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Stormrider
03-06-2009, 05:22 PM
Hi. I've installed the new patch and the titan pack and now I have labels identifying the players floating over their heads. How can I remove that?

Tailsnake
03-06-2009, 05:29 PM
There's no way to remove them, we'll have to wait for another pack from epic to give that option.

Stormrider
03-06-2009, 06:29 PM
I hope somebody releases a mutator to remove this. It's really annoying and spoils the game.

EggSuckingLeech
03-06-2009, 11:53 PM
rgr... I would imagine it's in an ini file somewhere tho...

Stormrider
03-07-2009, 07:28 AM
I've been reading the patch notes carefully in search of how they call this new feature, which could give us a hint for an automated search in all text files, but I have not found anything about it. Do they only mention the improvements in the notes and avoid the wrong decisions?

R.Flagg
03-07-2009, 10:07 AM
Could not agree more. Would like to remove them in all game types.


I hope somebody releases a mutator to remove this. It's really annoying and spoils the game.

Didn't used to be possible, but hey... they said they made the game more 'mod-able', maybe there is now. Sure would be nice.

peppybb
03-07-2009, 11:32 AM
Hi. I've installed the new patch and the titan pack and now I have labels identifying the players floating over their heads. How can I remove that?


Yes, i've been waiting for 1,5 years for it to come back, now its here:

1: I wanna know who i am fighting with, not after i killed him/her.
2: My eyesight is not what it used to be back in the 99 days, now i can spot 'm much faster in the all brown colors.

But to satisfy all, there must be an option to switch 'm off, i just dont know which one :)

NitrousOxide
03-07-2009, 11:51 AM
I think they should have reverted back to the player highlighting mechanism, where if your xhair is on the enemy their name will appear.

However, in UT3 I always did find spotting opponents hard because everything was a different shade of dirt. The player name labels do look a little awkward, and it took me a couple minutes to realize that those people weren't my teammates.

EggSuckingLeech
03-08-2009, 01:25 AM
what I dislike most about the names is that it's kinda unfair. I mean the name of the guy sticks up over walls. That means it's easy for my opponent to place a combo on my head even if I'm behind a wall.

Tomeis
03-08-2009, 05:39 AM
For me the name tags are only in Greed and Betrayal

Northrawn
03-08-2009, 06:15 AM
For me the name tags are only in Greed and Betrayal

Lucky dude, how did you get them removed from DM?

They aren't in the other team-gametypes (CTF, TDM, vCTF, WAR). They are annoying in DM though (What was the purpose of DM-Darkmatch??? I mean what is the use for a dark map if you see the names perfectly well sticking out in the dark.)

Best solution:
The names above should be optional (clientside).

musilowski
03-08-2009, 06:31 AM
The UT1 style was the best. When your crosshair hovers over an opponent, his/her/its name appears faintly below your crosshair. In my opinion that is. :)

R.Flagg
03-08-2009, 09:29 AM
Lucky dude, how did you get them removed from DM?

They aren't in the other team-gametypes (CTF, TDM, vCTF, WAR). They are annoying in DM though (What was the purpose of DM-Darkmatch??? I mean what is the use for a dark map if you see the names perfectly well sticking out in the dark.)

Best solution:
The names above should be optional (clientside).

Well, they are everywhere, in every game type, aren't they? It's just that sometimes they are over your opponents, and sometimes over your teammates.

Which raises an interesting question.... if I don't need them over the heads of my opponents in TeamDM, why do I need them over my opponents in regular DM? Odd. Reminds me of the weird logic that required two CTFs (one for VCTF and one for regular CTF), but not two DMs. Still don't get that one.

And of course you're right about the Darkmatch. The billboards do kinda defeat the purpose there, don't they?

Anyway, as has been stated by many of us now, an option to remove them would be very nice. Changing them to UT style would be a good start, sure. At least that would be a bit less intrusive. But in addition to that an option to remove them completely would be even better.

And then I would ask why stop there? Why not also give us the option to remove the in-game-instructions (because it's really the same thing, just in a different form)? For example, when you walk up to a vehicle, and the HUD tells you to hit "E" to enter...., or when you enter an Eradicator, and it tells you to use Mouse 1 to fire. What about those of us who already know how to play? Shouldn't we be allowed to enjoy more of the game's graphics, and less of the intrusive HUD?

And why not an option to remove the shine-thru-the-map node signs? What if I already know where the nodes are at?

And so on.

X360
03-08-2009, 09:53 AM
does nt make sense why they ddint put an option in to turn the names on and off in the menu. in my opinion they have ruined the game by not putting the option in to turn it on and off. instaed of that they just force it upon people. how many complaints must be made now before epic will make another patch and put the option in ? i reckon another 6 months should cover it.well done epic!

Apathy
03-08-2009, 10:27 AM
Yea, they totally ****ing ruined the game by putting something in that people *****ed that was missing since the game hit retail. In every previous Unreal game you were able to see everyones name, but not in this one for whatever reason.. They finally put it in and now they've completely ruined the game.. Yea, ok.:rolleyes:

4TX4
03-08-2009, 10:37 AM
Maybe someone could fix this with a mut? In its most basic form, it would simply turn off the tags. However, might as well add in several other options like UT99 style (as mentioned by musilowski), and 2K4 style (including HP number), plus maybe a crazy pimped out style with gold & bling. Everyone happy, no?

Apathy
03-08-2009, 10:38 AM
Everyone seems to have their very own idea of how the game should be and if anyone is in disagreement, they're dead wrong!

4TX4
03-08-2009, 10:41 AM
That's why we need lots of OPTIONAL features.

Northrawn
03-08-2009, 10:45 AM
In every previous Unreal game you were able to see everyones name, but not in this one for whatever reason.. They finally put it in and now they've completely ruined the game.. Yea, ok.:rolleyes:

Never seen opponents' names over their head in UT or UT2k4 for example.

Please post screenshots for a version where this option is there and not to be disabled.

If you don't know what this topic is about, please refrain from posting in it.

EDIT:
Apathy, can you please show me in the following screenshots where the playernames are above the heads????

http://homepage.mac.com/glendaadams/shots/ut.jpg

http://www.frictionlessinsight.com/revpics/UT2004/UT2004a.jpg

rek
03-08-2009, 10:55 AM
Everyone seems to have their very own idea of how the game should be and if anyone is in disagreement, they're dead wrong!


yeah, it's funny, cause i was more than happy with the way the game shipped, over a year ago,(i'm easy to please) and i still believe that this game has all the potential to be THE dominant shooter for quite some time. it's nice to see all the passion that we all share about games, but maybe i should go check some other forums to see if any other (insert old game franchise title here)community is in as much of a constant uproar as this one.

anyways, yeah, i'd like to disable the name labels.

here's to hoping Epic continues to listen to us argue amongst ourselves and adresses this by v 2.2

[PSI]PsySniper
03-08-2009, 12:30 PM
I found a solution to eliminate the names from players on Death-Match.

Here is the code that I modified for the UTPawn class, If someone wants to
compile a mutator for this problem, feel free to do so.


simulated event PostRenderFor(PlayerController PC, Canvas Canvas, vector CameraPosition, vector CameraDir)
{
local vector ScreenLoc;
local UTWeapon Weap;
local UTHUD HUD;

screenLoc = Canvas.Project(Location + GetCollisionHeight()*vect(0,0,1));

if (screenLoc.X < 0 || screenLoc.X >= Canvas.ClipX || screenLoc.Y < 0 || screenLoc.Y >= Canvas.ClipY)
{
return;
}

if ( (!bPostRenderOtherTeam || bFeigningDeath) && !WorldInfo.GRI.OnSameTeam(self, PC) )
{
if ( WorldInfo.TimeSeconds - LastPostRenderTraceTime > 0.5 )
{
if ( !UTPlayerController(PC).AlreadyInActionMusic() && (VSize(CameraPosition - Location) < VSize(PC.ViewTarget.Location - Location)) && !IsInvisible() )
{
if ( (Abs(screenLoc.X - 0.5*Canvas.ClipX) < 0.1 * Canvas.ClipX) && (Abs(screenLoc.Y - 0.5*Canvas.ClipY) < 0.1 * Canvas.ClipY) )
{
if ( FastTrace(Location, CameraPosition,, true) || FastTrace(Location+GetCollisionHeight()*vect(0,0,1 ), CameraPosition,, true) )
{
UTPlayerController(PC).ClientMusicEvent(0);;
}
}
}
LastPostRenderTraceTime = WorldInfo.TimeSeconds + 0.2*FRand();
}
return;
}

if ( UTPawn(PC.Pawn) != None )
{
Weap = UTWeapon(UTPawn(PC.Pawn).Weapon);
if ( (Weap != None) && Weap.CoversScreenSpace(screenLoc, Canvas) )
{
return;
}
}
else if ( (UTVehicle_Hoverboard(PC.Pawn) != None) && UTVehicle_Hoverboard(PC.Pawn).CoversScreenSpace(sc reenLoc, Canvas) )
{
return;
}

// periodically make sure really visible using traces
if ( WorldInfo.TimeSeconds - LastPostRenderTraceTime > 0.5 )
{
LastPostRenderTraceTime = WorldInfo.TimeSeconds + 0.2*FRand();
bPostRenderTraceSucceeded = FastTrace(Location, CameraPosition)
|| FastTrace(Location+GetCollisionHeight()*vect(0,0,1 ), CameraPosition);
}
if ( !bPostRenderTraceSucceeded )
{
return;
}

if ( InStr(WorldInfo.GetGameClass().name, "UTDeathmatch")>-1 )
{
return;
}

HUD = UTHUD(PC.MyHUD);
if ( HUD != None )
{

HUD.DrawPlayerBeacon(self, Canvas, CameraPosition, ScreenLoc);
if ( !HUD.bCrosshairOnFriendly && (Abs(screenLoc.X - 0.5*Canvas.ClipX) < 0.1 * Canvas.ClipX) && (screenLoc.Y <= 0.5*Canvas.ClipY) )
{
// check if top to bottom crosses center of screen
screenLoc = Canvas.Project(Location - GetCollisionHeight()*vect(0,0,1));
if ( screenLoc.Y >= 0.5*Canvas.ClipY )
{
HUD.bCrosshairOnFriendly = true;
}
}
}
}


I only added:


if ( InStr(WorldInfo.GetGameClass().name, "UTDeathmatch")>-1 )
{
return;
}

Wormbo
03-08-2009, 12:52 PM
How about simply setting bPostRenderOtherTeam=False?

[PSI]PsySniper
03-08-2009, 01:17 PM
The problem is that is rendering the name tags on Death Match.
It works fine for Team Death Match.

Ikaros
03-08-2009, 01:30 PM
It doesn't matter is you edit config files so you don't see them, because everyone else still will see yours! Unless it's done server-side as a mutator like you are saying.

Stormrider
03-08-2009, 01:44 PM
So, for single offline single player, what do I have to modify?

fru
03-08-2009, 02:28 PM
UT3: Fail
http://img9.imageshack.us/img9/511/screenshot00566.jpg

UT2004:Win
http://img27.imageshack.us/img27/7979/shot96752.jpg

[PSI]PsySniper
03-08-2009, 03:11 PM
You guys can check my server out @ 208.167.224.148:7777


Now... if there was a real way to get rid of Demo Guy. . . . .

R.Flagg
03-08-2009, 04:59 PM
I was just there, and yeah, he's got them removed.

I tried to compile that bit of code he posted, but I'm not a coder, and I failed. It said something about bad class description or something like that. Anybody else had any luck?

Thanks again for posting the code. Hopefully it can lead to removal of these billboards from other game types too.

Taffy
03-08-2009, 05:11 PM
If that's C++ (which I think it is), try removing a semi-colon from this line:

UTPlayerController(PC).ClientMusicEvent(0);;

The above line should fail compilation withthe extra semi-colon.

SHOGUN_1
03-08-2009, 05:17 PM
Always had tags on the console version. Hopefully there will be a mutator to remove them. (it would be nice to turn off the color assistant too)

NisseHult
03-08-2009, 05:37 PM
PsySniper;26120393']Now... if there was a real way to get rid of Demo Guy. . . . .
I was under the impression that the "Demo Guy"-problem was solved by changing MaxCustomChars (in UTGame.ini) from 12 to 30 (or somthing higher). That isn't working for you? :confused:
(Sorry for being a bit OT!)

R.Flagg
03-08-2009, 07:34 PM
If that's C++ (which I think it is), try removing a semi-colon from this line:

UTPlayerController(PC).ClientMusicEvent(0);;

The above line should fail compilation withthe extra semi-colon.

Thanks for the reply. But, unless I'm doing something wrong (which is entirely possible), that still isn't working. I still got an error and it would not compile.

gargorias
03-09-2009, 12:55 AM
PsySniper;26119918']I found a solution to eliminate the names from players on Death-Match.

Here is the code that I modified for the UTPawn class, If someone wants to
compile a mutator for this problem, feel free to do so.


simulated event PostRenderFor(PlayerController PC, Canvas Canvas, vector CameraPosition, vector CameraDir)
{
local vector ScreenLoc;
local UTWeapon Weap;
local UTHUD HUD;

screenLoc = Canvas.Project(Location + GetCollisionHeight()*vect(0,0,1));

if (screenLoc.X < 0 || screenLoc.X >= Canvas.ClipX || screenLoc.Y < 0 || screenLoc.Y >= Canvas.ClipY)
{
return;
}

if ( (!bPostRenderOtherTeam || bFeigningDeath) && !WorldInfo.GRI.OnSameTeam(self, PC) )
{
if ( WorldInfo.TimeSeconds - LastPostRenderTraceTime > 0.5 )
{
if ( !UTPlayerController(PC).AlreadyInActionMusic() && (VSize(CameraPosition - Location) < VSize(PC.ViewTarget.Location - Location)) && !IsInvisible() )
{
if ( (Abs(screenLoc.X - 0.5*Canvas.ClipX) < 0.1 * Canvas.ClipX) && (Abs(screenLoc.Y - 0.5*Canvas.ClipY) < 0.1 * Canvas.ClipY) )
{
if ( FastTrace(Location, CameraPosition,, true) || FastTrace(Location+GetCollisionHeight()*vect(0,0,1 ), CameraPosition,, true) )
{
UTPlayerController(PC).ClientMusicEvent(0);;
}
}
}
LastPostRenderTraceTime = WorldInfo.TimeSeconds + 0.2*FRand();
}
return;
}

if ( UTPawn(PC.Pawn) != None )
{
Weap = UTWeapon(UTPawn(PC.Pawn).Weapon);
if ( (Weap != None) && Weap.CoversScreenSpace(screenLoc, Canvas) )
{
return;
}
}
else if ( (UTVehicle_Hoverboard(PC.Pawn) != None) && UTVehicle_Hoverboard(PC.Pawn).CoversScreenSpace(sc reenLoc, Canvas) )
{
return;
}

// periodically make sure really visible using traces
if ( WorldInfo.TimeSeconds - LastPostRenderTraceTime > 0.5 )
{
LastPostRenderTraceTime = WorldInfo.TimeSeconds + 0.2*FRand();
bPostRenderTraceSucceeded = FastTrace(Location, CameraPosition)
|| FastTrace(Location+GetCollisionHeight()*vect(0,0,1 ), CameraPosition);
}
if ( !bPostRenderTraceSucceeded )
{
return;
}

if ( InStr(WorldInfo.GetGameClass().name, "UTDeathmatch")>-1 )
{
return;
}

HUD = UTHUD(PC.MyHUD);
if ( HUD != None )
{

HUD.DrawPlayerBeacon(self, Canvas, CameraPosition, ScreenLoc);
if ( !HUD.bCrosshairOnFriendly && (Abs(screenLoc.X - 0.5*Canvas.ClipX) < 0.1 * Canvas.ClipX) && (screenLoc.Y <= 0.5*Canvas.ClipY) )
{
// check if top to bottom crosses center of screen
screenLoc = Canvas.Project(Location - GetCollisionHeight()*vect(0,0,1));
if ( screenLoc.Y >= 0.5*Canvas.ClipY )
{
HUD.bCrosshairOnFriendly = true;
}
}
}
}


I only added:


if ( InStr(WorldInfo.GetGameClass().name, "UTDeathmatch")>-1 )
{
return;
}

So this player beacon is part of the HUD and turning it off gets rid of it but looking at that code it doesn't appear that there would be an INI setting to disable or enable this! Hardcoded Perhaps?

M^vL
03-09-2009, 02:30 AM
I think they should have reverted back to the player highlighting mechanism, where if your xhair is on the enemy their name will appear.
.

They don't have that because they would have had to play one of their previous games to know what people liked in those (tongue jammed hard in check...). Really, there are still several things that worked perfectly in previous UT games that are absent in UT3 it makes you really wonder. Maybe there is some toxin in the water at Epic's facility that damages long-term memory...

Apathy
03-09-2009, 05:43 AM
I referring to the fact that every game had enemy names showing.

Oh, and please continue to use a couple more colors because it'll make me want to post even faster. Considering it never crossed your mind that I in fact, may not actually be around.

Benfica
03-09-2009, 06:08 AM
That's why, besides asking for something, people should be more specific and say how they would like it. As I said somewhere else, it's much easier to do what people want than is to guess what people want.

Arne
03-10-2009, 04:23 PM
Hi there!

It would be pretty useful if someone could do a mutator for this..
I checked out UTPawn class from ut 1.2 source files, but got lots of not found errors on compiling it..

It would be great if a mutator for this could be done or a more detailed information how to remove it "hard coded" by changing UTPawn class..

For Camping and Snipergames this shiny names on top of a wall are not the way it's ment to be played.. :eek:

Regards from Germany
Arne

EggSuckingLeech
03-10-2009, 04:52 PM
I wouldn't suggest a redesign of what they did. That will go nowhere, guys. They designed it and their time is far better spent in addressing bugs.

Just allow an ini tweak to disable it on the server and client. Seems simple to me...