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Doom Editing Digest Vol. 01 Nr. 357
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #357
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Monday, 24 July 1995 Volume 01 : Number 357
Re: player colour
Re: player colour
Changing the palette
Re: player colour
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From: ac660@detroit.freenet.org (David R. Pierson)
Date: Sat, 22 Jul 1995 23:38:32 -0400
Subject: Re: player colour
>
> Player color does have an effect on the fairness of the game, by all
>means, and it is possible to control player color over a network through
>tinkering, but you still can't have two players of the same color, and
>they're still going to go by DOOM's precedence (you can't have a red player
>without a green one, etc)
> Personaly, I'm simply going to replace the player sprites with a new one
>that is a dark grey or some other hard to spot color and use only a small
>shoulder patch for player identification. That way you'll have to get up
>cloe and personal before you'll see a difference. It'll also be an
>interesting challenge for folks who like to know exactly who it is they're
>fraggin'. :)
>
>
>
Your idea sounds great and I would appreciate it if you would let us see
these sprites that you are going to create. I would be interested in using
them in my net Death Matches. So let us know when you get done with this
editing project.
Dave
------------------------------
From: Fawnstalkr@AOL.COM
Date: Sun, 23 Jul 1995 13:38:51 -0400
Subject: Re: player colour
In a message dated 95-07-23 01:40:02 EDT, you write:
>Your idea sounds great and I would appreciate it if you would let us see
>these sprites that you are going to create. I would be interested in using
>them in my net Death Matches. So let us know when you get done with this
>editing project.
>
No problem. I'll be sure to distribute them as widely as possible just
as soon as they're perfect. Oh, and it'll be a full set of 8 viewpoints, not
just 5. ;)
------------------------------
From: Myles Williams <williams@grinch.cs.buffalo.edu>
Date: Sun, 23 Jul 1995 13:53:27 -0400
Subject: Changing the palette
Some recent posts in r.g.c.d.editing got me interested in messing around
with the Doom palette, to tone down the color change when you get hurt.
You know how it is in DM when your buddy rockets you, and though you
still have substantial health, you can't see a damn thing to return fire.
Anyway, I extracted the PLAYPAL from my wad file, and copied palette 2
(the first "hurt" palette) over palettes 3-8. Then I saved it to a separate
PWAD and started a game. Each time I got hit, the screen turned to garbage.
Has the PLAYPAL format changed somehow? Do I need to change the COLORMAP at
the same time?
I'm using mail-order Doom 1.9, and I can post the short Perl script I used
to process the PLAYPAL if it would help.
Myles Williams
------------------------------
From: Strange369@AOL.COM
Date: Sun, 23 Jul 1995 19:08:30 -0400
Subject: Re: player colour
In a message dated 95-07-23 01:40:02 EDT, you write:
>> Personaly, I'm simply going to replace the player sprites with a new
>one that is a dark grey or some other hard to spot color and use only a
small
>>shoulder patch for player identification. That way you'll have to get up
>>close and personal before you'll see a difference. It'll also be an
>>interesting challenge for folks who like to know exactly who it is they're
>>fraggin'. :)
>>
I agree this sounds like an acceptional idea. This could make for a very
interesting game in conjunction with a four player death match game in
which two players are on a team. The players would have to keep track
of where their partners are, for with everybody having the same color uniform
with only a patch to distinguish each other it would be real easy to shoot
a team member as it would an opponent.
Timothy
Strange369@inch.com
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End of doom-editing-digest V1 #357
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