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How do I set my own colour as teal?

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7 years ago
Question in the title.
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7 years ago
i need the answer too.
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7 years ago
Create the file Spring/LuaUI/Configs/LocalColors.lua and fill it with: https://github.com/ZeroK-RTS/Zero-K/blob/83af046123d61ddd764600696456f7d3b8531554/LuaUI/Configs/ZKTeamColors.lua
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Thanks!

Another question: do devs expect every new colourblind player to change this setting manually?
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IMO, ideally there would be a colorblind setting (with multiple options for each type) but keep in mind that:
  • clusterfuck. The colour palette is strained, in large games there are enough people that it's already hard to discern them even for healthy people and with a limited colourblind palette it's going to be way worse. So colourblind people are screwed anyway in this regard, and any way to help them would only really be useful in 1v1 and small teams.
  • team colours are just one facet of the interface. Ideally the rest of the UI would obey colourblindness settings as well. Maintaining all UI as colourblind aware seems like a large and fairly daunting task, definitely not something doable with current manpower.
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Ok. So in short: "Its already fucked up for the colourblind so we might as well fuck it up for them more".

But hey! Apparently studies have shown that green is best. So its all good.

To be frank I'm just angry that these sort of random changes accur frequently in ZK development. They happen because of a stroke of briliance of one of the devs or because someone reads up a random article on the internet. You may think that these changes are irrelevant to the whole game but the smallest stupid change like that can really make people quit the game.
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It has taken a long time to get beyond "I just like teal". I'm not telepathic, be explicit about your issue from the start instead of hoping the occasional snide comment will be listened to.

Do these reproduce your issue?




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7 years ago

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7 years ago
Note that the Economy Panel does have a Colourblind mode that sets income and spending to blue and yellow instead of red and green to circumvent that exact problem.
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Perhaps a screenspace post-processing shader is easier remedy to colorblindness, instead of tuning drawing of every single component of UI & game.

Here are two options I drafted based on what was found on the Internet:
1) https://www.shadertoy.com/view/XslyzX
2) https://www.shadertoy.com/view/XdsczX

Just change the "blindnessType" cvariable in the code and select some picture/video in the first channel (though should be selected already).

We need someone with color blindness to tell whether or not those shaders help.
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I dunno. I think that AUrankAdminGoogleFrog has already proven that there isn't a big problem with colourblindness with the current UI with the above screenshots.
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7 years ago
I didn't prove that the colours are fine. I asked a colourblind person and they recommended not using these colours. Also, in the current release, there is a button on the top left to select team colour mode.
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This is ingame shot how color blindness correction looks like.



Requires a little addition to spring itself (Pull Request sent) and quite simple widget & shader.
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7 years ago
RUrankivand: Is it possible to show four different things for your implementation (for at least one color blindness type):
1) Normal display: X
2) Color blindness simulation: B(X)
3) Color blindness correction: C(X)
4) Color blindness simulation on the color blindness correction: B(C(X))

Our goal would be to make different elements in X as distinguishable as possible in B(C(X)) as well, by improving C(x), with B(X) as our (fixed) simulated model for color blindness. "As distinguishable as possible" isn't trivially defined I think, and there may also be other concerns such as colors which are vibrating/painful to look at.

From what I understand your implementation is based on https://tylerdavidhoward.com/thesis/, but there's no actual working link to his thesis so I've no idea how he got those magic numbers. I've also googled one other attempt at using that, and it doesn't show the results are good: http://blog.noblemaster.com/2013/10/26/opengl-shader-to-correct-and-simulate-color-blindness-experimental/

PS: Thank you for your effort so far. I'm looking at this from a research perspective and I understand if you don't want to pursue it further.
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7 years ago
Some good info on this one. My engine patch has been accepted into the mainline without any complains. Smooth experience, big thx. NLrankKloot.

It means that screen-wide color correction or generally speaking any kind of screen-space effect is now doable. Engine versions newer than 103.0.1-699 will have the necessary new Lua callin.

JPrankgajop, as far as implementations, I've been able to track (and adopt) only two distinct ones. Credits are in the code:
https://github.com/lhog/Zero-K/blob/colorBlindnessCorrection/LuaUI/Widgets/Shaders/cbc.fs . They produce quite different pictures for the same color blindness type. Not sure which one is better as I'm not color blind, so I left a choice to a user.

As for breaking down simulation and correction stages, it's certainly possible. At least for one method, which originally had clear staged structure, but lost it during my rework. I think I'll enable simulation vs correction checkbox under "advanced" options of the widget.
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