Author Topic: 256 Colors in a Colorset  (Read 1649 times)

>"only 200KB"
this might not seem like a lot but especially on slower connections this will make it take seemingly forever to ghost
That's an extra 50 seconds because ghosting is so poorly implemented.

Having more than 64 colors is bad design anyway. The concept of Legos is to build something complex by using only a few simple pieces, so having hundreds of colors would just make it way too complicated.

What I don't understand is why the paint system couldn't have just been developed in a way that lets us mix our own damn colors instead of having to use whatever's in the colorset.

What I don't understand is why the paint system couldn't have just been developed in a way that lets us mix our own damn colors instead of having to use whatever's in the colorset.

The engine could be edited to allow for that but it would be difficult probably.

We should keep 64-bit colorsets (they're pretty useful), but also allow manually selecting an RGB color. I don't see why this isn't possible, Badspot has the ability to do this.

We should be able to dynamically create more color ids. You can essentially select any RGB color as it's fully dynamic, but using less different colors will speed up loading. The whole thing should not require any datablocks. It has to be fully handled by the engine. Is it really that hard to change the color of a projectile and spray can client-sided if you got access to the engine source code?