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Request for alternate Begin game ready state colors.

Posted: 19 Jun 2007, 06:55
by MR.D
On most maps, its very hard to determine the state of readiness of the players that are ready or just idle and havn't clicked ready for beginning games.

Currently the gui is using red for loading state, neon-green for idle-state/loaded into game, and yellow for locked in and ready to play.

Could either the idle, or ready state color for the player names list at game start be changed to be easier to see who is actually ready?

This should be a super easy fix, and would be alot nicer to have a more stand out color for readied players.

Alot of the time anymore, I just see hosts force games because its hard to see who is ready and who is not.

Could a cycling color set be made to work on this part of the gui, if not then just altering the colors used would work fine.

perhaps black, or blue could be used for loading/not-in-game state.
Red for idle/in-game.
yellow/green for ready to play state.

Posted: 19 Jun 2007, 07:58
by AF
I'd be surprised if lua couldnt do this.

Otherwise, I think that rendring the text with an outline would be a first step.

Also the list regularly overflows off the bottom of the screen.

Posted: 19 Jun 2007, 09:52
by MR.D
Sounds would be nice too, or adding in some Bullets or even Icons for ready state ect..

Posted: 19 Jun 2007, 12:53
by Boirunner
As I am slightly colorblind, I have a really hard time telling what players are ready and which ones aren't, so I wholeheartedly support this proposition.

Posted: 19 Jun 2007, 18:11
by rattle
I'd outline the text. Should fix it for everyone.

Posted: 19 Jun 2007, 18:25
by trepan
Except for folks with red/green colorblindness.

The code is in GameSetup.cpp / GameSetup::Draw().

P.S. No lua scripts are setup to modify this rendering code.

Posted: 19 Jun 2007, 22:15
by KDR_11k
trepan wrote:Except for folks with red/green colorblindness.

The code is in GameSetup.cpp / GameSetup::Draw().

P.S. No lua scripts are setup to modify this rendering code.
Yes but Lua would let us fix this in 74b3 already, right?

Posted: 03 Jul 2007, 17:46
by MR.D
I know this is a very small fix, but I hope it finds its way into the next release.

Its the small things like this that will add up later on down the road.