player visibility

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player visibility

Postby oskar669 » Sat Jun 28, 2008 2:44 pm

I noticed that quite a lot of - expecially experienced players choose the skinniest model available and make it the color of your average Q3 map textures. I've even seen people change the color once the game switches to a new map. I'm all for choice, but I think it makes too much of a difference. I don't demand a warsow level of visibility, but I would like to see some mandatory stripes or something that keeps the models from merging with the wall textures when the color is set to a brownish green.
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Postby HarryButt » Sat Jun 28, 2008 3:10 pm

Visibility was always a problem in Nexuiz, but imho it got better with 2.4.2 and those new super-bright colorful skins. Still, although this doesn't apply on all colors, the new version is a step into the right direction.
I'M BATMAN!
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Re: player visibility

Postby [-z-] » Sat Nov 22, 2008 4:27 pm

oskar669 wrote:I noticed that quite a lot of - expecially experienced players choose the skinniest model available and make it the color of your average Q3 map textures.


Weird, I usually chose a random player model with the most flamboyant colors I can. I think you're generalizing based on a server. Many servers run fullbright and/or forced Nexus models.

The camo is something you're just going to have to deal with, camo yourself or play on another server. The options that discourage this already exist.


oskar669 wrote:but I would like to see some mandatory stripes or something that keeps the models from merging with the wall textures when the color is set to a brownish green.

No thanks.
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Postby Alien » Sat Nov 22, 2008 4:34 pm

I don't know what colour values nexuiz uses now, but i have made self-reference which colours are supposedly brightest for human eye in dark map:
Image
That grey thing in current version should be removed. 16th colour should be green cause human eye recognizes more different shades of green than any other colour,
Last edited by Alien on Sat Nov 22, 2008 4:46 pm, edited 1 time in total.
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Postby divVerent » Sat Nov 22, 2008 4:40 pm

The current colors are, as in colormap-palette.lmp:

cf cf cf
9f 6f 0f
0f ff 87
0f ff 0f
ff 0f 0f
0f 87 ff
0f ff ff
87 ff 0f
87 0f ff
ff 0f ff
ff 0f 87
9f 9f 9f
ff ff 0f
0f 0f ff
ff 87 0f

Feel free to arrange your colors in a similar order, we could take them as replacements then. However, there must be a neutral color for weapon pickups (here, on the first place, and it is a quite bright grey). However, maybe there is a color combination that could be used for all weapon pickups anyway.

However, always use a color value of at least 0f (15) in each byte, or the player becomes invisible in a monochromatic lit environment.
Last edited by divVerent on Sat Nov 22, 2008 4:44 pm, edited 1 time in total.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby Alien » Sat Nov 22, 2008 4:43 pm

That's what I meant about knowing shit about the game (structure, pros and cons, do or not). You try to find most bright colours available with current depth and therefore they won't work cause at the first you don't know what to look for at the start. Where can I find monochromatic lit environment and how to produce it in my maps so I could test whether smth really works.
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Re: player visibility

Postby oskar669 » Sat Nov 22, 2008 5:06 pm

[-z-] wrote:No thanks.

It could just be a contrasting color, doesn't need to be stripes.
It doesn't happen a lot, and quite a number of servers force player models since I posted this thread. I don't think that's an optimal solution, because there are some cool player models, and I wouldn't want to restrict the choice.

But if camouflage is possible, it will certainly be used by players to gain an edge.

I don't think that there can be any doubt that a standard human model with a grey/greenish skin is hard to detect on your average Q3 style map, and I don't think there will be a lot of cries of dissappointment if that is not a choice any more.

i don't want to sound like a warsow fanboy, because I'm not. But I think they made an optimal choice when it comes to balance and visibility. Obviously this clashes with the optical style of nexuiz, but we could have the best of both worlds.
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Re: player visibility

Postby [-z-] » Sat Nov 22, 2008 5:10 pm

oskar669 wrote:
[-z-] wrote:a number of servers force player models since I posted this thread. I don't think that's an optimal solution, because there are some cool player models, and I wouldn't want to restrict the choice.

That's why I also mentioned fullbright / forced color.
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