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  1. M

    Is it really necessary to distinguish between foreground and background colors in the translucency table?

    I see now, thanks for making it clearer. From what I understand, the game has a lookup table only for translucency, but other modes like additive don't since they are automatically generated, right? By the way, sorry for not researching things further, I didn't know blend modes existed and I...
  2. M

    Is it really necessary to distinguish between foreground and background colors in the translucency table?

    It's not about the memory, it's about taking place of the more valuable translucency tables of 5%, 15%, 25%, 35% and 45% translucency, totalling to only one more than how many tables the game currently has, if you replaced all* the duplicates with the ones I mentioned. *you said "for these 2...
  3. M

    Is it really necessary to distinguish between foreground and background colors in the translucency table?

    Quake 2 has only one translucency table, yet it uses it in place of two, specifically 33% and 66% translucency, since two colors can blend into two new ones depending on the translucency of the foreground color, and you can see that SRB2 uses duplicates of the same tables, like 10% and 90%...
  4. M

    Did the Srb2 engine introduce FOF?

    Really? is there a map using it in DOSDoom?
  5. M

    HorizonChars

    Skip requires scraps to create monitors, what about something similar with Milne? Also is the vertical grab range still reduced? the original range was fun to me personally lol
  6. M

    HorizonChars

    Here's an idea: Milne + crystal shield (that she gives to herself by pressing a button) = becoming heavy, and by crashing into the ground the shield breaks. Maybe even make falling to the ground optional, the same way she gives herself the crystal shield.
  7. M

    Tails Guy: Shooter of all the things!

    That's not contributing to anything, S1rexer.
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