Reversing Rim Wall changes from .2x to .4x

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sinewav
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Reversing Rim Wall changes from .2x to .4x

Post by sinewav »

I've been trying to design a Rim Wall texture for the Armagetron .4 and finding it nearly impossible. The rendering was changed so the color is clamped down and muted. Looking at it makes me want to punch my screen. Can this be changed back immediately? What was the rationale for changing it in the first place?
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Version .2 on left, .4 on right. WTF.
Version .2 on left, .4 on right. WTF.
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Z-Man
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Re: Reversing Rim Wall changes from .2x to .4x

Post by Z-Man »

It appears the change was a patch by pnoexz integrated by epsy.. Seems like some thought went into that, and it could be you get the old behaviour back with
RIM_WALL_RED 1
RIM_WALL_GREEN 1
RIM_WALL_BLUE 1
Dunno why that was not the default. I changed it, it should now look as in 0.2.8. I observed a slight mismatch still: 0.4 renders the 128/128/128 half grey as precisely that, whereas 0.2.8 shows it as 132/130/132. I think it's some gamma correction 0.2.8 does that 0.4 skips because we switched SDL versions in between.
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Light
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Re: Reversing Rim Wall changes from .2x to .4x

Post by Light »

In case you're on Windows, the new revision is up on my page.
http://lightron.org/Download
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sinewav
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Re: Reversing Rim Wall changes from .2x to .4x

Post by sinewav »

YOU ROCK
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