Hey Chuck! Here is something I noticed with the new barbarian flag: there is a (very) slight white outline around the axe. It's most noticable with blue player I think.
And I also know the reason I'll have the solution below, you only need to read this if you're curious. The problem is anti-aliasing. Let's suppose for a moment that we have the border of PlayerColor and a black (RGB 0, 0, 0) background, and our player's color is blue (0, 0, 255), and because of anti-aliasing the border pixel is half this, half that. Currently, the PlayerColor material is white (255, 255, 255), so on the normal render, the border pixel is grey (128, 128, 128), and the playercolor mask is half (128, ergo 0.5). Then when blue is applied, it gets mixed 0.5 - 0.5 with the original color, so we get (128, 128, 128) * 0.5 + (0, 0, 255) * 0.5 = (64, 64, 192). This is not between the (0, 0, 0) and the (0, 0, 255), but lighter.
The solution is to set the PlayerColor material in Blender to be the same color as the background is, in this case black, in the flag's case, brown. It will still be changed to "white" for the playercolor rendering, it will still work, but it will get rid of the white border.
If you plan to use this, you might need two different colored PlayerColors at one point I guess? In that case, can you have two different materials with the same name? If you can't I can easily change the menu script to work on all materials with names starting with "PlayerColor", so you could have PlayerColor1, PlayerColor2 and so on.
PS.: BTW shouldn't you upload the barbarian flag to widelands-media?