Acezuraize; Beta v2.1b OCT 18; TRANSLATORS PLEASE
Moderator: Moderators
-
Ace_Azzameen_5
- Jedi

- Posts: 1119
- Joined: Sat Apr 23, 2005 8:52 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
Re: Acezuraize; Beta v2.1 OCT 5; TRANSLATORS PLEASE
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.
-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.
-
Aman/Pinguin
- Jedi

- Posts: 1104
- Joined: Tue Jan 30, 2007 6:04 am
- Projects :: Inactive
- Location: Germany
Re: Acezuraize; Beta v2.1 OCT 5; TRANSLATORS PLEASE
Okay great, translated it correct 
-
AlexSecura
- Sith

- Posts: 1263
- Joined: Tue Jun 06, 2006 5:24 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Germany
- Contact:
Re: Acezuraize; Beta v2.1 OCT 5; TRANSLATORS PLEASE
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
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
-
Ace_Azzameen_5
- Jedi

- Posts: 1119
- Joined: Sat Apr 23, 2005 8:52 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
Re: Acezuraize; Beta v2.1 OCT 5; TRANSLATORS PLEASE
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
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."
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
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."
-
AlexSecura
- Sith

- Posts: 1263
- Joined: Tue Jun 06, 2006 5:24 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Germany
- Contact:
Re: Acezuraize; Beta v2.1 OCT 5; TRANSLATORS PLEASE
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.
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.
-
Aman/Pinguin
- Jedi

- Posts: 1104
- Joined: Tue Jan 30, 2007 6:04 am
- Projects :: Inactive
- Location: Germany
Re: Acezuraize; Beta v2.1 OCT 5; TRANSLATORS PLEASE
I know, it's not that great i just tried it.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.
Alex, it would be great if you could fix my translation
@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.... :/
-
AlexSecura
- Sith

- Posts: 1263
- Joined: Tue Jun 06, 2006 5:24 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Germany
- Contact:
Re: Acezuraize; Beta v2.1 OCT 5; TRANSLATORS PLEASE
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
but you are right we use ARC,Scout and LAAT like you,Ace
btw:
A LAAT/i is in German a TFAT/I and MTT is the same
-
Ace_Azzameen_5
- Jedi

- Posts: 1119
- Joined: Sat Apr 23, 2005 8:52 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
Re: Acezuraize; Beta v2.1 OCT 5; TRANSLATORS PLEASE
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.
Maybe you uploaded the wrong version.
-
AlexSecura
- Sith

- Posts: 1263
- Joined: Tue Jun 06, 2006 5:24 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Germany
- Contact:
Re: Acezuraize; Beta v2.1 OCT 5; TRANSLATORS PLEASE
Your right.My Mistake
Here`s the right One
Here`s the right One
-
Aman/Pinguin
- Jedi

- Posts: 1104
- Joined: Tue Jan 30, 2007 6:04 am
- Projects :: Inactive
- Location: Germany
Re: Acezuraize; Beta v2.1 OCT 5; TRANSLATORS PLEASE
That's hilarious

-
Ace_Azzameen_5
- Jedi

- Posts: 1119
- Joined: Sat Apr 23, 2005 8:52 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
Re: Acezuraize; Beta v2.1a OCT 18; TRANSLATORS PLEASE
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...
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...
-
Aman/Pinguin
- Jedi

- Posts: 1104
- Joined: Tue Jan 30, 2007 6:04 am
- Projects :: Inactive
- Location: Germany
Re: Acezuraize; Beta v2.1a OCT 18; TRANSLATORS PLEASE
Yes it worksAce_Azzameen_5 wrote:so people if you have the German version please update me if you see the text in campaign as republic.
-
Ace_Azzameen_5
- Jedi

- Posts: 1119
- Joined: Sat Apr 23, 2005 8:52 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
Re: Acezuraize; Beta v2.1b OCT 18; TRANSLATORS PLEASE
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?!??!
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.
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.
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. 
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'
--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:
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
