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Fix color translation tables to not rely on player map arrow colors. #527

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JadingTsunami
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A suggested fix for kraflab/dsda-doom#130 which does not use the player's map arrow colors as a basis for color translations (which seems like an odd choice to me).

This would bring the behavior of PrBoom+ for color translation in line with other ports.

Comment is invited.

@kraflab
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kraflab commented Sep 5, 2022

Makes sense to me

@fabiangreffrath
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Me too! What a weird choice to bind marine suite color to their automap arrow color in the first place. Thanks for figuring this out!

@fabiangreffrath
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Could you also change the automap player color as suggested in the original bug report? And I believe there is also a header somewhere which declares extern byte mapcolor_plyr[] which is now probably obsolete.

@JadingTsunami
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Could you also change the automap player color as suggested in the original bug report? And I believe there is also a header somewhere which declares extern byte mapcolor_plyr[] which is now probably obsolete.

Sure. Updated. This should bring it in line with the original:

https://github.com/id-Software/DOOM/blob/master/linuxdoom-1.10/am_map.c#L1244

#define REDS		(256-5*16)
[...]
#define GREENS		(7*16)
[...]
#define GRAYS		(6*16)
[...]
#define BROWNS		(4*16)
[...]

If someone could test/verify this I'd appreciate it as I do not have access to any networking to try it out. Otherwise I'll have to create a test harness later.

@kraflab
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kraflab commented Sep 5, 2022

You can play back a coop demo to test instead of creating a network game.

@JadingTsunami
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You can play back a coop demo to test instead of creating a network game.

Ah, thanks for the tip. I was able to play back a 4-player demo and the arrows look the same between chocolate and this patch now, plus the remaps look the same as well.

I think perhaps the original idea here was to allow customizable player colors by changing the player arrow color, but it seems it was never implemented. I see no reason not to merge this now and get rid of this presumed-buggy behavior.

@fabiangreffrath
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And I believe there is also a header somewhere which declares extern byte mapcolor_plyr[] which is now probably obsolete.

Never mind, it is still used in g_game.c for some reason.

Sure. Updated. This should bring it in line with the original:

Thank you!

@fabiangreffrath fabiangreffrath merged commit dcf8c37 into coelckers:master Sep 6, 2022
@JadingTsunami JadingTsunami deleted the fix_translation_tables branch February 8, 2023 15:20
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3 participants