1 (edited by SNal2F 2008-12-11 11:30:12)

Topic: NameTag color Team Based matches

IDK just throwing this idea out there for the 5.0. I havent made DM fix yet im sure that easy tho.I think it just looks better.....you decide big_smile

and good job w/ the game. big_smile

http://i54.photobucket.com/albums/g109/fatboy888/teewarscolortags.jpg


Im no real Programmer I learned on my own so dont laugh smile
int team =client_datas[info.cid].team;
if(is_teamplay){
        if(team == 0 ){
        gfx_text_color(1,0,0,a);//red
        }
       
else if(team == 1 ) {
           
gfx_text_color(0,0,1,a);}//blue
       
gfx_text(0, position.x-tw/2.0f, position.y-60, 28.0f, name, -1);
       
}
       
else{
         gfx_text(0, position.x-tw/2.0f, position.y-60, 28.0f, name, -1);
    }

2

Re: NameTag color Team Based matches

Its good idea, but tees are colored ;-)

Goodbye all. Account inactive since March 2011.

3

Re: NameTag color Team Based matches

Good idea wink (i can program it if you want)

lordskelethom - want to reach me quickly? https://discord.gg/teeworlds

4

Re: NameTag color Team Based matches

Good idea ;D

I am <x|HT|x> oio BR leader of <x|HT|x>smile
Heaven Tees the best BR clan big_smile. Ally of cKz`
                            GG for all

5

Re: NameTag color Team Based matches

SNal2F wrote:

I havent made DM fix yet im sure that easy tho.

Then what is that code you posted? wink

This is what I've got, and it works from what I can tell (starts from about line 684 of gc_render_obj.cpp).

if (is_teamplay)
{
    if (client_datas[info.cid].team == 0)
    {
        gfx_text_color(1,0,0,a); // Red
    }
    else if (client_datas[info.cid].team == 1)
    {
        gfx_text_color(0,0,1,a); // Blue
    }
}
else
{
    gfx_text_color(1,1,1,a); // FFA DM therefore white
}
gfx_text(0, position.x-tw/2.0f, position.y-60, 28.0f, name, -1);

It doesn't really matter what colour the text is though. I suppose if somebody likes it being the team colour is up to individual opinions.

6 (edited by SNal2F 2008-12-11 15:06:45)

Re: NameTag color Team Based matches

I edited it to add the teamPlay check sorry didnt modify my first post after i added the check. big_smile

I might also be trying to add in a local death check to add quake sounds to Teeworlds  UltraKill,multi kill,wicked sick etc. IDK tho gotta look at the code some more.


yikes

7

Re: NameTag color Team Based matches

Don't you mean Unreal Tournament sounds, not Quake?

8

Re: NameTag color Team Based matches

gordzo70@hotmail.com wrote:

Don't you mean Unreal Tournament sounds, not Quake?

yup ;0 LoL

ty for the correction.

9

Re: NameTag color Team Based matches

Good idea cant wait to use it ;3

;Visit my: Homepage
;Tutorial how to use DEMO function!
;Quited TeeWorlds - Exams on Skool!

10

Re: NameTag color Team Based matches

IMO, those colored names would make the names to be unreadable actually, especially if you play on custom maps with weird backgrounds.
Would be great if colors weren't pure red (#FF0000) or pure blue (#0000FF) and if names had a black outline.

spl0k, aka Al`. From the HuH clan.
Noobing pwns since 01/01/1970.
TeeViewer - TeeComp

11

Re: NameTag color Team Based matches

What for?

12

Re: NameTag color Team Based matches

I had this idea, 'cause I like the color of my skin as when I'm playing on DM.
So, if the name is colored instead of the tee, I could play ctf or tdm seeing my tee original color.

But this won't help those who didn't mark the option 'show nameplates'.

check out these maps: infiltrate - choco - dustycloud

13 (edited by SNal2F 2008-12-12 10:18:24)

Re: NameTag color Team Based matches

spl0k wrote:

IMO, those colored names would make the names to be unreadable actually, especially if you play on custom maps with weird backgrounds.
Would be great if colors weren't pure red (#FF0000) or pure blue (#0000FF) and if names had a black outline.

Thanks for the advice i took it does look better.Still have to look into the border.

http://i35.tinypic.com/sfdzrp.jpg


gfx_text_color(0.8,0.34,0.34,a);//red
gfx_text_color(0.34,0.45,0.8,a);//blue

If you dont know how to make it a float just take the color value and divide by 255

float = color/ 255

14

Re: NameTag color Team Based matches

Doesn't this give blue players an advantage on maps with a blue background (and vice versa for red players with a red background? It might not be much but there certainly is a difference.

15

Re: NameTag color Team Based matches

Azon wrote:

Doesn't this give blue players an advantage on maps with a blue background (and vice versa for red players with a red background? It might not be much but there certainly is a difference.

What is the advantage? It's not as if you can't read it at all. Anyways, nameplates give you a negligible advantage in the first place.

16 (edited by SNal2F 2008-12-13 07:56:03)

Re: NameTag color Team Based matches

Slinack wrote:

I had this idea, 'cause I like the color of my skin as when I'm playing on DM.
So, if the name is colored instead of the tee, I could play ctf or tdm seeing my tee original color.

But this won't help those who didn't mark the option 'show nameplates'.

Hi Good idea i sort made a half done version if anyone want to try it.


f(is_teamplay){
        
            if(team == 0 )
            {
             
             gfx_text_color(0.8,0.34,0.34,a);
            }
        
            else if(team == 1 ) {
            
              gfx_text_color(0.34,0.45,0.8,a);
            }
            gfx_text(0, position.x-tw/2.0f, position.y-60, 28.0f, name, -1);
        
        }
        else{
        
        gfx_text_color(render_info.color_body[0],render_info.color_body[1],render_info.color_body[2],a);

        gfx_text(0, position.x-tw/2.0f, position.y-60, 28.0f, name, -1);
        
        }

17

Re: NameTag color Team Based matches

There is no need to have "gfx_text(0, position.x-tw/2.0f, position.y-60, 28.0f, name, -1);" twice. Just put it outside (under or below) the if code block. Like:

if (is_teamplay)
{
    if (team == 0)
    {
        gfx_text_color(0.8,0.34,0.34,a);
    }
    else if (team == 1)
    {
         gfx_text_color(0.34,0.45,0.8,a);
    }
}
else
{
    gfx_text_color(render_info.color_body[0],render_info.color_body[1],render_info.color_body[2],a);
}
gfx_text(0, position.x-tw/2.0f, position.y-60, 28.0f, name, -1);

18 (edited by SNal2F 2008-12-13 08:26:31)

Re: NameTag color Team Based matches

gordzo70@hotmail.com wrote:

There is no need to have "gfx_text(0, position.x-tw/2.0f, position.y-60, 28.0f, name, -1);" twice. Just put it outside (under or below) the if code block. Like:

if (is_teamplay)
{
    if (team == 0)
    {
        gfx_text_color(0.8,0.34,0.34,a);
    }
    else if (team == 1)
    {
         gfx_text_color(0.34,0.45,0.8,a);
    }
}
else
{
    gfx_text_color(render_info.color_body[0],render_info.color_body[1],render_info.color_body[2],a);
}
gfx_text(0, position.x-tw/2.0f, position.y-60, 28.0f, name, -1);

thnx, like i said i never went to school or anything i self taught myself and E tutorials.TY for the correction tho smile

19

Re: NameTag color Team Based matches

gordzo70@hotmail.com wrote:

What is the advantage? It's not as if you can't read it at all. Anyways, nameplates give you a negligible advantage in the first place.

The advantage I'm talking about is that you'll always notice a red name a fraction of a second earlier then a blue name if the background is blue. The human eye will find it slightly more difficult to differentiate between the colors.

You can read it fine in most existing maps but it's only a matter of time before there exist maps which accidentally have the same background color as the names have. Also is it not about reading, but the valuable positioning data a name provides about a tee.

I agree that it would be minor advantage but I do know many players that hit other tees because they take the name as the focus point. This means the fraction of a second might mean the difference between life and dead (or lots of damage).

Two solutions to our problem:
- Make it optional so players can also play with current, neutral name colors.
- Make the color of the names adjustable, or even modable like skins and game.png. This way we'll not only have this problem fixed, but also a entire new movement of creativity.

20

Re: NameTag color Team Based matches

@Azon: and for those who play without nameplates? Red are still advantaged because of the tee's color.
I think these arguments (as well as mine) are pointless.

spl0k, aka Al`. From the HuH clan.
Noobing pwns since 01/01/1970.
TeeViewer - TeeComp

21

Re: NameTag color Team Based matches

I agree with what you're saying about the background colour, but that's all.

Anyway, if seeing red before any other colour really is a concern (which no, it's not...), then aren't all team games rigged? The blue team would have an advantage, because they can see the red players quicker.

To be perfectly honest, I think it is totally stupid to even consider these totally insignificant details of the game, and conclude that it might give somebody, or a team an unfair advantage. (no offense intended)