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More Text Coloring Options.
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Dasfonia
Rocket Cyborg


Joined: 17 Apr 2010
Location: In a human body.

PostPosted: Sat Aug 10, 2013 7:04 am    Post subject:  More Text Coloring Options. Reply with quote  Mark this post and the followings unread

This request is low priority but... The following changes with the ingame text for singleplayer and more.

I am only requesting this as it seems logically possible as they were previously different in the beta stages of Red Alert 2 and it is already possible with Ares being able to change the main menu text color and the border around options (Color.Border1=255,255,255).

Objective Text: Time that the text appears for, the transparency amount black background of the text, and have it base the color of the text via the color of the team that you are by default... or if the user wants to decide the color via faction they are playing on.

Code:

Concept names:

Objtext.Allies=255,255,255
Objtext.Soviets=244,244,244
Objtext.Thirdside=233,233,233
Objtext.Bgtransparency=.5
Objtext.Showtime=5 (in seconds)


Tool Tip / Money Counter Colors: Pretty much the same options as stated above minus the time and transparency.

Code:

Concept names:

Tooltip.Allies=255,255,255
Tooltip.Soviets=244,244,244
Tooltip.Thirdside=233,233,233
Moneycounter.Allies=255,255,255
Moneycounter.Soviets=244,244,244
Moneycounter.Thirdside=233,233,233


(Finally)
Super Weapon text: The ability to change it's background transparency of the black outline and the position of the counter list.

Code:

Concept names:

Superwptext.Pos=x,y,z
Superwptext.Bgtransparency=.5


All of these features/ differences can be seen in the Collector's Edition Bonus features video.  Here's a screenshot for you for some reason anyways!


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Renegade
Cyborg Artillery


Joined: 21 May 2006
Location: Hamburg, Germany

PostPosted: Sat Aug 10, 2013 8:43 am    Post subject: Reply with quote  Mark this post and the followings unread

This looks distinctly like beta footage.
As such, it's not so much that those are "features" you're seeing, they're previous evolutionary steps of the final product.
Different stages of the hardcoding.

Therefore, your supposedly "logical" argumentation falls flat: The fact that those colors are different now is no proof that it's possible to code a feature that makes them dynamically changeable, it's just proof the game's hardcoded values changed while the game was developed. (Which is no surprise.)

I'm not saying it's impossible, what I'm saying is that the "evidence" you present is immaterial - this will be no different than any other de-hardcoding request.
Just because there's evidence some hardcoded values changed at some point, that doesn't change the fact that they're hardcoded values, and have to be de-hardcoded as all other such values.

The fact that we know for sure they were changed at some point makes that no more or less possible, and neither easier nor harder.


Last but not least I fundamentally disagree with this request's direction: You are annoyed because you are subject to Westwood's oppression when it comes to choosing the colors of those text messages, and would like to choose the colors yourself.
Why should your mod's player feel any different about you choosing those colors for him?

For the flags currently settable in uimd.ini, it makes a certain sense to be delivered with a mod - if a total conversion changes the design of the menus, being able to change the overall text color etc. is a valuable feature.

But save for the credits, the elements you're targeting are distinct from the overall game UI. They are not part of the interface as such, they are informational overlays to the game.
There is no more reason they should be modder-defined and forced upon a player base than there is for them to be Westwood-defined and forced upon a player base.

If these values are de-hardcoded, they should be user-settable options within the game's customization options, so that each player can tailor the game to his (or her) own liking. Because you won't satisfy everyone any more than Westwood did.

Especially not people with different color blindnesses and stuff.

And no, "they can always mod their uimd.ini after installing" is not a valid reply to this. For one, if these people wanted to go around hacking text files, they'd be modders themselves, and for two, all their custom changes would be overwritten every time they update the mod. That's just bad design and sucks for the end user.


So yeah, TL;DR: The previous changes to those texts are immaterial to any Ares development on it, and turning these into modder-definable values only perpetuates the cycle.
They should be end-user game customization options, if anything.

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tomsons26lv
Cyborg Artillery


Joined: 30 Dec 2009
Location: Latvia

PostPosted: Sat Aug 10, 2013 9:18 am    Post subject: Reply with quote  Mark this post and the followings unread

One small note the obj/hint/message/info text is tied to DarkBlue and DarkRed in rules under [Colors], changing those colors also changes the text color
Could they separated so they can be changed by a different flag?

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Dasfonia
Rocket Cyborg


Joined: 17 Apr 2010
Location: In a human body.

PostPosted: Sat Aug 10, 2013 2:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

You misunderstood, the default setting was to allow the game change the text color to be like the other text that pops up in multiplayer.  It would change your text's color based on the team color you are instead of, as Toms pointed out, using only the DarkBlue and DarkRed colors to base the objective text off of. THEN and only then, if the mod designer wanted to set a specific color to be shown was the secondary option.

If you really cared that much about an user defined choice having the ability to add a selector bar for what color the user wanted in the option menu for these text colors would be amazing!

Also, I don't get why you are so quick to shoot people down though...  It makes you look like you are angry at me or something?  This is why I've never requested anything because I know I'll get instantly shat on.

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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Sat Aug 10, 2013 3:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

In the last 12 years, no-one cared about coloring the text messages.

I really don't see how selecting your own text-color would improve gameplay. I do see however the use of customization of text colors in mods that alter the universe, like Project Phantom or Tiberian Sun: Rewire.

Besides that I agree with Renegade, it was a beta screenshot. So if I may, can I ask for Ares to make it possible to build the Chronosphere in Operation: Deep Sea? I see it's there in the screenshot.

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Last edited by RP on Sat Aug 10, 2013 3:26 pm; edited 10 times in total

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Sat Aug 10, 2013 3:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

I would love to see some customizing options for sidebar text not only colour but font type as well

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Dasfonia
Rocket Cyborg


Joined: 17 Apr 2010
Location: In a human body.

PostPosted: Sat Aug 10, 2013 5:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
I do see however the use of customization of text colors in mods that alter the universe, like Project Phantom or Tiberian Sun: Rewire.


^Or what if we simply changed the team's color in the campaign, for example our mod, the Allies are now DarkGreen and the text still being Blue because it bases it off of only the DarkBlue and DarkRed colors in the campaign.  It just allows for finishing touch.

I posted the beta screenshot to show that it was at least different at one point in time so the customization is probably still sitting there dormant waiting and waiting...

Edit: Also note that the transparency still exists on cameo build counter.

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Sat Aug 10, 2013 11:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sidebar text color customization is one of the features already done but not publicly available yet. Depending on how long the AE testing takes, I can still put it into 0.4 (along with maybe one or two other things).

I don't know about the transparency and whether the game still supports it at all. This and the SW timer positioning are very low on the feature importance list, though, so I don't think I'll look into it in the next time.

Usually, there is no customizability for stuff like that. There is one way, and only one way for most of the features. Either the old code got updated or ripped out completely. That's what hardcoding is all about.

Btw, the ingame message text colors don't depend on color scheme names, they use indexes.

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Dasfonia
Rocket Cyborg


Joined: 17 Apr 2010
Location: In a human body.

PostPosted: Sat Aug 10, 2013 11:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

AlexB wrote:

Btw, the ingame message text colors don't depend on color scheme names, they use indexes.


What do you mean?

AlexB wrote:

I don't know about the transparency and whether the game still supports it at all.


Did you see my edit on the last post I made? #Tongue

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Renegade
Cyborg Artillery


Joined: 21 May 2006
Location: Hamburg, Germany

PostPosted: Sun Aug 11, 2013 9:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Dasfonia wrote:
You misunderstood, the default setting was to allow the game change the text color to be like the other text that pops up in multiplayer.  It would change your text's color based on the team color you are instead of, as Toms pointed out, using only the DarkBlue and DarkRed colors to base the objective text off of. THEN and only then, if the mod designer wanted to set a specific color to be shown was the secondary option.

That'll work fantastically for the Black some mods offer. Or something like Olive Green. (Try adding black as a selectable color and check out how well SW timers can be read in MP.)

Dasfonia wrote:
Also, I don't get why you are so quick to shoot people down though...  It makes you look like you are angry at me or something?  This is why I've never requested anything because I know I'll get instantly shat on.

Quite frankly, it's really not my fault that you have apparently been brought up in a society where every statement has to be coated in 2 gallons of sugar and offer optional prostate massages to not be considered "angry" and "offensive".

The speed of my reply is irrelevant. The facts don't change based on whether I'm the first, third or last to post. Either you're making sense, or not.

My reply was factual and challenged the assumptions you made in your post. Either you can deal with it, or not. But don't expect me to bow down, kiss your feet and beg for your acceptance just because you had an idea. 'cause believe it or not, ideas stopped being special several thousand requests ago.
(Case in point: Tooltip color customization has been requested by Graion two years ago: https://blueprints.launchpad.net/ares/+spec/a-tag-to-control-sidebar-tooltip-colors)

Rest assured: If I were angry at you, you would've noticed.
So far, I'm just responding to your request.

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Sun Aug 11, 2013 10:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

The ingame message text colors (triggered by map action) default to the colors at index 10, 5, and 12 for sides 0, 1 and all others respectively.

I'll include the sidebar and tooltip color feature in the next build, along with the ingame message text colors. These are all coded already, and at most need some minor updates. The other issues will have to wait.

edit: Next build is available.

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