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Strange desync between player color preview and actual player color

Posted: Sun Jul 21, 2013 8:33 pm
by jwaffe
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]

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

	
	}
}
[/spoiler]

The reason why these are player classes instead of skins is because skins don't work with other color ranges.