Team-color mod for the colorblind

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thespaceinvader
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Re: Team-color mod for the colorblind

Post by thespaceinvader »

It's not. It should be IMO - it's 8 times the graphics required, but it solves this issue FAR more effectively then any alterations of colours ever will.
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Mist
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Re: Team-color mod for the colorblind

Post by Mist »

Eh? The fact it's not supported by default doesn't mean there is no way to WMLhack your way around that.
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Re: Team-color mod for the colorblind

Post by JAP »

megane: when you said you might do something about the movement orb later, was it something like this you had in mind? (and perhaps a hexagon for the partmoved)
By the way, i think a deafult that is easy for coulorblind to would be great.
But i dont really like the idea of a colourblindmode, options are bad you know.

(edit slight improvement of the movement thingy)
Attachments
example.png
example.png (40.35 KiB) Viewed 3752 times
ball-moved.png
ball-moved.png (796 Bytes) Viewed 3749 times
Last edited by JAP on March 31st, 2008, 3:46 am, edited 1 time in total.
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thespaceinvader
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Re: Team-color mod for the colorblind

Post by thespaceinvader »

AFAIK, using different ellipse images for different teams is not supported at all (i.e. not possible even via WML) rather than being a CABDIUMC. Do correct me if i'm wrong, of course.
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Re: Team-color mod for the colorblind

Post by Weeksy »

a hackish way of doing things where you filtered side= and then changed their ellipse might work.
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Mist
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Re: Team-color mod for the colorblind

Post by Mist »

Code: Select all

#define COLORBLIND_MODE
[event]
name=prestart

    [while]
        [variable]
            name=iterator
            not_equals=8
        [/variable]
        [do]
            {VARIABLE side_stored $iterator}
            {VARIABLE_OP side_stored add 1}
            [store_side]
                side=$side_stored
                variable=side_array[$iterator].side
            [/store_side]
            {VARIABLE_OP iterator add 1}
        [/do]
    [/while]

    {FOREACH side_array iterator}
        [if]
            [variable]
                name=side_array[$iterator].side.team_name
                not_equals=side_array[0].side.team_name
            [/variable]
            [then]
                {VARIABLE side_number $iterator}
                {VARIABLE_OP side_number add 1}
                [store_unit]
                    [filter]
                        side=$side_number
                        canrecruit=yes
                    [/filter]
                    kill=no
                    variable=leader_store
                 [/store_unit]
                 {VARIABLE leader_store.ellipse "<new_ellipse_path>"}
                 [unstore_unit]
                     variable=leader_store
                 [/unstore_unit]
                 [event]
                     name=recruit
                     first_time_only=no
                     [filter]
                         side=$side_number
                     [/filter]
                     [store_unit]
                        [filter]
                            description=$unit.description
                        [/filter]
                        kill=no
                        variable=unit_store
                     [/store_unit]
                     {VARIABLE unit_store.ellipse "<new_ellipse_path>"}
                     [unstore_unit]
                         variable=unit_store
                     [/unstore_unit]
                [/event]
           [/then]
       [/if]
     {NEXT iterator}
[/event]

#enddef
This should take care of all standart multiplayer games where no unit is placed with [unit] tag. You can extend it a bit to probably take care of other cases as well but each such extension would make the hack more akward.
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Aethaeryn
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Re: Team-color mod for the colorblind

Post by Aethaeryn »

Don't forget that lvl 0s with no ZoC have dashed circles, that would need to be dashed in other shapes as well.
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thespaceinvader
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Re: Team-color mod for the colorblind

Post by thespaceinvader »

/me considers myself corrected. I'm not quite sure why i'm plugging this issue so strongly anyway - it's not like I'M colourblind o_O

It just seems to me like something that would be a (relatively) trivial fix for an issue which exists, and might make the life of some average players easier too (i'd like team-numbered ellipses to help me remember team order in large scenarios...).
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Re: Team-color mod for the colorblind

Post by Dave »

Blueblaze wrote:Honestly, how many colorblind people are in Wesnoth?
Over 6% of males have some form of color blindness.

100,000 copies of Wesnoth were downloaded from Sourceforge in March. Given that over 90% of downloaders were likely male, that means that over 5,000 copies of Wesnoth were downloaded by people suffering from some form of color blindness.

That said, I think that any effort to make Wesnoth work better for color blind people should be tested and commented on by people who are color blind, and preferably developed by such people.

Additionally I think most color blind people are relatively mildly color blind (Deuteranomaly), and they probably learn to adapt around it well.

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Re: Team-color mod for the colorblind

Post by JW »

Not being color-blind, I like megane's colors better. Yellow is a fine color that is mysteriously absent from default, and orange/red/brown are far too similar for even the non-color-blind IMHO.

I only would echo about how the darker green and blue merge into the terrain somewhat.
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Re: Team-color mod for the colorblind

Post by JAP »

I have played around a bit with the movement orb (hope you dont mind megane, i know you was going to do something about them eventually. But i find this interesting and wanted to speed thing up a bit).
The big change is that the color differ a lot in brightness now, with green as the brightest and then yellow, red and blue.
So there is a big difference between both green/red and yellow/blue.
The difference between each orb is visible so even someone that has Akromatopsi (total colorblindness) should be able to se some difference.
I have a grayscaled picture so you can see the brightness difference.
So any comments or ideas?

Edit: slight changes, should improve visibility further for most colorblind.
Edit 2: added a picture of the current colors for comparison.
Attachments
Current colors
Current colors
default.png (63.67 KiB) Viewed 3538 times
Proposed colors
Proposed colors
Ballexample2.png (68.42 KiB) Viewed 3542 times
Grayscale
Grayscale
Ballexamplegray.png (43.27 KiB) Viewed 3556 times
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