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add "refraction" fuzz mode #2043
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How did you create the fuzztran table? |
Stupid question probably, but will this also affect the partly invisible weapon sprite rendering? |
It's just a normal tranmap at 33% (
Yes. |
Will it look better with 50% translucency? Or how about our usual 66%? We once got a request to entirely drop the percent selection for the tranmap, and I actually think that this would be the right thing to do anyway. |
Looks better already, but I wouldn't want to introduce (and regenerate on playpal changes) just another tranmap for this obscure feature.
I'd say we should go with the color/translucency translation tables that we already have or omit this feature entirely. I don't care that much if we do the gray transition before applying translucency or not. I just thought it would be nice to have spectres appear like actual ghosts. 😉
Sure, we have to keep this config-only. I even think this is one of the few config options that are allowed to be changed by an OPTIONS lump. |
Oh, this will improve the "selective" option quite a lot. |
I like the original "selective" variant too, it feels like it was what was intended and the vanilla "fuzz" implemenatation was a mistake. But how to name these options? "Selective" and "Selective Alt"? |
src/r_draw.h
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extern boolean fuzzcolumn_mode; | ||
typedef enum | ||
{ | ||
FUZZ_ORIGINAL, |
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Should we just drop the res-dependent option?
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Why? It doesn't cost anything and other ports with increased resolution still look like this.
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Fewer options, the better. Especially bad ones.
other ports with increased resolution still look like this
I never like it.
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If there is any performance benefit, it can be used internally at 1x scale still, but I don't see any reason to expose it as a menu option these days.
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Removed in a14a89b
src/mn_setup.c
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@@ -2115,6 +2120,9 @@ static setup_menu_t enem_settings1[] = { | |||
{"Translucent Ghost Monsters", S_ONOFF | S_STRICT | S_VANILLA, M_X, M_SPC, | |||
{"ghost_monsters"}}, | |||
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{"Spectre Drawing", S_CHOICE | S_STRICT, M_X, M_SPC, {"fuzzcolumn_mode"}, |
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This applies to the effect in general (i.e. weapon too), so maybe we should use this opportunity to name this better.
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I think the manual uses the term "partial translucency".
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Also, it should probably be moved to General > Display.
I combined translucency (not grayscale) and selective (wavy effect) as an experiment for Crispy Strife a long time ago and thought it looked great. Just an idea. Also, do any of these changes actually address the original issue? |
Welcome to the can of worms of trying to implement everybody's favorite solution. 😉 |
Right, the downside to adding this is everyone asking for their own personal variation. |
Darker variants of "selective" address it, I think. But we need better names for these options. |
src/mn_setup.c
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@@ -3239,6 +3240,10 @@ static const char *exit_sequence_strings[] = { | |||
"Off", "Sound Only", "PWAD ENDOOM", "Full" | |||
}; | |||
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static const char *fuzzmode_strings[] = { | |||
"Blocky", "Selective", "Selective Dark" |
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Temporary names. Any suggestions?
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Not sure if we actually need "selective" at all. It's really hard to see, even worse than "original". How about "original" and "alternative" instead of "selective dark"?
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There is still a nomenclature mixture of "selective" and "refraction".
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There is still a nomenclature mixture of "selective" and "refraction".
Fixed in 2e7f028
I think "refraction" is still a bit harder to see (i. e. "lighter") than "vanilla" and thus won't help the original intent of this change to fix #2040. |
I agree, it's just an alternative mode. Translucent looks bad, I don't think it's worth it. |
I think I liked this better: #define FUZZDARKER 12 * 256 |
Or let's say |
I don't know, for me it's too dark and loses the “predator” look that I think was originally intended for this effect. We could add another mode. |
Alright, fine with me. But then we will really need a third mode, because this won't fix #2040 as it is now. |
Okay, why not! |
Fix #2040
Translucent option looks bad: