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IDProjectCategoryView StatusDate SubmittedLast Update
0004387Zandronum[All Projects] Suggestionpublic2024-08-19 12:332025-03-22 14:14
Reporterunknownna 
Assigned ToKaminsky 
PrioritynormalSeveritytweakReproducibilityN/A
StatusassignedResolutionopen 
PlatformOSOS Version
Product Version3.2 
Target Version3.2Fixed in Version 
Summary0004387: [3.2] Change up colors or split headers on scoreboard
DescriptionI've been testing the new scoreboard features and was thinking that it would maybe be good to either change up the color for one of the gray headers, or split them apart in the middle, maybe after the "gamemode - map name" header, or after the frag/point/win limit string.
That way you'd easily see the difference between the server name, gamemode and map name in addition to the hard frag/point/win limits, and the actual dynamic counters and leaders beneath.

In the 1st attached mock-up screenshot, I tried to change the limit string color to "tan" to give it some contrast to the gray strings beneath it, though I'm not sure if I even like it.
In the 2nd attached mock-up screenshot, I crudely split the leader string from the rest. I think it looks rather nice and clear this way. What do you think?


* Either change color of a gray string, e.g. "server name" or "limit string" to "tan" to separate it from the rest.

* Or either split headers after "gamemode - map name" or "frag/point/win limit" string to separate hard limits from fluid counters beneath. It would probably be best to split after the "limit" string.

* Maybe highlight leading players' name in "tan" or something instead of generic gray. Let the name be in a different color while the rest of the string is default gray. This is mostly to make it look less boring if the player/bot doesn't have any colored characters in their name.
Attached Filespng file icon Screenshot_Doom_20240819_132957.png [^] (88,795 bytes) 2024-08-19 12:33


png file icon Screenshot_Doom_20240819_141254_2.png [^] (92,289 bytes) 2024-08-19 12:33


png file icon Screenshot_Doom_20240917_104627.png [^] (210,031 bytes) 2024-09-17 14:56


png file icon Screenshot_Doom_20240917_105239.png [^] (195,695 bytes) 2024-09-17 14:56


? file icon intermissiontimer_wobble_01.wad [^] (1,918 bytes) 2025-03-21 11:36

- Relationships

-  Notes
User avatar (0023964)
unknownna (updater)
2024-08-19 19:55

If splitting the headers, maybe also split the "entering map" string from the "x has won" string during the intermission screen.
User avatar (0024034)
Kaminsky (developer)
2024-09-17 15:03

I've been working on separating some of the lines on the main header to make it easier to read and visually more appealing. In duel, there's two ways I can handle the champion string (refer to the screenshots above):

1. Group it with the "1st place with x frags" or "x leads with y frags".
2. Keep it separated from all other lines.

Which one do you prefer? Personally, I like the former since it keeps the vertical space at a minimum, but the latter is easier to handle in the SCORINFO lump. I also thought about printing "no champion has been decided yet" on the scoreboard when there's no champion, which doesn't happen right now.
User avatar (0024040)
unknownna (updater)
2024-09-17 17:16

Hey, I agree that the former option looks the best.
User avatar (0024086)
Kaminsky (developer)
2024-10-24 15:15

A couple of commits pertaining to this issue were pushed into the repository:

-'https://foss.heptapod.net/zandronum/zandronum-stable/-/commit/5a7cf88e4e97af8db2f6ee470b4aa06134eabdfa [^]'
-'https://foss.heptapod.net/zandronum/zandronum-stable/-/commit/a460bfd28dc746b81c252663d47c9d4ceeee7467 [^]'
User avatar (0024097)
unknownna (updater)
2024-10-26 04:03

Thanks for this!

Quote from Kaminsky
"No champion has been decided yet"


This message seems to appear before there's a match between players, but it still prints "first match between the two" when the 1st match is underway. Maybe it would be better to change it to "no champion declared yet" or "no champion has been declared yet" and maybe also display the same message during the round? I don't know, maybe it would fit more and be more consistent. I'd at least change "decided" to "declared" however.

And regarding the intermission screen, for some reason I felt that it would perhaps be better to display the "entering next map" string right beneath the "gamemode - map" string, and keep the "x has won" string right above the scoreboard for consistency. I think this would make the row splits look more consistent between offline and online play, and also match well since the "entering next map" timer would then be in the same place where the level timelimit is during gameplay.
What do you think? It's up to you of course.
User avatar (0024133)
Kaminsky (developer)
2024-11-10 23:10

Quote from "unknownna"
Maybe it would be better to change it to "no champion declared yet" or "no champion has been declared yet" and maybe also display the same message during the round? I don't know, maybe it would fit more and be more consistent. I'd at least change "decided" to "declared" however.


Fair enough. I rephrased the message to say "no champion declared yet" in this commit:'https://foss.heptapod.net/zandronum/zandronum-stable/-/commit/bd9460b8e411994c761ede8112bea9db8e95b9f9 [^]'

Quote from "unknownna"
And regarding the intermission screen, for some reason I felt that it would perhaps be better to display the "entering next map" string right beneath the "gamemode - map" string, and keep the "x has won" string right above the scoreboard for consistency. I think this would make the row splits look more consistent between offline and online play, and also match well since the "entering next map" timer would then be in the same place where the level timelimit is during gameplay.


This sounded like a good idea (thanks a lot for the suggestion), so I made this change in this commit:'https://foss.heptapod.net/zandronum/zandronum-stable/-/commit/c935b86d93eb90cbbdce23884c34608242e178c5 [^]'

How does it look to you now? Please let me know.
User avatar (0024151)
unknownna (updater)
2024-11-17 08:26
edited on: 2024-11-27 07:53

Quote from Kaminsky
How does it look to you now? Please let me know.


I think it looks great and almost complete now, and appreciate that you fixed the text wobbling, but the intermission string itself still wobbles between seconds, making it a bit hard to read the next map sometimes when it shifts so much sideways between seconds. Is there a way to fix this? Would it still wobble if using a "00:15"-style timer?

And I think one final thing to make the line splits feel very consistent between PvE and PvP modes would be to add a spacing for coop modes right above the scoreboard where the "x has won" in PvP modes is located. That way, there would always be one line of spacing between the map names & intermission timer, and the scoreboard, thus making it look aesthetically pleasing and consistent.

Edit:
The same spacing would have to be there in PvP modes when there's only spectators for consistency.

User avatar (0024285)
unknownna (updater)
2025-03-21 11:36

Quote from unknownna
the intermission string itself still wobbles between seconds


Regarding the intermission timer that wobbles:

* It absolutely only wobbles at the 13, 11, 10, 9, 5, 3 second marks depending on the text.
* The 11, 10 and 9 second marks are always guaranteed to wobble any text from the looks of it.
* If the 13 second mark does wobble, then the 5 and 3 second marks will not wobble.
* If the 13 second mark doesn't wobble, then the 5 and 3 second marks will wobble.
* The 1 second mark always wobbles the text too due to the change in text length from "seconds" to "second".
* The map lump name length also affects the text length, which in turn determines whether it wobbles on the 13 second mark or not.

If you start a server with the example wad and use "nextmap", the first intermission timer will not wobble at the 13 second mark. If you then use "nextmap" again upon entering the next map, the timer will wobble at the 13 second mark.

The 13, 5 and 3 second mark difference between maps is the pattern I found when observing the timer for different maps.
User avatar (0024294)
Kaminsky (developer)
2025-03-22 14:14

Shouldn't the intermission timer be "wobbling" in 3.1 too? Isn't it because the width of the string changes as the counter decreases while the string itself is centre-aligned?

If so, then I don't think this is something urgent to address for 3.2 at this time.

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- Issue History
Date Modified Username Field Change
2024-08-19 12:33 unknownna New Issue
2024-08-19 12:33 unknownna File Added: Screenshot_Doom_20240819_132957.png
2024-08-19 12:33 unknownna File Added: Screenshot_Doom_20240819_141254_2.png
2024-08-19 19:55 unknownna Note Added: 0023964
2024-09-17 14:56 Kaminsky File Added: Screenshot_Doom_20240917_104627.png
2024-09-17 14:56 Kaminsky File Added: Screenshot_Doom_20240917_105239.png
2024-09-17 15:03 Kaminsky Note Added: 0024034
2024-09-17 15:03 Kaminsky Assigned To => Kaminsky
2024-09-17 15:03 Kaminsky Status new => needs review
2024-09-17 15:03 Kaminsky Product Version => 3.2
2024-09-17 15:03 Kaminsky Target Version => 3.2
2024-09-17 17:16 unknownna Note Added: 0024040
2024-10-24 15:15 Kaminsky Note Added: 0024086
2024-10-24 15:15 Kaminsky Status needs review => needs testing
2024-10-26 04:03 unknownna Note Added: 0024097
2024-10-26 04:03 unknownna Status needs testing => feedback
2024-11-10 23:10 Kaminsky Note Added: 0024133
2024-11-10 23:11 Kaminsky Status feedback => needs testing
2024-11-17 08:26 unknownna Note Added: 0024151
2024-11-17 08:26 unknownna Status needs testing => feedback
2024-11-27 07:53 unknownna Note Edited: 0024151 View Revisions
2025-03-21 11:36 unknownna Note Added: 0024285
2025-03-21 11:36 unknownna Status feedback => assigned
2025-03-21 11:36 unknownna File Added: intermissiontimer_wobble_01.wad
2025-03-22 14:14 Kaminsky Note Added: 0024294






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