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

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Gizor Delso

Re: Aceraize; Canyons RELEASED (2nd BETA) DOWNLOAD THIS.

Post by Gizor Delso »

Hey, the Race mode cuts out on me :x . Whats the problem???
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Re: Aceraize; Canyons RELEASED (2nd BETA) DOWNLOAD THIS.

Post by Ace_Azzameen_5 »

I can't tell you from the info you gave me...
I've updated the first post with a new version.
Gizor Delso

Re: Aceraize; Canyons RELEASED Beta v 2.1 [OCT 5]

Post by Gizor Delso »

Well, it get's into the map fine, but if I choose the republic side, it cuts out on me trying to spawn in. If I choose CIS side, theres no place for me to spawn in... Where's the updated version :D ??? thanks
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Re: Aceraize; Canyons RELEASED Beta v 2.1 [OCT 5]

Post by Ace_Azzameen_5 »

Have you tried any of the other modes? If its all of them, then you probably have
Lighting HIGH
which crashes the map.
Otherwise, I never got a repeating crash on spawn in race mode, so I can't fix you're problem. :crying:
Gizor Delso

Re: Aceraize; Canyons RELEASED Beta v 2.1 [OCT 5]

Post by Gizor Delso »

Ok, I'll try it. Thanks :D
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Re: Aceraize; Canyons RELEASED Beta v 2.1 [OCT 5]

Post by Rekubot »

Ha! I finally completed the campaign mode! It's really difficult for a noobish player like me, but still really fun! It's definitely thought out better than the shipped campaign missions, and that's saying something because I think they're the best part of Battlefront II. I mean, let's face it. Would a commander really just let his troops do what they want? :P

Anyway, that was awesome, and if you want an even bigger challenge, try playing it with Battlefront Extreme installed. The clones are the same as their shipped counterparts (except for the heavy trooper and the commander for some reason), so the droids are suddenly super beefed-up. :P

What I really enjoyed was the commander speaking to me. Very awesome. I noticed a couple of spelling mistakes here and there, but nothing too noticable. I hope you continue to improve this map, or indeed, make a new one! :thumbs:
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Re: Aceraize; Canyons RELEASED Beta v 2.1 [OCT 5]

Post by DarkLuke14 »

OFF TOPIC: YEAH, 100th post.

On topic: whoa, downloading now!!!!!! great map!!
:eek:
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Re: Aceraize; Canyons RELEASED Beta v 2.1 [OCT 5]; Post Updated

Post by Ace_Azzameen_5 »

Thanks Z13, and thanks for the mini-review Rekubot. I you want you can post screens of the typos, but Ill try and get them myself.
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Re: Aceraize; Canyons RELEASED Beta v 2.1 [OCT 5]; Post Updated

Post by cloneknight »

fun map, but a queston. what does the field commander do?
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Re: Aceraize; Canyons RELEASED Beta v 2.1 [OCT 5]; Post Updated

Post by Ace_Azzameen_5 »

Oh, he's a WIP artifact. Restoring a back up broke what partial functionality he had, which still still wasn't much. He teleported to a turret on spawn. Eventually the turret was/is going to fire deployable which would become AI objectives, essentially allowing him to guide troops.
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Re: Aceraize; Canyons RELEASED Beta v 2.1 [OCT 5]; Post Updated

Post by DS_jawathehutt »

I like everything but the race, which I find to be confusing as hell. First theres the tunnel which should be made somewhat more... navigable, ie, make it so you dont die if you press forward down for too long and taking a bump too fast. And after that, you should just remove or remake the forrest. I have yet to get past that and actually take the course, because it seems to just end there. Ive also followed signs only to wind up on some rock or something with no clear path on where to go, put in lots more signs if you can. Other than that I love it. All the other modes are great, all the battles within the city are some of the best urban combat Ive had in BF2.
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Re: Aceraize; Canyons RELEASED Beta v 2.1 [OCT 5]; Post Updated

Post by AceMastermind »

DS_jawathehutt wrote:Ive also followed signs only to wind up on some rock or something with no clear path on where to go, put in lots more signs if you can.
Yup, I know exactly where you mean, I can't seem to go any further. :lol:
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Re: Aceraize; Canyons RELEASED Beta v 2.1 [OCT 5]; Post Updated

Post by Ace_Azzameen_5 »

Its really that hard to follow? I guess its 'cause I know the map like the back of my hand. Also, I'm sorry I couldn't get a good minimap. Unfortunately, signs count as objects, and I've hit the limit 20 times already, had to scale back, get people to mod mshs...
I've added a 2 minute video to the first post. I used my personal bike so it wouldn't take too long to get in the 2 laps. easter egg

By the way, the luminescent cave is supposed to be hard to navigate, its a swoop bike race for crying out loud.
Or maybe I'll just move the sign that tells you to turn right in the jungle the second time.

Out of curiosity:
Has anyone noticed the falling boulder?

About the other modes, if you TK five times you get 66'd? Hows that all working out? (Besides the fact that your team mate AI have difficulty aiming)

Eventually I'd like to start modding the interface a bit, adding a few labels to start (in campaign) and maybe separate timers somehow. But what I'd really like are some race mode hud things, maybe an arrow that points to the next objective to start...
Last edited by Ace_Azzameen_5 on Fri Oct 12, 2007 8:43 pm, edited 1 time in total.
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Re: Aceraize Canyons RELEASED Beta v2.1 OCT 5;Post Updated Oct8

Post by AlexSecura »

I liked to play the Campaign Night Mode.
But i dont have any Mission Infos.You showed them in some pics in the first post.

http://i19.photobucket.com/albums/b163/ ... t_0460.jpg

I have installed the ..Canyons Plus Version.
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Translation Request

Post by Ace_Azzameen_5 »

Translators Needed!
If you can speak both English and one of the other 5 languages that shipped with SWBF2, I'd like your help. (German, Japanese, Spanish, Italian et peut-etre Français)

Localization is essential to campaign mode and very much desired for race mode. Right now I have a text file containing the Race Mode localization and the Republics' side of campaign. It is about 730 words and 47 lines (some lines are short) long.

Requirments:
You should be very fluent in both languages. Either that or know the grammar structure and have a translation dictionary / know a translation website. If I can't find anyone very fluent in English who can speak one of the languages, I might be able to work with someone pretty good at English.

Document Format:
The document is arranged by localization keys, from editlocalize/MultiLanguageTool in the mod tools. The keys are grouped based on their appearance in-game - how they are called by the LUA. Some are triggered by one event but take a few separate keys. The first is triggered by the event, and at the same time a timer starts, and when 5 seconds is up, the next message comes, etc. See the code:
Hidden/Spoiler:
CreateTimer("Msg_Interval") --Timer that Decides when to display the next Message
SetTimerRate("Msg_Interval", 1)
SetTimerValue("Msg_Interval", 5)
StartTimer ("Msg_Interval")

MsgNum = 1 --Variable which indicates which message to display
OnTimerElapse(
function(timer)
NextMessage()
end,
"Msg_Interval"
)

NextMessage = function()
if MsgNum == 1 then
ShowMessageText("level.ace.campaigncw.objectives.1stObjpt1", REP)
ShowMessageText("level.ace.campaigncw.cisobjectives.1stObjpt1", CIS)
end
if MsgNum == 2 then
ShowMessageText("level.ace.campaigncw.objectives.1stObjpt2", REP)
ShowMessageText("level.ace.campaigncw.cisobjectives.1stObjpt2", CIS)
end
if MsgNum == 3 then
ShowMessageText("level.ace.campaigncw.objectives.1stObjpt3", REP)
ShowMessageText("level.ace.campaigncw.cisobjectives.1stObjpt3", CIS)
end
if MsgNum == 4 then
ShowMessageText("level.ace.campaigncw.objectives.1stObjpt4", REP)
ShowMessageText("level.ace.campaigncw.cisobjectives.1stObjpt4", CIS)
end
if MsgNum == 5 then
ShowMessageText("level.ace.campaigncw.objectives.1stObjpt5", REP)
ShowMessageText("level.ace.campaigncw.cisobjectives.1stObjpt5", CIS)
end
if MsgNum == 6 then
ShowMessageText("level.ace.campaigncw.objectives.1stObjpt6", REP)
ShowMessageText("level.ace.campaigncw.cisobjectives.1stObjpt6", CIS)
end
if MsgNum ~= 7 then
MsgNum = MsgNum + 1
StopTimer("Msg_Interval")
SetTimerValue("Msg_Interval", 5)
StartTimer("Msg_Interval")
end
if MsgNum == 7 then
StopTimer("Msg_Interval")
StartTimer("Start_Delay")
MsgNum = 1
end
end
In these cases you may be able to move the dialog around between keys a bit. In every other case, translate each key on its own.

Feel free to download and give it a try. (Its ok to give up)
I think it should be fairly easy. Basically, if you can get the general meaning of what my commander is saying, and what the warning messages say, you can re-write it in the other language, as long as the meaning is the same, and if it sounds like a commander.

Just remember to keep the formating the same.

Thanks in advance! Good Luck!
Please add
-Commander: "Both MTTs have been eliminated. Good work troopers. But your day isn't over yet."
and
-Commander: "One MTT down, one to go."
to the translations.
Last edited by Ace_Azzameen_5 on Fri Oct 12, 2007 8:47 pm, edited 1 time in total.
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Re: Acezuraize; Beta v2.1 OCT 5; TRANSLATORS PLEASE

Post by Maveritchell »

Instead of the time-consuming and coordinative nightmare of getting 6 languages localized, you could just copy the English localization files and rename it to the other languages (replacing them). That'll make the English localization carry over into the other language versions.
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Re: Acezuraize; Beta v2.1 OCT 5; TRANSLATORS PLEASE

Post by Ace_Azzameen_5 »

Yeah, but pasting in the English for every key into 6 languages is a pain, and just copy/pasting like I did with UK_English would switch all the menus to English.

I already had one volunteer too. Its worth a try and I've sort of done this before, with a Map Pack installer for Rends' Coruscant Maps, but those were really popular back in the day.

Still I might try that if it comes time to release another version.
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Re: Acezuraize; Beta v2.1 OCT 5; TRANSLATORS PLEASE

Post by Aman/Pinguin »

I would like to translate into german :yes: :D

Will translate them at the weekend, okay? :)

EDIT: I will TRY that >.<
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Re: Acezuraize; Beta v2.1 OCT 5; TRANSLATORS PLEASE

Post by Maveritchell »

Ace_Azzameen_5 wrote:Yeah, but pasting in the English for every key into 6 languages is a pain, and just copy/pasting like I did with UK_English would switch all the menus to English.
If you're concerned about the menus, I can see that. But I think you're misinterpreting what I'm suggesting. I'm not suggesting copying-and-pasting within the localize tool, but rather copying and renaming the english localization files in the _BUILD folder. It probably takes all of a minute to do. It's really easy, and it's what I do for my maps.
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Re: Acezuraize; Beta v2.1 OCT 5; TRANSLATORS PLEASE

Post by Aman/Pinguin »

Okay, I worked 1 hour to translate it correct :funny2:
here is it :|
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