Dfool of many colors

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dirtyepic
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Post by dirtyepic »

Darth Fool wrote:3) The HP bar has been removed from units when the HP= MAX_HP
any chance you would consider reverting this? i keep on mistaking an enemy with full health and a low amount of XP as being near death. course, i usually catch on when i go to attack, but it gets annoying. :P
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Eleazar
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Re: Dfool of many colors

Post by Eleazar »

Darth Fool wrote: If this route is taken, it should also be possible to provide a pallete graphic that has these colors in them so that artists can simply sample from the pallete without having to carefully select colors that match the rgb value.
yes, should be true.
Darth Fool wrote:currently there is no limit on the number of colors that can be declared in flag_rgb, but there was some interest from other developers to limit the number to something reasonable. It seems to me that 256 is a reasonable maximum # of colors to have, as that enables the artist to span the complete colorspace that might be replaced by the team color, allthough it probably should never ever get that large. Perhaps 64 would be just as good. Do artists have an opinion about how many shades of a color they need?
In the units i "team colorized" i sampled between 6-10 RGB values, which i *think* will be sufficient on average. (but i'm guessing at this point) --If you mean sampled colors, not counting very similar colors that will also recieve the transformation. I find it hard to imagine someone sampleing 64 color values from a unit to make this work.

What i can imagine are units that recieve 2,3, or 5 different color transformations (If this is extened beyond just team colors) Imagine the peasant unit whose, hair, skin, shirt, and pants color are randomly chosen from a prebuilt list (in the unit cfg) of appropriate hues. That would be an extreme example, of course.

What kind of CPU cost does this have? Will gamespeed take a hit if every unit is colorshifted 2 or 3 ways?


Turin, if i've gone too far in how i've enabled units to colorshift, it's extremely easy to undo. I'm not thinking of any of these changes as being authoritative, but as a way to test and evauate this feature.
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freim
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Post by freim »

dirtyepic wrote:
Darth Fool wrote:3) The HP bar has been removed from units when the HP= MAX_HP
any chance you would consider reverting this? i keep on mistaking an enemy with full health and a low amount of XP as being near death. course, i usually catch on when i go to attack, but it gets annoying. :P
Played a while with this, and I must say I find it incredibly annoying as well. This should be reverted.
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Post by Boucman »

I think it should be nice to state that the team colour is not "mandatory"

some units will be imprved by it, but not all. So don't fell compeled to add the team colour to all units, only to the ones that it improves :)
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Post by Tux2B »

frame wrote:
dirtyepic wrote: any chance you would consider reverting this? i keep on mistaking an enemy with full health and a low amount of XP as being near death. course, i usually catch on when i go to attack, but it gets annoying. :P
Played a while with this, and I must say I find it incredibly annoying as well. This should be reverted.
I agree. Or put it as an options (yeah, I know, OAB, but I really don't want to play that way)
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turin
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Post by turin »

Where is the data that defines how each unit is colorified stored? I'd like to play around with it.

OT: OAB applies to GAMEPLAY options, not interface options.
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Noyga
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Post by Noyga »

It's a flag_rgb= entry in a [unit] tag (usually in a unit_name.cfg)
Note: this is in SVN trunk only
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turin
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Post by turin »

Noyga wrote:It's a flag_rgb= entry in a [unit] tag (usually in a unit_name.cfg)
Note: this is in SVN trunk only
I use SVN trunk exclusively anyhow. Thanks!
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Post by MadMax »

Darth Fool wrote:As for the colour=100 Hmm... I didn't know about this and it seems to me to likely have been an oversight in the original scheme, but perhaps not. Would you consider it acceptable if a colour=-1 has that effect?
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Darth Fool
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Post by Darth Fool »

frame wrote:
dirtyepic wrote: any chance you would consider reverting this? i keep on mistaking an enemy with full health and a low amount of XP as being near death. course, i usually catch on when i go to attack, but it gets annoying. :P
Played a while with this, and I must say I find it incredibly annoying as well. This should be reverted.
It certainly can be reverted. If the problem is confusing the XP bar with the HP bar, then another solution is just to include the HP bar whenever there is an xp bar. If that does not work, we will revert it, it is only ~5 lines of code.
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Post by Darth Fool »

Ok, the latest WML trick that I have added is a new variable, team_rgb in a [side] tag. for example,

Code: Select all

[side]
side=2
team_rgb=255,128,64
...
[/side]
makes team 2 have a really ugly orange/peach color as their team color. see attached screen shot...
Attachments
team_rgb.png
team_rgb.png (40.25 KiB) Viewed 4036 times
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Tomsik
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Post by Tomsik »

Cool... :)
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Post by Neoriceisgood »

Awesome, now all that is required is a variable that can set multiple colours and my army of agonisingly ugly units can begin!
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Post by Kestenvarn »

How could you mock my army of pink Loyalists?

:cry:
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Post by scott »

This guy was overdone. Since his smock is already blue, it could probably stay that way.
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side2.jpg
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