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New playpal by ugljesa11ugi and Donowa #1368
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based off a palette by ugljesa11ugi in the freedoom discord. this palette is supposed to be doom compatible, while maintaining as few colors from the og doom palette as possible, as well as adding hueshifting based on brightness.
I think you should wait until #1108 is added. That script will automatically convert all of Freedoom's graphics from the old palette to the new palette. |
note that some graphics here (like the font and one of the necromancer's resurrect frames) are left untouched, and these remaps aren't optimized, but this should fix most of the issues with building
This looks interesting, but wouldn't this break the appearance of some mods when run with a Freedoom IWAD? Other than that, I find the plasma color is a definitive upgrade for sure, but the contrast ratio for the overall scene rendering seems pretty high. This results in some maps like E1M1 looking quite dark in the starting area. I'm viewing the images on an OLED display in a dark room, so on a display with worse viewing conditions (e.g. LCD panel in the sunlight), it might look better due to the relative lack of contrast. |
this should fix the pr
To be honest, I don't think this palette is much of a win. It seems to me that it merely replaces some of the warmer brown/beige shades with some colder blue-ish ones. The whole scene feels a bit colder and blue tinted. I feel the need to enable cold light reduction on my screen to mitigate it, but this pretty much cannot be the intention of a new game palette. |
for some reason this texture uses a cyan tone instead of alpha, since i have no clue about coding or makefiles i just reverted it to the regular blue
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while i do admit that i might've made the hueshifting a little too strong for the grays, i think your edit only exacerbates the problem of the grays being tinged by the hueshifting |
I whipped that edit up pretty quickly, I'd admit looks worse in comparison, i think the green one is fine and colormaps better as far as from my experiences goes (e.g Reelism 2 HUD), i would still prefer normal greys though, other palette other than greys were pretty passable though. |
i'm thinking of also reducing the saturation on the gray tones, i still wanna keep the blue/yellow shift since i like how they make the light and dark gray textures more distinct while still being recognizably gray |
tweaked the red ranges to work better on the colormap, as well as turning the grays into pure gray and changing the greens to be less saturated (courtesy of Anonysussy)
the last screenshot seems more of an acceptable way, can you give us more screenshots? |
Yes, before/after screenshots with the original palette would be best. |
by "original palette", do you mean the doom palette or the older proposal? |
The Doom palette is the one this proposal needs to perform against. |
based off a palette by ugljesa11ugi in the freedoom discord. this palette is supposed to be doom compatible, while maintaining as few colors from the og doom palette as possible, as well as adding hueshifting based on brightness.
Why do this?
well, the current playpal is one of the very few files in freedoom that is unchanged from its id counterpart, and having a different but compatible playpal would mean one less potentially copyrighted asset in the iwad.
in addition, a different playpal would help give the game a more unique visual identity compared to doom 1, and could help with shedding the "dollarstore doom" image that most people associate with freedoom
(screenshots taken in nugget doom)