From: David D. <dam...@ch...> - 2010-01-18 15:56:08
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http://www.chiark.greenend.org.uk/~damerell/games/ammocount.prboom.patch is an itty-bitty patch to the prboom source that changes weapon HUD colours (and status bar colours if the status bar is not "always red") to reflect weapons being completely without ammo or completely full of ammo. I wrote this because I'm fed up of setting the "red ammo" percentage to 1% to approximate what I actually want - ie, to know when some weapons have no ammunition at all (after all, the difference between one rocket and no rockets is quite significant). Why did I choose the colours I did? First of all, I didn't want to break the existing red/yellow/green/blue convention in prboom. A lot of the remaining colours are very pale. Hence full ammo ends up CR_BLUE on the HUD, CR_BLUE2 on the status bar, just as "super" armour and health amounts are. No ammo is trickier; on the status bar CR_GRAY is a perfectly good grey but on the HUD it's bright white and also already used for weapons that take no ammo; CR_BROWN is the least white of the remaining colours (CR_ORANGE produces white text and orange ammobar for reasons I ahem don't understand) so CR_BROWN it is. Other ideas which I am too lazy for: Cause a CR_DARK to exist and use that for no ammo (and armour? And presumably health as well, for consistency, not that you care about ease of reading the HUD in the heat of battle once you have 0 health). Make these colours actually configurable as automap colours are. They must be a nuisance for people with anomalous colour vision. Understand the refire routine for each weapon - which might be altered by dehacked patches - such that the BFG9000 shows "empty" with <40 cells and the SSG when only one shotgun shell is available. This is easy if you don't take account of dehacked (but gives the wrong answer), very hard if you do. -- David Damerell <dam...@ch...> Clown shoes. I hope that doesn't bother you. Today is Second Mania, January. Tomorrow will be Second Aponoia, January. |