Ship landings and the Color Blind

A place to post suggestions for new features, new bugs, and comments about the existing code.
careon
Posts: 17
Joined: Tue Feb 21, 2006 8:00 am

Post by careon »

i have a way to fix this... make opening doors... have a closed door for the exit and an open door for the entrance... that or have the entrance door open able (and destroyable thus giving some small measure of def other than shields)
Constanzus
Posts: 9
Joined: Sat Apr 07, 2007 12:02 am
Location: USA

Post by Constanzus »

those colors give me a head ache...
" We can easily forgive a child who is afraid of the dark; the real tragedy of life is when men are afraid of the light. " -Plato (427 BC - 347 BC)
Adaven
Posts: 1959
Joined: Sat Oct 25, 2003 7:00 am
Location: Greater Ozarks

Post by Adaven »

great ideas, but they would require a code change. Not saying that it is impossible, merely that it could take a while and in the meantime changing the texture would be a good interim measure. But you are right, shape is definitely the best way to go and some stations already do so, Giga Tech bases, for instance, have square entrances and round exits. I'd really encourage faction designers to do something similar with any new bases they make.

Constanzas: One of those is completely untouched from the texture file. They appear much darker ingame due to lighting and shadow effects.
Last edited by Adaven on Tue Apr 17, 2007 1:36 am, edited 1 time in total.
factoid
Posts: 929
Joined: Fri Sep 02, 2005 7:00 am
Location: Winnipeg, Canada

Post by factoid »

One thing that I'd like to see done to the models is setup lights that are placed away from the base to indicate a landing strip. Allegiance has the ability to make lights flash out of sync with eachother. And I was personally interested in coming up with models that had runway lights that led you to the landing door. Just don't have them for the launch bays, and then it becomes trivial to tell the difference, color blind or no. Plus it looks cool.
"I make it a point not to chat with AP off... space is vast, but it's never vast enough for my scout."
careon
Posts: 17
Joined: Tue Feb 21, 2006 8:00 am

Post by careon »

thats a good idea.... but why cant we have the lights "pointing" in and out /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />, besides its a lot better than my idea =/
rememberme
Posts: 13
Joined: Thu Apr 12, 2007 7:21 pm

Post by rememberme »

OK I think I see what the problem is now that you posted those textures Ada. Those help alot.

Out of the two, I prefer the green/red, although I would think that a Green/Blue or even better Red/Blue would be better choices as they tend more toward opposing/contrast colors.

Anyways, the problem isn't neccessarily the colors (as I see the bright green quite well). The problem is the black stripes. From a distance, those stripes will get smaller and lend to an effect that darkens the colors they're next to, kinda like how a Pointillism painting works.


I think what you need to do is have less stripes and make them much broader. Then from a distance, it won't look like they blend together. i.e., the black stripes should be able to be seen from a distance.

Or better yet, don't use black in one of them. Look at the way they paint the curbs in Israel for example. There's no mistaking that yellow/red curb with the blue/white one. Also note that the stripes are evenly wide. I think that would solve all problems. You just have the pick the colors to match the look of the bases so it still looks cool.
rememberme
Posts: 13
Joined: Thu Apr 12, 2007 7:21 pm

Post by rememberme »

factoid wrote:QUOTE (factoid @ Apr 16 2007, 06:34 PM) One thing that I'd like to see done to the models is setup lights that are placed away from the base to indicate a landing strip. Allegiance has the ability to make lights flash out of sync with eachother. And I was personally interested in coming up with models that had runway lights that led you to the landing door. Just don't have them for the launch bays, and then it becomes trivial to tell the difference, color blind or no. Plus it looks cool.
Yeah, having short runways for landings and none for launches would make a huge difference. Would look cool for something like a carrier too.
Last edited by rememberme on Tue Apr 17, 2007 1:56 am, edited 1 time in total.
rojomojo915
Posts: 448
Joined: Tue Jun 06, 2006 7:00 am
Location: Long Island, NY

Post by rojomojo915 »

I thought there was a thread a couple of months ago where someone, maybe AEM, released a solution for the color blind using yellow and blue maybe. If i find it, ill post it

Edit: here is the link to the other topic, but it seems nothing was actually released.
Last edited by rojomojo915 on Tue Apr 17, 2007 5:12 am, edited 1 time in total.
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madpeople
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Joined: Tue Dec 16, 2003 8:00 am
Location: England

Post by madpeople »

WhiskeyGhost
Posts: 1014
Joined: Wed Dec 06, 2006 9:15 pm
Location: Gulf Coast, guess which one?

Post by WhiskeyGhost »

not to be a smartass, but you could always leave exits colorless, that way the only colored door is the dockable one (it would make camping a little harder for inexperienced players, but solve this problem nice and easy like)
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Rand0m_Numb3r wrote:QUOTE (Rand0m_Numb3r @ Aug 9 2007, 12:27 AM)CURSES I HAVE BEEN DEFEATED!
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