Opened 9 years ago
Closed 3 years ago
#3307 closed defect (wontfix)
Translate botnames in the GUI of every client or replays
Reported by: | elexis | Owned by: | |
---|---|---|---|
Priority: | If Time Permits | Milestone: | |
Component: | UI – Miscellaneous | Keywords: | |
Cc: | Patch: |
Description (last modified by )
Currently the botnames are translated by the host and broadcasted to the other clients. This means if a chinese player hosts, everyone has chinese botnames.
The correct way to translate botnames would be to save the english name and the roman number in gamesetup.js
to g_GameAttributes
and then translate playernames everywhere in the GUI in case its a bot.
Notice that we can't simply translate in the simulation code, since that would make the gamestates out of sync.
Sometimes the name is accessed by the player assignments, sometimes by the Player component, sometimes by the simulation state. We have to identify all places in the GUI where a playername is used and translate it just in time.
Originally reported in ticket:3253#comment:5.
Change History (8)
comment:1 by , 8 years ago
Summary: | Translate botnames correctly → Translate botnames in the GUI of every client |
---|
comment:2 by , 8 years ago
Priority: | Should Have → If Time Permits |
---|
comment:5 by , 7 years ago
Description: | modified (diff) |
---|
I'm not sure anymore whether displaying a different playername for every client is a good idea, because the names will be referenced in the players chat!
However the same change will be needed if we want to display a different name from the simulation (f.e. include the rating in the name without saving the rating in the name) or if we want to call escapeText
everywhere.
comment:6 by , 5 years ago
Component: | UI & Simulation → UI – Miscellaneous |
---|
comment:7 by , 4 years ago
Milestone: | Backlog |
---|---|
Summary: | Translate botnames in the GUI of every client → Translate botnames in the GUI of every client or replays |
Translating the botnames in the GUI of networked clients would have the effect that client1 doesn't know which player client2 is talking about. (In the worst but unlikely case, the translations could even swap playernames).
If anything it could be performed for replays. (This would have the lesser problem that players sharing the replay will refer to different playernames, but thats already the case with other translated strings, so it should be feasible for replays.)
comment:8 by , 3 years ago
Resolution: | → wontfix |
---|---|
Status: | new → closed |
It would also be a bit hindering to the chat if the AI players have different names for different clients (in particular autocomplete doesn't work then). Attack-requests will have to be considered too.