Mapster new color scheme is like a broken traffic light.
#1 Posted 11 March 2016 - 07:25 PM
The good old, beautiful and fully functional color code visual system:
Some weird, new and not functional at all pixel based color non-visual system, that doesn't show blocking objects anymore:
Thanks!
This post has been edited by Mike Norvak: 26 March 2016 - 12:11 PM
#2 Posted 12 March 2016 - 03:47 AM
#3 Posted 12 March 2016 - 05:42 AM
#4 Posted 12 March 2016 - 07:59 AM
Jblade, on 12 March 2016 - 05:42 AM, said:
A "cos we can" feature that is broken.
#5 Posted 12 March 2016 - 10:48 AM
The only weird thing is the sprite flashing white to black when the mouse is hovering over one, this should get fixed.
This post has been edited by Hank: 12 March 2016 - 10:49 AM
#6 Posted 12 March 2016 - 11:03 AM
#7 Posted 12 March 2016 - 11:35 AM
@Mark: I don't think a poll is necessary at all since this is not only a cosmetic change but a change on how mapster represents things to be usable on a coherent mapping workflow and it needs to be restored.
Hence the broken traffic lights metaphor: Imagine if someone changes the red light to white for technical reasons or just because it looks cool.
This post has been edited by Mike Norvak: 12 March 2016 - 11:44 AM
#8 Posted 12 March 2016 - 01:34 PM
Mark., on 12 March 2016 - 11:03 AM, said:
I did read it the first time around.
My blocked walls show up as a shade of maroon instead of red, and the sprites are white blocked or unblocked. Those items with a HitScan=On are thicker or the sprites have a thicker tail.
So since it is obvious to everyone around here, fine, try not to explain it. I have no issues with the current color scheme, except I would love to see the flashing highlighting thingy disabled, and that may just what the current mapper want.
#9 Posted 12 March 2016 - 02:00 PM
Hank, on 12 March 2016 - 10:48 AM, said:
Hank, on 12 March 2016 - 01:34 PM, said:
I don't map, so I don't really have an opinion. But every active mapper I have heard from hates it. Why would it be a good idea to keep changes that are bad for the people actually making maps?
#10 Posted 12 March 2016 - 02:08 PM
Trooper Dan, on 12 March 2016 - 02:00 PM, said:
Not sure if my post indicated that.
To be clear, when I hover over a SE sprite, the name field flashes white to black making it unlegible, this is the only issue I have with Mapster32.
#11 Posted 12 March 2016 - 02:41 PM
This post has been edited by Mark.: 12 March 2016 - 02:42 PM
#12 Posted 12 March 2016 - 04:15 PM
as for the sprites, all you could do for now is edit the tile.cfg
This post has been edited by Hank: 12 March 2016 - 07:04 PM
#13 Posted 12 March 2016 - 06:39 PM
This post has been edited by Paul B: 12 March 2016 - 06:48 PM
#14 Posted 12 March 2016 - 08:45 PM
Paul B, on 12 March 2016 - 06:39 PM, said:
I'd rather use any old synthesis before that change than stop mapping at all. And that's actually what I'm doing.
Hank, on 12 March 2016 - 04:15 PM, said:
capt0005.png
as for the sprites, all you could do for now is edit the tile.cfg
It seems you are using a newer synthesis, anyway I prefer the old system.
This post has been edited by Mike Norvak: 12 March 2016 - 09:03 PM
#15 Posted 13 March 2016 - 05:54 AM
For anyone who does like it, in what circumstances would you use it? I can't think of a reason beyond aesthetic color matching...
How would it be if sprites only used the new color scheme when textured floor mode is enabled? Still no good?
#16 Posted 13 March 2016 - 08:21 AM
Also flashing sprites when selected must not completely fade to black.
The wall colours must be bright and contrasting: the red, purple, green trio has always worked fine for me.
Last but not least I remember some older synthesis that let you spam lots of sprites by just holding "S" and move around (useful for grass, or any numerous random placed object). Option that is not longer available.
#17 Posted 13 March 2016 - 09:20 AM
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I used textured floor mode exclusively, sprites are damn near invisible now with that setting on if they're the same colour - I definitely would appreciate reverting back to the old system.
#18 Posted 13 March 2016 - 09:38 AM
Hendricks266, on 13 March 2016 - 05:54 AM, said:
For anyone who does like it, in what circumstances would you use it? I can't think of a reason beyond aesthetic color matching...
How would it be if sprites only used the new color scheme when textured floor mode is enabled? Still no good?
As you know, with colours, everyone will have a different preference. If you use a lot of sprites, a colour code differentiating between SE, Light, Weapons, Enemies etc. is welcomed by me. Also, I never use texture mode on 2D view. I fine tune textures only in 3D.
Thus giving an option for yes/no, please do. Thanks
What may enhance the usage of mapster32 is to be able to see blocked sprites versus none blocked sprites.
And the display of SE sprites. First I see (sample) Tranport , 123'. then I hover with the mouse over it and it extends to 'SE 7 Transport, 123', and flashes. Why not just leave it as SE 7 Transport, 123?
This post has been edited by Hank: 13 March 2016 - 09:40 AM
#19 Posted 13 March 2016 - 10:34 AM
#20 Posted 13 March 2016 - 12:01 PM
Hank, on 13 March 2016 - 09:38 AM, said:
Thus giving an option for yes/no, please do. Thanks
What may enhance the usage of mapster32 is to be able to see blocked sprites versus none blocked sprites.
And the display of SE sprites. First I see (sample) Tranport , 123'. then I hover with the mouse over it and it extends to 'SE 7 Transport, 123', and flashes. Why not just leave it as SE 7 Transport, 123?
The flashing black is a bug I need to fix. Blocking indicators need some work as well--they are purple, but the Duke pal doesn't really have a purple range that works well here. Sprites don't change color when blocking anymore because it's a complete waste to have something as big of an indicator as a color swap used for showing a flag on sprites that the game changes to whatever it wants at map load time anyway. When was the last time it was more important to know quickly whether an object had a disposable flag applied, instead of what the object itself actually is?
Overall I find it weird how you some of you have so much trouble with the colorized sprites in 2D mode when I don't see such complaints from the teams actually using Mapster32 to make stuff for commercial games. The whole point is to be able to tell sprites apart at a glance without having to actually read the labels for everything, which were previously potentially all the same color--not really a good design cue when everything displays overlapped on top of everything else.
#21 Posted 13 March 2016 - 12:40 PM
#22 Posted 13 March 2016 - 02:02 PM
#23 Posted 13 March 2016 - 02:05 PM
Mblackwell, on 13 March 2016 - 12:40 PM, said:
I thought about that when I implemented it. I came to the conclusion that it would be a very rare occurrence for a mapper to make a sprite construction which required sprites be placed alongside sprites of the same tile number but with a different blocking mode. Even then, blocking typically goes along with hitscan, and the hitscan bit is still indicated by a wider sprite "tail".
#24 Posted 13 March 2016 - 02:16 PM
But as I said it can be figured out one way or another usually. It mostly just sucks that a lot of tiles don't have a proper color match so they can look the same.
#25 Posted 13 March 2016 - 02:18 PM
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Please don't start pulling the 'commercial' team bullshit, I've been mapping for this game for about 17 years now and worked on dozens and dozens of maps and the new colour grade is not useful. Trying to write off everybody else's opinions because a few of you guys have had the freak chance to earn some money from it is really disrespectful man.
#26 Posted 13 March 2016 - 02:32 PM
#27 Posted 13 March 2016 - 02:53 PM
TerminX, on 13 March 2016 - 12:01 PM, said:
Overall I find it weird how you some of you have so much trouble with the colorized sprites in 2D mode when I don't see such complaints from the teams actually using Mapster32 to make stuff for commercial games. The whole point is to be able to tell sprites apart at a glance without having to actually read the labels for everything, which were previously potentially all the same color--not really a good design cue when everything displays overlapped on top of everything else.
Well, if "professional" mappers like to work with any new implementation as flawed or functional as it could be, that's ok. But please don't force us "amateur" mappers to get accustomed to a new workflow that only fit the interests of a particular mod or a commercial game.
#28 Posted 13 March 2016 - 03:24 PM
Jblade, on 13 March 2016 - 02:18 PM, said:
What the fuck? I'm not writing off everyone's opinions, I'm explaining the rationale behind the changes. I didn't realize it was disrespectful to say that I haven't really received any direct complaints from any of the teams I speak with who are working with Mapster32 to make maps. Not any more disrespectful than this clusterfuck of a thread devoid of any actual constructive criticism, anyway.
Mark., on 13 March 2016 - 02:02 PM, said:
It's not so much ignored as it is overridden for a large set of hard-coded actors in the game.
Anyway, I'm open for suggestions to improve things but I'm not going to outright revert the change.
#29 Posted 13 March 2016 - 04:06 PM
TerminX, on 13 March 2016 - 03:24 PM, said:
Here's my two cents
1) a few lines in the config to set wall colors, red white blocking... good for tcs too
2) keep the per pixel color on sprites, with an option in tiles.cfg or somewhere to costumize colors per sprite if wanted
3) purple blocking sprites (original style) maybe deserves to be toggleable
#30 Posted 13 March 2016 - 04:23 PM
Drek, on 13 March 2016 - 04:06 PM, said:
3) purple blocking sprites (original style) maybe deserves to be toggleable
These are already there... you can set up tile groups that change the colors of things for both the normal and the blocking state.