Fix screen fade colors

...and what the hell happened in r_draw?
This commit is contained in:
GenericHeroGuy 2025-01-24 18:27:44 +01:00
parent f6f43943d7
commit 6a2556b0be
4 changed files with 9 additions and 13 deletions

View file

@ -217,6 +217,10 @@ extern char logfilename[1024];
#define MAXCOLORNAME 32
#define NUMCOLORFREESLOTS UINT16_MAX
// surely nobody's gonna change the palette a second time :Clueless:
#define FADECOLOR 0 // 120
#define ENCOREFADECOLOR 209 // 122
// Master Server compatibility ONLY
#define MSCOMPAT_MAXPLAYERS (32)

View file

@ -8162,13 +8162,13 @@ boolean P_LoadLevel(boolean fromnetsave, boolean reloadinggamestate)
S_StartSound(NULL, sfx_ruby1);
F_WipeStartScreen();
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 122);
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, ENCOREFADECOLOR);
F_WipeEndScreen();
F_RunWipe(wipedefs[wipe_encore_towhite], false);
F_WipeStartScreen();
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 120);
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, FADECOLOR);
F_WipeEndScreen();
F_RunWipe(wipedefs[wipe_level_final], false);
@ -8247,7 +8247,7 @@ boolean P_LoadLevel(boolean fromnetsave, boolean reloadinggamestate)
}
}
levelfadecol = (encoremode && !ranspecialwipe ? 122 : 120);
levelfadecol = (encoremode && !ranspecialwipe ? ENCOREFADECOLOR : FADECOLOR);
// Let's fade to white here
// But only if we didn't do the encore startup wipe

View file

@ -150,14 +150,6 @@ float zeroheight;
#define INTERMISSION_TT_CACHE_INDEX (MAXSKINS + 8)
#define TT_CACHE_SIZE (MAXSKINS + 9)
#define SKIN_RAMP_LENGTH 16
#define DEFAULT_STARTTRANSCOLOR 160
#define NUM_PALETTE_ENTRIES 256
#define SKIN_RAMP_LENGTH 16
#define DEFAULT_STARTTRANSCOLOR 96
#define NUM_PALETTE_ENTRIES 256
static UINT8 **translationtablecache[TT_CACHE_SIZE] = {NULL};
UINT8 skincolor_modified[MAXSKINCOLORS];

View file

@ -895,9 +895,9 @@ void ST_Drawer(void)
if (timeinmap < 15)
{
if (timeinmap <= 5)
V_DrawFill(0,0,BASEVIDWIDTH,BASEVIDHEIGHT,120); // Pure white on first few frames, to hide SRB2's awful level load artifacts
V_DrawFill(0,0,BASEVIDWIDTH,BASEVIDHEIGHT,FADECOLOR); // Pure white on first few frames, to hide SRB2's awful level load artifacts
else
V_DrawFadeScreen(120, 15-timeinmap); // Then gradually fade out from there
V_DrawFadeScreen(FADECOLOR, 15-timeinmap); // Then gradually fade out from there
}
if (stagetitle)