Quote:
Originally Posted by Violet CLM
Honestly, truncating the names (by pixel width) might be the missing piece of the puzzle here. What if there were three possible left-to-right orders: - Number, icon, truncated name: default
- Number, truncated name, icon: enableable as "jagged player list" option, similar to "always show pings," for people who are very used to seeing this order
- Icon, number, truncated name: modify the iconSet signature to jjPLAYER::iconSet(jjANIMFRAME@ icon, uint8 param = 232, bool wide = false), so that mutators like Condemned can let the game know that all their icons should be treated as wide and therefore drawn to the left of the player name, where there's closer to infinite space
This does bring back inconsistency, unfortunately, but only for specific mutators, and only because it seems like there's no option that involves leaving icons to the left of numbers that satisfies everyone.
I suppose this would involve leaving the player numbers in all the time. It looks nicer without them, but Faw makes a reasonable point here:
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Definitely worth a try I guess. It sounds like a plausible solution at least in theory.
I tried playing around with the gear-icon in the particular branch a bit and I came up with 2 candidates for the palette that would look alright to me. I know these matters are highly subjective and you might not necessarily agree with me, but in my personal opinion these do already look better, albeit it might take some time to get used to this kind of more subtle symbol for showing that a player is remote admin. I also moved the icon 2 pixels downwards so that it is more aligned with the rest of the text like pings and the most top icon will be fully visible too. EDIT: Of course, I forgot about the mute-icon at first, but naturally that would benefit from this y-position tweak too.
For the first option I simply tried the normal drawing mode with the image's original palette. The only nitpick I have with this one is that the icon colors are quite close to the number of roasts/points/whatever, but I would still be fine with it if others perceive it to be fine.
The other option that I would be personally happy with as well, is this more "cold grey" palette shift (by value 8), which on the other hand is a bit closer towards the ping colors for players in game, but still more matt so it should be probably distinguishable enough.
One additional thing I wanted to highlight regarding the display of remote admin icons on Double F9 is that there may be a couple of use cases where it is beneficial to know whether a player is remote admin or not, without extra steps. For example when you start typing in a chat message that is meant to be received only by remote admins via > or /, so you may want to double check who is logged in and who is not. If there is no better solution idea, the remote admin icons could be simply activated upon entering chat mode (if not already activated via Double F9 dashboard).
Another case is when you should know whether you are logged in by yourself in the first place in order to use remote admin commands/chat (but there could be alternative ways to display this).
While writing this message, I also quickly tried editing the code to always display remote admin icons in the player list, but I admit that it does look a bit distractive and overcrowded given the new design, so maybe let's not aim for that in the first place.
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Last edited by Superjazz; Dec 14, 2025 at 02:25 AM.
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