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Originally Posted by FawFul
The only thing i'm still noticing that stacking the icons overlaps the icons and has a cutoff point for the x and y space it has. This doesn't happen for standard textual based icons the game already had. Like stacking Y characters underneath each other would not cutoff the icons.
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I truly don't think I understand what you're saying here, especially the "cutoff point" thing. The cog sprites are 11 pixels tall and each line in the player list is 10 pixels tall, so yes, they will overlap ever so slightly, but the top and bottom rows of pixels are the same. Meanwhile, the 'A' sprite is 12 pixels tall so it overlaps even more.
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There is a bug(?) that when you press f9, the player ID number doesn't show up at all, except when you open chat, and put in the "/" in your chatbox, only then the playerID numbers suddenly appear in your f9. It's only when starting your chat message with "/". Is this intended for things like /kick, mute, /ban or /rename commands?
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Did I forget to mention that experiment in the thread? Sorry, my bad. Yes, this was in response to people wanting the gamemode icon to be as close to the name as possible. The numbers were still getting in the way, and it didn't seem like they were actually useful in any case other than when you wanted to whisper/kick/mute/etc. someone. Looking at player numbers doesn't tell you how many people are in the server, because they don't shift backwards if someone leaves, you could have player 2 and player 10 and no numbers in-between.
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3) Bug with teamname color not updating when switching gamemodes. It fixes itself when using /swap, !swap, spectating on and off or rejoining. Bug also happens in reverse where teamcolor also stays on whenever switching from a teamgame to a free-for-all game (white name). However it the bug doesn't happen when switching from teambattle yellow/green to a teamgame with 2 colours red/blue.
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https://www.jazz2online.com/jcf/showthread.php?t=20822
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