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Re: Acezuraize; Beta v2.1 OCT 5; TRANSLATORS PLEASE

Posted: Fri Oct 12, 2007 3:10 pm
by Ace_Azzameen_5
Thanks! It all looks fine as far as I can tell, except the one you made a note about, I'm not sure, so I'll try and rephrase it.
-Racers must complete odd laps on the lower route, and 2nd, 4th, laps on the secondary route.

This message says that the racers must travel on one part (path, route, way to travel) - the bottom route - while on laps 1, 3, and 5 (All 'odd' numbers') and take the other way - the upper or top route - on laps 2 and 4 (both even numbers) .

If this is what you said, then its fine.

As for other errors, well, if it doesn't make sense when you play it then we'll know.

Re: Acezuraize; Beta v2.1 OCT 5; TRANSLATORS PLEASE

Posted: Fri Oct 12, 2007 4:40 pm
by Aman/Pinguin
Okay great, translated it correct :D

Re: Acezuraize; Beta v2.1 OCT 5; TRANSLATORS PLEASE

Posted: Fri Oct 12, 2007 6:49 pm
by AlexSecura
You did a good Translation.Sounds good.
Btw.
In German a Commander is a -Befehlshaber or Feldherr- not a Kommander.This Word doesnt exist.For this -Befehlshaber- would be fitting,i think :thumbs:

Re: Acezuraize; Beta v2.1 OCT 5; TRANSLATORS PLEASE

Posted: Fri Oct 12, 2007 8:39 pm
by Ace_Azzameen_5
Well...That's ~25 localization keys to change.
Also, I noticed some English words left into the translation. Are these adopted words?

-Lock Down? Thats a name for a procedure where buildings or a facility or something else are locked, closed off, and access in or out is generally blocked. Like a quarantine, or at a prison if someone escapes...

-ARC troopers, Advance Recon Clones, do they have another name in the German translation? I guess not, but then again they only really appeared in SWBF I. What about the LAAT/I?

-'Scouts' was capitalized and It just doesn't look German to me :P and why would that ever be an adopted word? It doesn't look Roman in origin or anything... BTW scouts are troops that go ahead of rest and spot enemies etc. Isn't the imperial sniper localized as 'Scout trooper?" Web translator said 'Pfadfinder' .

Thanks again

P.S.
The RTF document was missing
-Commander: "Both MTTs have been eliminated. Good work troopers. But your day isn't over yet."
and
-Commander: "One MTT down, one to go."

Re: Acezuraize; Beta v2.1 OCT 5; TRANSLATORS PLEASE

Posted: Sat Oct 13, 2007 12:49 am
by AlexSecura
I checked both the English and the German Version.
Please Pinguin you should fix your translation (word order and some grammar)

i begun to fix yours, by myself but closed the document accidentally without saving. :? :?
So i spend the days (Saturday Night or Sunday) a second time to translate that logical.you can catch me on x-fire if you want.

Re: Acezuraize; Beta v2.1 OCT 5; TRANSLATORS PLEASE

Posted: Sat Oct 13, 2007 2:10 am
by Aman/Pinguin
AlexSecura wrote:I checked both the English and the German Version.
Please Pinguin you should fix your translation (word order and some grammar)

i begun to fix yours, by myself but closed the document accidentally without saving. :? :?
So i spend the days (Saturday Night or Sunday) a second time to translate that logical.you can catch me on x-fire if you want.
I know, it's not that great i just tried it.
Alex, it would be great if you could fix my translation :D

@Ace: In germany we say ARC and LAAT/I as well ^^ I did keep the word "Lock down" and "Scout", because I found no good translation.... :/

Re: Acezuraize; Beta v2.1 OCT 5; TRANSLATORS PLEASE

Posted: Sat Oct 13, 2007 2:30 am
by AlexSecura
Fixed it,now.Check the translation.Hope you like it.

btw:
A LAAT/i is in German a TFAT/I and MTT is the same :P but you are right we use ARC,Scout and LAAT like you,Ace

Re: Acezuraize; Beta v2.1 OCT 5; TRANSLATORS PLEASE

Posted: Wed Oct 17, 2007 3:28 pm
by Ace_Azzameen_5
I redownloaded both translation versions just now, opened them, and then minimized the top one, then maximized it again. I scrolled both down half way, and did the same thing. AlexSecura, the version you uploaded is exactly the same as Pinguins.....

Maybe you uploaded the wrong version.

Re: Acezuraize; Beta v2.1 OCT 5; TRANSLATORS PLEASE

Posted: Wed Oct 17, 2007 5:44 pm
by AlexSecura
Your right.My Mistake :funny2:

Here`s the right One

Re: Acezuraize; Beta v2.1 OCT 5; TRANSLATORS PLEASE

Posted: Thu Oct 18, 2007 8:08 am
by Aman/Pinguin
That's hilarious :funny2: :funny2: :funny2: :funny2:

Re: Acezuraize; Beta v2.1a OCT 18; TRANSLATORS PLEASE

Posted: Thu Oct 18, 2007 4:45 pm
by Ace_Azzameen_5
First post updated with
Patch B for the 2.1 release (filefront)

I have no way to check if my patching method, specifically, the main ACE.lvl inside, updates the localization, so people if you have the German version please update me if you see the text in campaign as republic. That aside, the patches allow me a way to send out more frequent updates (with less in them) to the more interested players, at 1/5th the size...

Re: Acezuraize; Beta v2.1a OCT 18; TRANSLATORS PLEASE

Posted: Fri Oct 19, 2007 6:52 am
by Aman/Pinguin
Ace_Azzameen_5 wrote:so people if you have the German version please update me if you see the text in campaign as republic.
Yes it works :)

Re: Acezuraize; Beta v2.1b OCT 18; TRANSLATORS PLEASE

Posted: Fri Nov 02, 2007 8:01 pm
by Ace_Azzameen_5
Updated the first post with 2 pictures of AlexSecura and I hanging out in the cave entrance gulch.
Also, links to a request post I made are there. The first job (collision fix) has been accepted by FragMe! .
I'd like to take this time to remind everyone that most of help threads still have no responses to them.

*Edit* I have an error, what did I do to deserve this?!??!

Code: Select all

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: bad argument #1 to `SetTeamName' (number expected, got nil)
stack traceback:
	[C]: in function `SetTeamName'
	(none): in function `SetupTeams'
	(none): in function `SideLoad'
	(none): in function `ScriptInit'
I'll try some backup mashing...
--That fixed it.
*Post Merged by ACE *
Not sure if this deserved its own thread, but here is the function I used in conjunction with the asset.lvl in my map to switch randomly between day and night.

To set the rest up you need an extra mrq for every weather mode for each mode of your map, and an optional skyfile and terrain to be loaded from a special weather mode lyr file instead of the wld file.
You will also need a side file for each possible weather and texture situation as seen below. In my particular script I have day mode and night mode and a second day mode with alternate textures, so I have 5 lvls instead of 2 or 3.
The MRQs and LDX file can be modified by ZE in the gamemodes section so each day mrq loads the night layer (which in turn loads the ABCNight.sky and ABCNight.ter) and the day layer (which in turn loads ABCDay.sky and ABCDay.ter). You can cut these calls from the wld file and past and modify them into the day.lyr and night.lyr

My personal version is hidden, and below is a more generic code.
Hidden/Spoiler:
function SetAssetSet (ModeToLoad, ModeToLoadNight)
if ModeToLoad == "ACE_campaigngcw" then --This was the easiest way for gcw campaign to have no night mode
ModeToLoadNight = "ACE_campaigngcw"
end
--Randomly Loads one of the texture sets (sides) for the city.
CityColours = math.random(1,3)
if CityColours < 2 then
ReadDataFile("dc:AssetSets\\CityTexturesWhiteDay.lvl")
ReadDataFile("dc:AssetSets\\CommonDayTextures.lvl")
ReadDataFile("dc:ACE\\ACE.lvl", ModeToLoad)
elseif CityColours == 2 then
ReadDataFile("dc:AssetSets\\CityTexturesGreenDay.lvl")
ReadDataFile("dc:AssetSets\\CommonDayTextures.lvl")
ReadDataFile("dc:ACE\\ACE.lvl", ModeToLoad)
elseif CityColours > 2 and ModeToLoad ~= "ACE_campaigngcw" then
ReadDataFile("dc:AssetSets\\CityTexturesWhiteNight.lvl")
ReadDataFile("dc:AssetSets\\CommonNightTextures.lvl")
ReadDataFile("dc:ACE\\ACE.lvl", ModeToLoadNight)
NightTime = 1
elseif CityColours > 2 and ModeToLoad == "ACE_campaigngcw" then
ReadDataFile("dc:AssetSets\\CityTexturesWhiteDay.lvl")
ReadDataFile("dc:AssetSets\\CommonDayTextures.lvl")
ReadDataFile("dc:ACE\\ACE.lvl", ModeToLoad)
end

AttachEffectToMatrix(CreateEffect("fel_sfx_springmist"), GetPathPoint("waterfalleffect1", "node 0"))
AttachEffectToMatrix(CreateEffect("fel_sfx_springmist"), GetPathPoint("waterfalleffect2", "node 0"))
if NightTime == 1 then
lamp = 0
while lamp < 54 do
if lamp == 0 then
EffectDes = GetEntityMatrix("bes2_bldg_street_lamp")
elseif lamp == 1 then
EffectDes = GetEntityMatrix("bes2_bldg_street_lamp1")
elseif lamp == 2 then
EffectDes = GetEntityMatrix("bes2_bldg_street_lamp2")
elseif lamp == 3 then
EffectDes = GetEntityMatrix("bes2_bldg_street_lamp3")
elseif lamp == 4 then
EffectDes = GetEntityMatrix("bes2_bldg_street_lamp4")
elseif lamp == 5 then
EffectDes = GetEntityMatrix("bes2_bldg_street_lamp5")
elseif lamp == 6 then
EffectDes = GetEntityMatrix("bes2_bldg_street_lamp6")
elseif lamp == 7 then
EffectDes = GetEntityMatrix("bes2_bldg_street_lamp7")
elseif lamp == 8 then
EffectDes = GetEntityMatrix("bes2_bldg_street_lamp8")
elseif lamp == 9 then
EffectDes = GetEntityMatrix("bes2_bldg_street_lamp9")
elseif lamp == 10 then
EffectDes = GetEntityMatrix("bes2_bldg_street_lamp10")
elseif lamp == 11 then
EffectDes = GetEntityMatrix("bes2_bldg_street_lamp11")
elseif lamp == 12 then
EffectDes = GetEntityMatrix("bes2_bldg_street_lamp12")
elseif lamp == 13 then
EffectDes = GetEntityMatrix("bes2_bldg_street_lamp13")
elseif lamp == 14 then
EffectDes = GetEntityMatrix("bes2_bldg_street_lamp14")
elseif lamp == 15 then
EffectDes = GetEntityMatrix("bes2_bldg_street_lamp15")
elseif lamp == 16 then
EffectDes = GetEntityMatrix("bes2_bldg_street_lamp16")
elseif lamp == 17 then
EffectDes = GetEntityMatrix("bes2_bldg_street_lamp17")
elseif lamp == 18 then
EffectDes = GetEntityMatrix("bes2_bldg_street_lamp18")
elseif lamp == 19 then
EffectDes = GetEntityMatrix("bes2_bldg_street_lamp19")
elseif lamp == 20 then
EffectDes = GetEntityMatrix("bes2_bldg_street_lamp20")
elseif lamp == 21 then
EffectDes = GetEntityMatrix("bes2_bldg_street_lamp21")
elseif lamp == 22 then
EffectDes = GetEntityMatrix("bes2_bldg_street_lamp22")
elseif lamp == 23 then
EffectDes = GetEntityMatrix("bes2_bldg_street_lamp23")
elseif lamp == 24 then
EffectDes = GetEntityMatrix("bes2_bldg_street_lamp24")
elseif lamp == 25 then
EffectDes = GetEntityMatrix("bes2_bldg_street_lamp25")
elseif lamp == 26 then
EffectDes = GetEntityMatrix("bes2_bldg_street_lamp26")
elseif lamp == 27 then
EffectDes = GetEntityMatrix("bes2_bldg_street_lamp27")
elseif lamp == 28 then
EffectDes = GetEntityMatrix("bes2_bldg_street_lamp28")
elseif lamp == 29 then
EffectDes = GetEntityMatrix("bes2_bldg_street_lamp29")
elseif lamp == 30 then
EffectDes = GetEntityMatrix("bes2_bldg_street_lamp30")
elseif lamp == 31 then
EffectDes = GetEntityMatrix("bes2_bldg_street_lamp31")
elseif lamp == 32 then
EffectDes = GetEntityMatrix("bes2_bldg_street_lamp32")
elseif lamp == 33 then
EffectDes = GetEntityMatrix("bes2_bldg_street_lamp33")
elseif lamp == 34 then
EffectDes = GetEntityMatrix("bes2_bldg_street_lamp34")
elseif lamp == 35 then
EffectDes = GetEntityMatrix("bes2_bldg_street_lamp35")
elseif lamp == 36 then
EffectDes = GetEntityMatrix("bes2_bldg_street_lamp36")
elseif lamp == 37 then
EffectDes = GetEntityMatrix("bes2_bldg_street_lamp37")
elseif lamp == 38 then
EffectDes = GetEntityMatrix("bes2_bldg_street_lamp38")
elseif lamp == 39 then
EffectDes = GetEntityMatrix("bes2_bldg_street_lamp39")
elseif lamp == 40 then
EffectDes = GetEntityMatrix("bes2_bldg_street_lamp40")
elseif lamp == 41 then
EffectDes = GetEntityMatrix("bes2_bldg_street_lamp41")
elseif lamp == 42 then
EffectDes = GetEntityMatrix("bes2_bldg_street_lamp42")
elseif lamp == 43 then
EffectDes = GetEntityMatrix("bes2_bldg_street_lamp43")
elseif lamp == 44 then
EffectDes = GetEntityMatrix("bes2_bldg_street_lamp44")
elseif lamp == 45 then
EffectDes = GetEntityMatrix("bes2_bldg_street_lamp45")
elseif lamp == 46 then
EffectDes = GetEntityMatrix("bes2_bldg_street_lamp46")
elseif lamp == 47 then
EffectDes = GetEntityMatrix("bes2_bldg_street_lamp47")
elseif lamp == 48 then
EffectDes = GetEntityMatrix("bes2_bldg_street_lamp48")
elseif lamp == 49 then
EffectDes = GetEntityMatrix("bes2_bldg_street_lamp49")
elseif lamp == 50 then
EffectDes = GetEntityMatrix("bes2_bldg_street_lamp50")
end
AttachEffectToMatrix(CreateEffect("blue_light"), EffectDes)
lamp = lamp + 1
end
EffectDes2 = GetPathPoint("YellowNode", "node 0")
AttachEffectToMatrix(CreateEffect("yellow_light"), EffectDes2)
end
end
Below is a simplified version of my code. It is without the section that adds some mist effects and if night time, adds light effects and with 2 lvl_pc/assets lvls instead of 5 in 3 combinations. It also doesn't have the override that makes my GCW_Campaign day time only.
ModeToLoad and ModeToLoadNight should be defined in each of your modes luas in scriptinit(), and just below that you should have:
SetAssetSet (ModeToLoad, ModeToLoadNight)
ModeToLoad is the part of readdatafile that calls for an mrq file in your wld folder, such as ABC_conquest. ModeToLoadNight is the counterpart MRQ that calls the night.lyr file and should be named something lake ABC_conquest_night.

Code: Select all

function SetAssetSet (ModeToLoad, ModeToLoadNight)
--Randomly Loads one of the texture sets for the time of day/weather mode
    WeatherMode = math.random(1,3)
    if WeatherMode < 2 then
       ReadDataFile("dc:AssetSets\\CommonDayTextures.lvl")
       ReadDataFile("dc:ABC\\ABC.lvl", ModeToLoad)
    elseif WeatherMode > 2 then 
	ReadDataFile("dc:AssetSets\\CommonNightTextures.lvl")
	ReadDataFile("dc:ABC\\ABC.lvl", ModeToLoadNight)
    end

end
This tutorial was a bit rushed, I'll refine it when I have more time. I just wanted to encourage rends to add a couple weather variations to coruscant. :P