DFStormbringer wrote:cant you have it work BOTH ways?? use a BFo routine for the cards that can handel it.. and use the other script at the lower resolution for the cards detected that cant support BFOs? that way its not as pretty but still low resource and viable for the lower end players?
im pretty sure ost would agree as long as its legible and able to be understood that the bells and whistles of the numbers as a whole dont matter as long as the difference between 8 and 0 can be told.
Sure, you can have it both ways.
However, let me quote myself: "
If we use a custom routine to handle the displaying of the numbers, then you get what you see in the first images. That has a ugly hack to load the correct bitmap, and the result lacks AA like you see with the other image." While I personally don't think this is a big issue, others don't like it.
skellr wrote:I don't think this has made it into the current branch yet. There are trunk nightly builds here if you are feeling adventurous.
viewtopic.php?f=6&t=1664
Yup, it is *not* in beta 4. It will *not* be in 2.1. (2.1 has a feature freeze, unless I can twist some arms...)
MetalBeast wrote:if I should be honest, I don't like the numbers preview, because it says nothing to me.
In skirmisch I can change my color, so what number are then the other colors ?
I think it would be better to make the preview with player colors.
And the same in the AI-level settings-screen. I never know which color I have already disabled, which not.
Something like in the screens:
What do you mean the numbers say nothing to you? They are the position on the map that your player is at.
If you are using a certain color, then you can't change to pick another players color.
The way the game currently works is that it picks the player color for the bots, once all the humans pick theirs and start the game.