Chaosforge Forum

DoomRL => Requests For Features => Topic started by: Yossarian on June 05, 2009, 11:23

Title: Colored Text
Post by: Yossarian on June 05, 2009, 11:23
Due to a recent and enraging loss, I was wondering about implementing colored text to the messages that appear when you step on lava and acid. As of right now, the color of the text in these messages is the same as all of the other text, which makes it easy to lose in all of text that may be appearing. Also, currently items "hide" lava and acid tiles, which can be annoying. So, for example, if one were to have the railgun and a modded chaingun on level 20, and he thought that he was on a regular tile with a piece of armor on it, and was firing at a baron and a revenant, he would not die all of a sudden because he did not know that he was standing on lava (hypothetically speaking of course). So, I propose a couple of ways that this can be fixed:

1)Lava and Acid text is colored, so that is stands out more (explained above)
2)A new symbol is used whenever an item is on top of lava/acid, so that the player can avoid this tile whenever he/she is fighting a monster, and this tile can be later examined to determine whether or not the item is worth the risk. 
3) Both would be nice too. :)

Note:This is basically for noobs (like me) so that they do not die because they were too impatient/stupid to forsee an unexpected death.

So, what does everyone think about this?
Title: Re: Colored Text
Post by: Melon on June 05, 2009, 11:32
Due to a recent and enraging loss, I was wondering about implementing colored text to the messages that appear when you step on lava and acid. As of right now, the color of the text in these messages is the same as all of the other text, which makes it easy to lose in all of text that may be appearing. Also, currently items "hide" lava and acid tiles, which can be annoying. So, for example, if one were to have the railgun and a modded chaingun on level 20, and he thought that he was on a regular tile with a piece of armor on it, and was firing at a baron and a revenant, he would not die all of a sudden because he did not know that he was standing on lava (hypothetically speaking of course). So, I propose a couple of ways that this can be fixed:

1)Lava and Acid text is colored, so that is stands out more (explained above)
2)A new symbol is used whenever an item is on top of lava/acid, so that the player can avoid this tile whenever he/she is fighting a monster, and this tile can be later examined to determine whether or not the item is worth the risk. 
3) Both would be nice too. :)

Note:This is basically for noobs (like me) so that they do not die because they were too impatient/stupid to forsee an unexpected death.

So, what does everyone think about this?
Hm, good point, I am signing with my both legs under it. However I think this was already taken into account.
Title: Re: Colored Text
Post by: Kornel Kisielewicz on June 05, 2009, 11:35
Solution for 1) -- edit your doomrl.ini :>
Title: Re: Colored Text
Post by: Blade on June 05, 2009, 11:50
I once (or twice) proposed to set my text colouring as the default because it's more definitive and informative than the default one. But it seems that Kornel is sure that everybody (even noobs) should find out by themselves, which messages are worth colouring.

That's mine now, with which i'm pretty comfortable:
Code: [Select]
RED_1        = "Warning!*";
RED_2        = "Your * destroyed!";
RED_3        = "You die*";
RED_4        = "You see*";
RED_5        = "*Lava!";
CYAN_1       = "You hear the scream*";
BROWN_1      = "Your * damaged!";
BLUE_1       = "You feel relatively safe now.";
BLUE_2       = "There are no monsters in sight.";
BLUE_3       = "There are no items in sight.";
GREEN_1      = "Fire -- Choose target*";
GREEN_2      = "Find a more constructive*";  // To know if i'm in firing mode, or not
GREEN_3      = "You feel there is*"; // Without doubts worth noticing
GREEN_4      = "*something really valuable*";
YELLOW_1     = "* uses *"; // It's nice to know, when an enemy uses a medpack
YELLOW_2     = "*Acid!";
MAGENTA_1    = "* suddenly rises from dead"; // AV's are definitely worth noticing
Title: Re: Colored Text
Post by: Hipster Scumbag on June 05, 2009, 14:59
Was there a fix in the works for objects concealing acid or do I have yet another compelling argument that floor damage should not be 10%/turn and 24%/turn?
Title: Re: Colored Text
Post by: Vestin on June 05, 2009, 18:21
Was there a fix in the works for objects concealing acid or do I have yet another compelling argument that floor damage should not be 10%/turn and 24%/turn?
Meh - standing on acid should be an instantkill ;).
As for items on acid - you can always 'l'ook at them...


But seriously - I think the easiest solution would be to destroy any item that gets into acid/lava.
Title: Re: Colored Text
Post by: Kornel Kisielewicz on June 05, 2009, 18:38
But seriously - I think the easiest solution would be to destroy any item that gets into acid/lava.
Now *this* is a good solution!

Think about how fun it will be now to flood the level :>
Title: Re: Colored Text
Post by: Vestin on June 05, 2009, 19:30
But seriously - I think the easiest solution would be to destroy any item that gets into acid/lava.
Think about how fun it will be now to flood the level :>
In all honesty - it's not THAT devious. If you flood it by accident, the LAST thing you want to do is look around and hunt for items.
If you do it on purpose, then you probably picked everything up already anyway...
Title: Re: Colored Text
Post by: Blade on June 06, 2009, 02:58
But seriously - I think the easiest solution would be to destroy any item that gets into acid/lava.
Now *this* is a good solution!

Think about how fun it will be now to flood the level :>

But please not instantly, but depending on item's durability.
Title: Re: Colored Text
Post by: Kg on June 06, 2009, 08:00
Good ideas, I'm for destroying items when they're on lava.. cmon... weapon magazine in lava and it's still intact when you pick it up? And thx Blade for your bindings, I'm sure they'll be pretty useful.. it should be included in new version by default I think.