windows | OS Version | XP/Vista/7 | ||||
Product Version | 98d | ||||||||
Target Version | Fixed in Version | 1.0 | |||||||
Summary | 0000651: Allow player sprites in OpenGL to not have the palette enforced on them | ||||||||
Description | For some reason, the palette seems to be enforced only on player sprites in OpenGL. If you import a PNG and assign it to a player, when you play as that player... the sprites can become quite messed up. For example, this is actually something that occurs in game for my popular wad: 'http://img6.imageshack.us/img6/268/icefiend.png [^]' NOTE: This file is also attached in the upload file section The left is what it looks like in game under either renderer, right is what it's supposed to look like. It seems that if you make a monster out of it... true color is allowed, but not for players. | ||||||||
Additional Information | I don't know if there's a flag or feature that allows OGL to draw player sprites without palette enforcement. I've gone all over the ZDWiki and STWiki and haven't found anything. I started a thread on it in the editing section and others are having the same problem as me. Neither do I know if it's designed to prevent bug abuse or sprite replacement... or maybe some other reason it's disallowed? It'd be nice to allow it, or maybe even create a new flag that allows for non-forced player translation to be toggled? | ||||||||
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Torr Samaho (administrator) 2012-01-16 23:45 |
I think that is a technical limitation because player sprites are always converted to the game palette to make them translatable. (G)ZDoom behaves exactly the same, doesn't it? If so, you should make a request for this at the ZDoom forum. |
Dusk (developer) 2012-01-16 23:58 |
In the mean time you can use a custom playpal as a workaround for this. |
Watermelon (developer) 2012-01-17 18:12 |
Damn, to ZDoom I go. I assume this topic locked then? |
Blzut3 (administrator) 2012-01-19 18:40 |
I'm fairly certain this has been brought up before and that it was rejected because, as Torr said, true color images are not translatable. I'm going to go ahead and let Graf respond to the ZDoom thread however. |
Watermelon (developer) 2012-01-20 04:09 |
I just checked with the latest GZDoom revision: 'http://mancubus.net/svn/hosted/gzdoom/ [^]' When I run the wad "TestDontTranslate" in the latest GZDoom, it shows the exact sprite in GZDoom as per true color. In skulltag however, it turns all gray again. It seems that GZDoom does allow palette translation. Therefore, maybe can it be backported from GZDoom since Skulltag I assume borrows from GZDoom for its OpenGL abilities? |
Dusk (developer) 2012-01-20 13:15 |
Problem is that the license change in GZDoom forbids Skulltag from using anything new from GZDoom, at least, before the open sourcing happens. |
Watermelon (developer) 2012-01-20 15:07 |
Therefore the only question I have before this would be locked is: Would it be possible to do it without backporting anything from zdoom-- like adding it in by one's own code, since this is a GZDoom feature or rather OGL feature after all? |
Torr Samaho (administrator) 2012-01-21 15:13 |
Can somebody check if GZDoom 323 behaves like Skulltag in this regard? If it does, we will need to find out in which revision GZDoom changed this behavior and then we can think about backporting the change. |
Watermelon (developer) 2012-01-21 21:08 edited on: 2012-01-21 21:17 |
323 behaves like skulltag and does not translate player sprites to true color. If you want, I can go through all the revisions and find out which revision GZ added in the thing were looking for. Or is it only for up to 323 and then the licensing stuff takes effect? EDIT: If you want me to go through them all, I'll need a link for the list of .zip's to go through. |
Edward-san (developer) 2012-01-21 22:35 |
It's sad that the svnweb is down, else it would be easier to track down the right version. |
Torr Samaho (administrator) 2012-01-22 20:03 |
> Or is it only for up to 323 and then the licensing stuff takes effect? Don't worry about the license for now. Before we can say something about this, we need to know what exactly was changed in GZDoom. > If you want me to go through them all, I'll need a link for the list of .zip's to go through. I don't know of any binary archive that includes all the builds you'd need for this. Most likely you will have to compile the GZDoom revisions yourself (or find somebody who does it for you). |
Minigunner (reporter) 2012-01-22 20:23 edited on: 2012-01-22 20:27 |
It seems that Skulltag forces the palette on player sprites so that any color that is within the green range can be translatable. Otherwise, there would be a major compatability issue with true-color PNG's and custom palettes. If necessary, any color that matches the RGB values of one from the IWAD and/or PWAD palette's 112-127 range (or other range if specified) should be the only colors translated. One useful application for this would be for the ability to use green blood/monster parts in Brutal Doom without translations occuring during fatalities. |
Watermelon (developer) 2012-01-22 21:43 |
@Torr: Do you know where I can get the builds? I can compile them myself, when I find the version I will report back to you If I find it, would you like me to upload the compiled binary and source of the revision before it was fixed and then the immediate version after it was fixed? @Minigunner: This makes me think we'll need a flag of some sort, like +NOPLAYERTRANSLATION, just because in this case when using true color I don't want the player to translate the graphics. |
Torr Samaho (administrator) 2012-01-22 22:19 |
> Do you know where I can get the builds? Here:'http://mancubus.net/svn/hosted/gzdoom/trunk/ [^]' Just use an SVN client to obtain any revision you'd like to compile. > If I find it, would you like me to upload the compiled binary and source of the revision before it was fixed and then the immediate version after it was fixed? It's sufficient if you tell me the revision number of the fix. I can get the source code differences directly from the GZDoom SVN repo then. |
Watermelon (developer) 2012-01-23 05:15 |
After lots of fun compiling: GZDoom rev 742 = No to true color translation GZDoom rev 743 = Yes to true color translation If this does somehow get integrated into 98e, or even some beta build, I'd probably shift the whole game from 98d to 98e beta if a build gets released with this included. |
Torr Samaho (administrator) 2012-01-23 12:22 |
Alright, this seems to go back to ZDoom revision 2173: - added an option to disable player translations in single player games. That means that this is explicitly only supported in single player. Please check if it works in GZDoom in multiplayer. |
Watermelon (developer) 2012-01-23 13:58 |
Interesting: - GZDoom rev 743 does not support true color online - GZdoom's latest revision does support true color online! Looks like I'll be doing more compiling to find it out In the mean time (in case you check back before I'm done all the compilations), is there anything else that I can do for you... like maybe finding the possible name of any switches or settings that help here, or maybe pasting the svn-log here of the version that has it? Don't know if there's anything in addition I can do here realistically to make your life easier. |
Watermelon (developer) 2012-01-23 15:24 edited on: 2012-01-23 15:34 |
It appears that GZDoom rev 744 allows true color online; whereas rev 743 implemented single player true color Don't know if this helps or not: r744: - let players check MF2_NOTRANSLATE so that mods can create player classes which are not subject to default player color handling. - Setting a Player.ColorRange now completely disables the translation rather than just making it an identity map. EDIT: When googling it, ZDoom r2198 seems to come up with having MF2_NOTRANSLATE if that helps |
Torr Samaho (administrator) 2012-01-24 02:03 |
Alright, I backported the change from ZDoom revision 2198 and made some adaptions so that it should also work in Skulltag online. If you give your player class the DONTTRANSLATE flag, it should work as you want it to. Please test this binary and report back. |
Watermelon (developer) 2012-01-24 04:17 edited on: 2012-01-24 04:26 |
Code that I used:'http://pastebin.com/1Wxw8aXv [^]' I loaded the binary in Doomseeker, and made sure that I joined the server seperately. It did not seem to translate right, this was the result: 'http://img254.imageshack.us/img254/9732/screenshotdoom201201232.png [^]' That was me staring at another connection to my own server [which is staring into the mirror] Could there be something I'm missing? Do I need any other flags? I've uploaded the exact wad that I've used "TrueColorTest.wad" in case you wanted to try yourself. I will of course do any further testing that you would like me to [which should make it easier on you] EDIT: Inside MAP01 is replaced with a mirror, just in case you do an online test yourself you don't need to enable sv_cheats or anything for a chasecam |
Torr Samaho (administrator) 2012-01-24 12:25 |
I attached the wad that works for me (TestDontTranslate2.wad), I just noticed that it only works in OpenGL though. Does it work in ZDoom with the software renderer? If so, there have to be other ZDoom changes missing. |
Watermelon (developer) 2012-01-24 15:53 |
I apologize, I screwed up. My build was running software (I always use OGL so I accidentally assumed it was running OGL). Confirmed! Works online, works offline. Awesome... thanks so much for this. |
Torr Samaho (administrator) 2012-01-25 02:30 |
I'm glad to hear that! I commited the code to our repository, so it will be in the next official beta build. |
This issue is already marked as resolved. If you feel that is not the case, please reopen it and explain why. |
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Supporters: | No one explicitly supports this issue yet. |
Opponents: | No one explicitly opposes this issue yet. |
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Date Modified | Username | Field | Change |
2012-01-16 15:20 | Watermelon | New Issue | |
2012-01-16 15:20 | Watermelon | File Added: ICEFIEND.png | |
2012-01-16 23:45 | Torr Samaho | Note Added: 0002476 | |
2012-01-16 23:58 | Dusk | Note Added: 0002477 | |
2012-01-17 18:12 | Watermelon | Note Added: 0002478 | |
2012-01-19 18:40 | Blzut3 | Note Added: 0002491 | |
2012-01-20 04:09 | Watermelon | Note Added: 0002494 | |
2012-01-20 04:09 | Watermelon | File Added: TestDontTranslate.wad | |
2012-01-20 04:13 | Watermelon | File Added: MyselfInMirror.jpg | |
2012-01-20 13:15 | Dusk | Note Added: 0002496 | |
2012-01-20 15:07 | Watermelon | Note Added: 0002498 | |
2012-01-21 15:13 | Torr Samaho | Note Added: 0002505 | |
2012-01-21 15:14 | Torr Samaho | Status | new => feedback |
2012-01-21 21:08 | Watermelon | Note Added: 0002513 | |
2012-01-21 21:08 | Watermelon | Status | feedback => new |
2012-01-21 21:17 | Watermelon | Note Edited: 0002513 | View Revisions |
2012-01-21 22:35 | Edward-san | Note Added: 0002514 | |
2012-01-22 20:03 | Torr Samaho | Note Added: 0002525 | |
2012-01-22 20:05 | Torr Samaho | Status | new => feedback |
2012-01-22 20:23 | Minigunner | Note Added: 0002527 | |
2012-01-22 20:24 | Minigunner | Note Edited: 0002527 | View Revisions |
2012-01-22 20:27 | Minigunner | Note Edited: 0002527 | View Revisions |
2012-01-22 21:43 | Watermelon | Note Added: 0002530 | |
2012-01-22 21:43 | Watermelon | Status | feedback => new |
2012-01-22 22:19 | Torr Samaho | Note Added: 0002531 | |
2012-01-22 22:19 | Torr Samaho | Status | new => feedback |
2012-01-23 05:15 | Watermelon | Note Added: 0002532 | |
2012-01-23 05:15 | Watermelon | Status | feedback => new |
2012-01-23 12:22 | Torr Samaho | Note Added: 0002533 | |
2012-01-23 12:24 | Torr Samaho | Status | new => feedback |
2012-01-23 13:58 | Watermelon | Note Added: 0002534 | |
2012-01-23 13:58 | Watermelon | Status | feedback => new |
2012-01-23 15:24 | Watermelon | Note Added: 0002535 | |
2012-01-23 15:24 | Watermelon | Note Edited: 0002535 | View Revisions |
2012-01-23 15:25 | Watermelon | Note Edited: 0002535 | View Revisions |
2012-01-23 15:34 | Watermelon | Note Edited: 0002535 | View Revisions |
2012-01-24 02:03 | Torr Samaho | Note Added: 0002536 | |
2012-01-24 02:03 | Torr Samaho | Assigned To | => Torr Samaho |
2012-01-24 02:03 | Torr Samaho | Status | new => feedback |
2012-01-24 04:17 | Watermelon | Note Added: 0002537 | |
2012-01-24 04:17 | Watermelon | Status | feedback => assigned |
2012-01-24 04:18 | Watermelon | File Added: TrueColorTest.wad | |
2012-01-24 04:20 | Watermelon | Note Edited: 0002537 | View Revisions |
2012-01-24 04:26 | Watermelon | Note Edited: 0002537 | View Revisions |
2012-01-24 12:23 | Torr Samaho | File Added: TestDontTranslate2.wad | |
2012-01-24 12:25 | Torr Samaho | Note Added: 0002538 | |
2012-01-24 12:25 | Torr Samaho | Status | assigned => feedback |
2012-01-24 15:53 | Watermelon | Note Added: 0002539 | |
2012-01-24 15:53 | Watermelon | Status | feedback => assigned |
2012-01-25 02:30 | Torr Samaho | Note Added: 0002540 | |
2012-01-25 02:31 | Torr Samaho | Status | assigned => resolved |
2012-01-25 02:31 | Torr Samaho | Fixed in Version | => 1.0 |
2012-01-25 02:31 | Torr Samaho | Resolution | open => fixed |
2012-07-08 21:01 | Dusk | Relationship added | related to 0000910 |
2018-09-30 19:51 | Blzut3 | Status | resolved => closed |
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