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Iron Tower Studio Forums
RPG
The Age of Decadence
Translation Forum
(Moderator:
Vahha
)[General] Technical localization talk
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Topic: [General] Technical localization talk (Read 31396 times)
Sunfire
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Posts: 3509
Veni, vidi, vici
Re: [General] Technical localization talk
«
Reply #165 on:
December 16, 2017, 05:29:46 am »
Uploaded aod_russian_1.6.0.105_2.zip
«
Last Edit: December 18, 2017, 04:50:14 am by Sunfire
»
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Sunfire
Archmaster
Posts: 3509
Veni, vidi, vici
Re: [General] Technical localization talk
«
Reply #166 on:
December 30, 2017, 08:23:12 am »
A logical error in the file
Dellar_01.xml
- both Aurelian and Daratan men named as "Legionary", and their names are missing the quote signs which is bad for translation:
<dlgPart>
<portrait />
<speaker_name />
<npc_text>Start HD1</npc_text>
<onLoadScripts>
<string>dlgFinish();</string>
<string>dlgFadeLongToThisPart();</string>
<string>dlgCreateCharacter(
Praetor
, 2050, 2050, 26, 68, 0, E);</string>
<string>dlgCreateCharacter(
Legionary
, 2051, 2051, 25, 69, 0, E);</string>
<string>dlgCreateCharacter(
Legionary
, 2052, 2052, 25, 66, 0, E);</string>
<string>dlgCreateCharacter(
Legionary
, 2053, 2053, 23, 68, 0, E);</string>
<string>dlgCreateCharacter(
Sohrab
, 2055, 2055, 23, 67, 0, E);</string>
<string>dlgCreateCharacter(
Legionary
, 2054, 2054, 29, 66, 0, W);</string>
<string>dlgCreateCharacter(
Legionary
, 2056, 2056, 29, 69, 0, W);</string>
<string>dlgTeleportTo(28, 68, 0, W);</string>
<string>useCameraBookmark(Quest_HD1_01);</string>
<string>apmsstartdialogue(quest_hd1_01);</string>
</onLoadScripts>
<answers />
<UID>67</UID>
</dlgPart>
It should be:
<dlgPart>
<portrait />
<speaker_name />
<npc_text>Start HD1</npc_text>
<onLoadScripts>
<string>dlgFinish();</string>
<string>dlgFadeLongToThisPart();</string>
<string>dlgCreateCharacter(
"Aurelian Praetor"
, 2050, 2050, 26, 68, 0, E);</string>
<string>dlgCreateCharacter(
"Aurelian Legionary"
, 2051, 2051, 25, 69, 0, E);</string>
<string>dlgCreateCharacter(
"Aurelian Legionary"
, 2052, 2052, 25, 66, 0, E);</string>
<string>dlgCreateCharacter(
"Aurelian Legionary"
, 2053, 2053, 23, 68, 0, E);</string>
<string>dlgCreateCharacter(
"Sohrab"
, 2055, 2055, 23, 67, 0, E);</string>
<string>dlgCreateCharacter(
"Daratan Guard"
, 2054, 2054, 29, 66, 0, W);</string>
<string>dlgCreateCharacter(
"Daratan Guard"
, 2056, 2056, 29, 69, 0, W);</string>
<string>dlgTeleportTo(28, 68, 0, W);</string>
<string>useCameraBookmark(Quest_HD1_01);</string>
<string>apmsstartdialogue(quest_hd1_01);</string>
</onLoadScripts>
<answers />
<UID>67</UID>
</dlgPart>
«
Last Edit: December 30, 2017, 08:24:53 am by Sunfire
»
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Sunfire
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Posts: 3509
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Re: [General] Technical localization talk
«
Reply #167 on:
December 30, 2017, 10:32:22 am »
A double chapter II ending bug in the file
NPC_Iola_01.xml
after riding the healing machine with Iola:
<dlgPart>
<portrait />
<speaker_name />
<npc_text>End - Leave Catacombs.</npc_text>
<onLoadScripts>
<string>dlgFinish();</string>
<string>dlgFadeLongToThisPart();</string>
<string>if(aod.quest_HealingMachine_AG == 0) switchMission("Maadoran.mis");</string>
<string>if(aod.quest_HealingMachine_AG) SS_start("MDN_ending", "switchMission(\"Ganezzar.mis\");");</string>
</onLoadScripts>
<answers />
<UID>71</UID>
</dlgPart>
It should be:
<dlgPart>
<portrait />
<speaker_name />
<npc_text>End - Leave Catacombs.</npc_text>
<onLoadScripts>
<string>dlgFinish();</string>
<string>dlgFadeLongToThisPart();</string>
<string>if(aod.quest_HealingMachine_AG == 0
|| aod.mdn_finished
) switchMission("Maadoran.mis");</string>
<string>if(aod.quest_HealingMachine_AG
&& aod.mdn_finished == 0
) SS_start("MDN_ending", "switchMission(\"Ganezzar.mis\");");</string>
</onLoadScripts>
<answers />
<UID>71</UID>
</dlgPart>
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Every plot you take, every bug you make, every script you break, every end you fake, I'll be watching you.
AbounI
Posts: 743
Re: [General] Technical localization talk
«
Reply #168 on:
December 30, 2017, 11:43:32 am »
Quote
A logical error in the file Dellar_01.xml - both Aurelian and Daratan men named as "Legionary", and their names are missing the quote signs which is bad for translation:
Should I fix that now (with quote signs) or should I wait later as our translation version is outdated (version of the game we are translating : 1.5.0.0092)?
I don't have any idea once the FR translation will be finished how it will be updated with the current version of the game. Will we have to update it files by files like we did for Dungeon Rats?Shouldn't it be better if we can anticipate further fix?
«
Last Edit: December 30, 2017, 11:53:33 am by AbounI
»
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Sunfire
Archmaster
Posts: 3509
Veni, vidi, vici
Re: [General] Technical localization talk
«
Reply #169 on:
December 30, 2017, 12:09:37 pm »
You can fix the translation (2nd lines, after the = sign) now.
«
Last Edit: December 30, 2017, 04:54:26 pm by Sunfire
»
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Every plot you take, every bug you make, every script you break, every end you fake, I'll be watching you.
AbounI
Posts: 743
Re: [General] Technical localization talk
«
Reply #170 on:
December 30, 2017, 12:47:39 pm »
OK, it's done
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AbounI
Posts: 743
Re: [General] Technical localization talk
«
Reply #171 on:
December 31, 2017, 09:17:24 am »
Do the <victim> tags automatically distinguish the victim's gender?
IE: "Spitting blood, <victim> grins and falls down dead."
According to the victim's gender, we'll need to apply another gendervar like:
-"Crachant du sang, <victim> grimace et tombe raide
mort
." for a male victim.
-"Crachant du sang, <victim> grimace et tombe raide
morte
". for a female victim
So is it safe to apply a gendervar here at "mort" (which will give "mort</e>") ?
And it's not the only case, otherwise we would have translate it in a different way.
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Sunfire
Archmaster
Posts: 3509
Veni, vidi, vici
Re: [General] Technical localization talk
«
Reply #172 on:
December 31, 2017, 10:38:00 am »
No, try to translate it gender neutral.
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Every plot you take, every bug you make, every script you break, every end you fake, I'll be watching you.
AbounI
Posts: 743
Re: [General] Technical localization talk
«
Reply #173 on:
December 31, 2017, 11:00:16 am »
Oky, thanks Sunfire
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Sunfire
Archmaster
Posts: 3509
Veni, vidi, vici
Re: [General] Technical localization talk
«
Reply #174 on:
January 01, 2018, 03:43:59 pm »
Yw, AbounI. Nappy New Year!
UPD. A logical error with NPCs. According to the next files:
Library Ruins Events.english.cs
vco_events.english.cs
Quest_Saross_01.xml
Library Ruins.mis
(click to show/hide)
new CharMarker(CM_Library_Prospector_8837) {
dbID = "5800";
gameID = "5800";
constructOnLevelStart = "1";
isPC = "0";
charName = "Prospector";
combatAI = "trained";
itemListFinite = "0";
animVariation = "0";
isNeutral = "0";
dataBlock = "MarkerChar";
gameFloor = "-1";
position = "1.5 29.5 1.5";
rotation = "0 0 1 90";
scale = "1 1 1";
isRenderShadowEnabled = "true";
canSave = "1";
canSaveDynamicFields = "1";
};
NPC with dbID = "5800" is Saross Prospector. But there are similar lines in the file
Maadoran.mis
:
(click to show/hide)
new CharMarker(CM_Cyrus_HD3) {
dbID = "5091";
gameID = "5800";
constructOnLevelStart = "0";
isPC = "0";
charName = "Guard";
itemListFinite = "0";
dataBlock = "MarkerChar";
gameFloor = "-1";
position = "12.5 63.5 6";
rotation = "1 0 0 0";
scale = "1 1 1";
isRenderShadowEnabled = "true";
canSave = "1";
canSaveDynamicFields = "1";
animVariation = "0";
isNeutral = "0";
};
new CharMarker(CM_Thief_HD3) {
dbID = "5090";
gameID = "5801";
constructOnLevelStart = "0";
isPC = "0";
charName = "Guard";
itemListFinite = "0";
dataBlock = "MarkerChar";
gameFloor = "-1";
position = "11.5 64.5 6";
rotation = "1 0 0 0";
scale = "1 1 1";
isRenderShadowEnabled = "true";
canSave = "1";
canSaveDynamicFields = "1";
animVariation = "0";
isNeutral = "0";
};
and in the file
Quest_TG6.mis
:
(click to show/hide)
new CharMarker(CM_Quest_TG6_Guard_01_9956) {
dbID = "5086";
gameID = "5090";
constructOnLevelStart = "1";
isPC = "0";
itemListFinite = "0";
animVariation = "0";
isNeutral = "0";
dataBlock = "MarkerChar";
gameFloor = "-1";
position = "1.35714 16.5 8.34465e-07";
rotation = "-0 0 -1 90";
scale = "1 1 1";
isRenderShadowEnabled = "true";
canSave = "1";
canSaveDynamicFields = "1";
isAIControlled = "0";
};
new CharMarker(CM_Quest_TG6_Guard_04_10056) {
dbID = "5089";
gameID = "5091";
constructOnLevelStart = "1";
isPC = "0";
itemListFinite = "0";
animVariation = "0";
isNeutral = "0";
dataBlock = "MarkerChar";
gameFloor = "-1";
position = "1.35714 13.75 8.34465e-07";
rotation = "-0 0 -1 90";
scale = "1 1 1";
isRenderShadowEnabled = "true";
canSave = "1";
canSaveDynamicFields = "1";
isAIControlled = "0";
};
So here are some fixes:
- some NPCs' skills and equipmentat the file
chars.dat
;
- its dependencies -
Quest_HD3_01.xml
and
Quest_TG6_03.xml
;
- some of above-mentioned files;
- recent bugs from RPG Codex;
- recent bugs from Steam;
- Maadoran tiles passability grid.
«
Last Edit: January 07, 2018, 08:10:50 pm by Sunfire
»
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The LoRE Team
Community Edition
mod
Every plot you take, every bug you make, every script you break, every end you fake, I'll be watching you.
Sunfire
Archmaster
Posts: 3509
Veni, vidi, vici
Re: [General] Technical localization talk
«
Reply #175 on:
January 07, 2018, 01:11:24 pm »
I dunno why, but next levels contains a leftover from
Bandit Camp.mis
:
END_Antidas.mis
Quest_TG3.mis
Teron.mis
Teron_New.mis
(seems like this level isn't using in the game at all)
(click to show/hide)
new VirtualObjectCollision(VCO_tiberius_cage) {
script = "if (aod.quest_teronRaider_talkToTiberius == true)\n{\nBlackOut.command = \"apmsStartDialogue(Tiberius_01);\";\nstartBlackOut();\n}";
active = "0";
combatActive = "1";
cursor = "Dialogue";
cursorText = "Tiberius";
interactDistance = "0";
iconHeightOffset = "1";
polyhedron = "-0.5000000 0.5000000 0.0000000 1.0000000 0.0000000 0.0000000 0.0000000 -1.0000000 0.0000000 0.0000000 0.0000000 1.0000000";
gameFloor = "-1";
position = "-93.568 -28.591 0.511477";
rotation = "1 0 0 0";
scale = "1 1 1.99363";
isRenderShadowEnabled = "true";
canSave = "1";
canSaveDynamicFields = "1";
persistentId = "d456e6bd-fe6e-11e0-ac98-983f309aa6de";
};
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The LoRE Team
Community Edition
mod
Every plot you take, every bug you make, every script you break, every end you fake, I'll be watching you.
Sunfire
Archmaster
Posts: 3509
Veni, vidi, vici
Re: [General] Technical localization talk
«
Reply #176 on:
January 07, 2018, 08:19:48 pm »
A visual/logical error - when you convince Antidas to wipe out the remaining IGs in MG3 you can see the touching co-existence of bitter enemies (see attached screenshots).
screenshot_105-00005.jpg
(206.38 KB, 1366x768 - viewed 79 times.)
screenshot_105-00006.jpg
(220.41 KB, 1366x768 - viewed 88 times.)
«
Last Edit: January 09, 2018, 05:25:10 am by Sunfire
»
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The LoRE Team
Community Edition
mod
Every plot you take, every bug you make, every script you break, every end you fake, I'll be watching you.
Sunfire
Archmaster
Posts: 3509
Veni, vidi, vici
Re: [General] Technical localization talk
«
Reply #177 on:
January 09, 2018, 05:25:39 am »
I've just replicated the bug with
PA multiple gauntlets/shields
. But I can do it not only with a bombs, but with any equipable item/weapon. It may ruin the game completely, 'cause there is no way to remove the second gauntlet from the right hand slot. I don't think there is any easy fixing of this bug, so I suggest just to hide the "EQUIP" command in inventory when clicking the RMB while PA is equipped.
screenshot_104-00000.jpg
(148.87 KB, 1366x768 - viewed 73 times.)
«
Last Edit: January 14, 2018, 08:06:34 am by Sunfire
»
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Every plot you take, every bug you make, every script you break, every end you fake, I'll be watching you.
AbounI
Posts: 743
Re: [General] Technical localization talk
«
Reply #178 on:
January 13, 2018, 06:38:21 am »
Some typos in the following files:
-Quest_AG6_01.xml:
UID#3382 : <npc_text>“So, you’re the one I must thank for taking care of Lorenza,
“
says Gaelius as he enters the room...</npc_text> The quote sign here should be a closing one, not an opening one.
UID#3383 : <npc_text>“Excellent,
“
says Gaelius, as if being pleasantly surprised that a fine young <man/woman> like you has the right attitude in this day and age...</npc_text>. Same quote sign issue here.
UID#3400 : <npc_text>... Bleeding and weakened, Darista shields Gaelius, who finally comes to his sense and starts
yeling
for help...</npc_text>. It should be "
yelling
".
UID#3401 : ... Gaelius finally comes to his sense and starts
yeling
for help...</npc_text> "
Yelling
" here too.
-Quest_AG6_02.xml :
UID#3424 : <npc_text>“I’ll have the message now,” says Serenas pompously. “What does
lord
Meru think of my proposal?”</npc_text>. It should be
Lord
, with a capital letter.
UID#3401 : <npc_text>[failure]“
He
’s lying,” says one of the guards calmly. “It’s a trick. Kill <him/her>.”</npc_text>. Missing a Gendervar here, so it should be
<He/She>
.
UID#3402 : <npc_text>[success]“Take
him
to Serenas,” says one of the guards. “It’s his decision.”</npc_text>. Another GenderVar is missing here, it should be
<him/her>
.
-Quest_AG4_01.xml:
UID#69 : <text>You've learned that your
disguise
skills leave much to be desired. Walk away.</text>. A left-over here, now the skill is called "
impersonate
".
-NPC_Strabos_01.xml:
UID#2881: <npc_text>"... Didn't I make myself clear?" He sighs
."
Alright. Maybe it's not your fault..."</npc_text>. There's a missing blank space between the dot and the opening quote sign here.
-Quest_AG5_02.xml:
UID#2941 : <npc_text>“... Men who know what they’re doing will get the power. It’s a win/win
.“
</npc_text>. There should be a closing quote sign, not an opening one. Then, in passolo, it appears there's also a tab here with a "t/t" sign just after that.
«
Last Edit: January 13, 2018, 03:27:35 pm by AbounI
»
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Sunfire
Archmaster
Posts: 3509
Veni, vidi, vici
Re: [General] Technical localization talk
«
Reply #179 on:
January 14, 2018, 08:07:26 am »
Uploaded aod_russian_1.6.0.105_9.zip and Fixes&typos_1.6.0.105_9.zip with all of the above-mentioned fixes + some more from the
Steam
.
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Every plot you take, every bug you make, every script you break, every end you fake, I'll be watching you.
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