Strange desync between player color preview and actual player color
Posted: Sun Jul 21, 2013 8:33 pm
In player setup, for some reason two of my player classes appear untranslated in the player setup menu even though they are translated in game.
I'm not sure what causes this; it happens in Zandronum 1.0 and 1.1.1.
Screenshots:
http://imgur.com/a/Ehfuz
Note that both Player.ColorRange s used in these classes are used in a few other classes, and they don't break, it's just these two.
I have 8 player classes, the crate disguise is #2 in the list, and the radsuit warrior is #8.
Here's the DECORATE definitions of these classes from ChexPackP16-3.2.pk3 if it helps:
[spoiler]
[/spoiler]
The reason why these are player classes instead of skins is because skins don't work with other color ranges.
I'm not sure what causes this; it happens in Zandronum 1.0 and 1.1.1.
Screenshots:
http://imgur.com/a/Ehfuz
Note that both Player.ColorRange s used in these classes are used in a few other classes, and they don't break, it's just these two.
I have 8 player classes, the crate disguise is #2 in the list, and the radsuit warrior is #8.
Here's the DECORATE definitions of these classes from ChexPackP16-3.2.pk3 if it helps:
[spoiler]
Code: Select all
actor CrateDisguise : ChexPlayer75
{
Player.Displayname "Crate disguise"
Player.CrouchSprite "CRAC"
Player.ColorRange 112, 127
Scale .7
States
{
// only change in the missle state is I gave his sprite the bright property
Spawn:
CRAT A -1
Loop
See:
CRAT ABCD 4
Loop
Missile:
CRAT E 12 BRIGHT
Goto Spawn
Melee:
CRAT F 6 BRIGHT
Goto Missile
Missile:
CRAT E 12 BRIGHT
Goto Spawn
// zorch - this skin does not yet have slime pain and death sprites.
Pain:
CRAT O 4 bright A_SetBlend("99 20 20", .5, 20)
CRAT O 4 bright A_Pain
Goto Spawn
Pain.Flem:
CRAT O 0 A_SetBlend("20 99 20", 1, 20)
CRAT O 4
CRAT O 4 A_Pain
Goto Spawn
Death:
XDeath:
CRAT P 0 bright A_SetBlend("99 20 20", 1, 120)
CRAT P 15 bright A_PlayerScream
CRAT Q 15 bright A_NoBlocking
CRAT Q 0 BRIGHT A_TakeInventory("sound_play", 1)
CRAT R 15 bright
CRAT S -1
Stop
// Flem
Death.Flem:
XDeath.Flem:
CRAT P 0 A_TakeInventory("sound_play", 1)
CRAT P 0 A_SetBlend("20 99 20", 1, 120)
CRAT P 10
CRAT Q 10 A_PlayerScream
CRAT Q 10 A_NoBlocking
CRAT R 15
CRAT S -1
Stop
// maybe add extremedeath flems?
}
}
Code: Select all
actor RadsuitWarrior : ChexPlayer75
{
Player.Displayname "Slimeproof suit"
Player.ColorRange 192, 207
States
{
Spawn:
SUIS A -1
Loop
See:
SUIS ABCD 4
Loop
Missile:
SUIS E 12 BRIGHT
Goto Spawn
Melee:
SUIS F 6 BRIGHT
Goto Missile
// zorch - this skin does not yet have slime pain and death sprites.
Pain:
SUIS O 4 bright A_SetBlend("99 20 20", .5, 20)
SUIS O 4 bright A_Pain
Goto Spawn
Pain.Flem:
SUIS G 0 A_SetBlend("20 99 20", 1, 20)
SUIS G 4
SUIS G 4 A_Pain
Goto Spawn
Death:
XDeath:
SUIS P 0 bright A_TakeInventory("sound_play", 1)
SUIS P 15 bright A_SetBlend("99 20 20", 1, 120)
SUIS Q 15 bright A_PlayerScream
SUIS Q 0 bright A_NoBlocking
SUIS R 15 bright
NULL A -1
Stop
Death.Flem:
XDeath.Flem:
SUIS H 0 A_SetBlend("20 99 20", 1, 120)
SUIS H 10
SUIS I 10 A_PlayerScream
SUIS J 10 A_NoBlocking
SUIS J 0 A_TakeInventory("sound_play", 1)
SUIS KLM 10
SUIS N -1
Stop
}
}
The reason why these are player classes instead of skins is because skins don't work with other color ranges.