make werewolves colorblind #5654

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opened 2023-12-12 01:05:17 +00:00 by flux · 5 comments
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https://github.com/minetest/minetest/pull/13075 got merged almost a year ago. i think werewolves should see the world w/ saturation=0. will propose this to runs, if that fails, will try to fix in integration.

https://github.com/minetest/minetest/pull/13075 got merged almost a year ago. i think werewolves should see the world w/ `saturation=0`. will propose this to runs, if that fails, will try to fix in integration.
flux self-assigned this 2023-12-12 01:05:18 +00:00
flux added this to the flux's TODO list project 2023-12-12 01:05:18 +00:00

Can the client go around this somehow?

I like the idea and it's yet another distinct trait. Is there a way to send "lifeblood markers" in colour still?

In any case we should make that a setting, integer, from 0 to 100

Can the client go around this somehow? I like the idea and it's yet another distinct trait. Is there a way to send "lifeblood markers" in colour still? In any case we should make that a setting, integer, from 0 to 100
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Can the client go around this somehow?

yes, if they know how to hack the client.

I like the idea and it's yet another distinct trait. Is there a way to send "lifeblood markers" in colour still?

HUD elements retain their color. only in-world stuff is desaturated.

> Can the client go around this somehow? yes, if they know how to hack the client. > I like the idea and it's yet another distinct trait. Is there a way to send "lifeblood markers" in colour still? HUD elements retain their color. only in-world stuff is desaturated.
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it was a dark and stormy night in the Haven plaza...

image

it was a dark and stormy night in the Haven plaza... ![image](/attachments/55d1fff0-598d-4d91-8326-bffc2a032a3b)
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upstream issue: https://github.com/runsy/petz/issues/203

I don't really agree. Just make the saturation of view lower, or it affect gameplay too much.

I don't really agree. Just make the saturation of view lower, or it affect gameplay too much.
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Reference: your-land/bugtracker#5654
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