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AssaultCube Reloaded Forums
Character Dipiction. - Printable Version

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+--- Thread: Character Dipiction. (/thread-1067.html)

Pages: 1 2


Character Dipiction. - Fru5tum - 2013-10-10

Would anyone prefer a bar deciphering team mates rather than color? so everyone could look different and you wouldn't have to depict who is who... Perhaps a bar that tells the name of the person and their health status? but again one that only appears to teammates? xD


RE: Character Dipiction. - DeltaStrikeOp - 2013-10-10

Yeah, i've suggested this idea before for normal gameplay. However, @Victor doesn't really like it....


RE: Character Dipiction. - Fru5tum - 2013-10-10

aww poo Is there a reason he doesn't like it?


RE: Character Dipiction. - {KE}Agent 1007 - 2013-10-10

@Toxicgummybear: Your avatar is much too large. It must be 100x100 pixels. It will be removed otherwise.


RE: Character Dipiction. - Fru5tum - 2013-10-11

apoligizies


RE: Character Dipiction. - Victor - 2013-10-11

The engine doesn't have any world to screen function, so it would be just like the other icons, changing size at different distances because it only approximates the size and renders it on the world.


RE: Character Dipiction. - ruler501 - 2013-10-12

Icon scaling also needs a little work since it appears to estimate sizing with the horizontal axis which can make things really oversized on a multi-monitor setup.


RE: Character Dipiction. - Victor - 2013-10-12

The solution would be to implement a proper world to screen function and render it at the beginning of the 2D HUD stuff.


RE: Character Dipiction. - Fru5tum - 2013-10-14

.... wait then how does the kill tag work?


RE: Character Dipiction. - DeltaStrikeOp - 2013-10-14

I've believed from the start that maybe friendlies should be marked with the existing tags, such as defend/support (I kinda forgot what the tags are because I haven't been active lately)