I ran into this while trying to fix this bug over in Skulltag. To sum the bug up, in the player setup menu, players would use the sliders to edit their color, but the changes weren't being properly reflected in the player's portrait. In Skulltag, all of the cvars that you can edit in the player setup menu are essentially temporary variables that get applied to the "real thing" when you exit the menu. This allows for the "undo changes" option, as well preventing the constant updating of userinfo when sliding the sliders, which prevents clients from spamming servers with userinfo changes.
Since as a result of this, Skulltag can't get its translation from the same block as the console player. Therefore, I've been trying to build the player setup translation in the MAXPLAYERS block, and telling Skulltag (GZDoom) to use that translation when drawing the player setup portrait. This works fine in software, but doesn't work in OpenGL. I can initialize the block all I want and tell the OGL renderer to use that specific block for translation, but for some reason it always seems to use the console player no matter what. I'm having to do a pretty ugly workaround right now, but don't want to have to do that.
Anyway, maybe there's something I'm not getting here, but that's the issue I've run into.
[1.0.24] Internal: DTA_Translation not working properly?
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