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SS2 Czech Translation
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664a0684301ed
voodoo47
#48
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05. March 2019, 10:01:36
664a068430270
do you know any non-insane way of building the full release from github? I'm sick of grabbing the files separately.
664a0684303cc
miracle.flame
#49
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05. March 2019, 10:49:44
664a068430434
Good idea, I have restructured the repository to be clearer and easier for new visitors. Now the folder 1250-release contains all the whole bunch of translation files directly switchable into a mod. It's just not crf files and thus missing the obscure and unreadable obj\txt16\com6.pcx file which I presume is not even usable by the game.
664a0684304de
voodoo47
#50
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05. March 2019, 17:30:18
664a06843052b
pretty sure it is - we would have gotten rid of it long ago otherwise. I'll check github and fix those few things I've noticed.
664a0684305d8
miracle.flame
#51
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06. March 2019, 09:57:23
664a068430627
MedBedUse:"%d nanites used in healing."
This actually displays "%d nanitů použito k vyléčení." in game when translated. Are there sums other than 5 to be displayed if translated specifically?
664a0684306f6
voodoo47
#52
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06. March 2019, 12:57:52
664a06843075a
it works ok for me, displaying "5 nanitů použito k vyléčení" (using the beta package you posted earlier). we could hardcode the displayed price, but this shouldn't be done unless there is absolutely no other way around.
664a068430803
miracle.flame
#53
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06. March 2019, 17:20:04
664a068430851
My package had it hardcoded already to display without issues. I am just curious how come.
664a068430939
voodoo47
#54
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06. March 2019, 17:24:10
664a068430985
basically, the idea is to display whatever the real cost is - meaning whatever has been set up in the gamesys. if the gamesys values change (mods), the new value will be reflected when using %d. if set up to always display 5 in the strings, it will always display 5 no matter the real cost.
I'll check and see whether/why %d would not work in this case.
//works properly after changing it to "%d". make sure the characters really are what they should be. any other places where such modifications have been done?
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Last Edit: 06. March 2019, 17:30:56 by voodoo47
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664a068430a0f
miracle.flame
#55
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07. March 2019, 07:42:09
664a068430a68
Well I'm getting "%d nanitů použito k vyléčení." displayed
664a068430b09
voodoo47
#56
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07. March 2019, 07:58:12
664a068430b56
the working file is attached.
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664a068430bed
miracle.flame
#57
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07. March 2019, 10:11:54
664a068430c3b
It's not about the file. The levelselector mod I am using for testing does not seem to be compatible.
664a068430cd4
voodoo47
#58
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07. March 2019, 11:51:34
664a068430d1f
abandoned mods not being compatible or causing problems is not an issue. will check though, it's an interesting bug.
664a068430e0d
voodoo47
#59
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07. March 2019, 13:17:44
664a068430e61
ok, added fixes to the few problems I've reported earlier to github.
also yes, that extra level from the levelselector mod doesn't display spent nanites properly no matter whether the translation is active or not, so it's very safe to say that the problem is in the level, and not in the translation (and that the translation strings definitely shouldn't be modified inappropriately just to make it work).
I've got no idea what causes the bug though - I'm guessing the medbeds are not meant to be used in a level where the special earth scripts are active.
664a068430faa
voodoo47
#60
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07. March 2019, 19:25:47
664a068430ffc
so yeah, the levelselector mod is not exactly compatible with SCP, that's why the medbed found in the levselect level is not displaying the nanite cost properly - basically, if a mod tries to use SCP strings (and other assets) without loading the SCP gamesys as well, issues will ensue (and this is exactly what's going on here).
so basically, everything is working as it should as far as SCP (and the translation) is concerned, and the issue could be resolved by updating the levelselector mod (though there is very little point in doing that, the problem is pretty much just cosmetic. and btw, if we are talking about cosmetic stuff, the lighting is screwed up in the earth level for some reason).
664a068431178
miracle.flame
#61
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13. March 2019, 08:46:11
664a0684311c8
What's next step before releasing this finally?
By the way I've checked last four commits made by you and it's all wrong. You have converted 1250 codepage files to utf8 which not only breaks the files completely for font diplaying in game but breaks the whole idea of having separate utf8 folder for correct displaying of the diff in Git. Not to mention this way it's not even clear what actual changes you've made in the files besides converting all the characters.
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Last Edit: 13. March 2019, 08:51:55 by miracle.freak
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664a06843135b
voodoo47
#62
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13. March 2019, 09:21:11
664a0684313b1
it's something github must be doing, I've just edited the 1250 files and saved.
have you managed to translate the Spatially Aware version of the maps? if so, then I'll give it a run, fix whatever I find (it would be great to hear from that rampa guy who is checking it in the meantime), and I guess we could mark it beta1 and ship.
I've made
these four changes
(Armor1:"+%.0f OBRANA" in misc.str, Shotgun_Casings:"Pár použitých patron" in objname.str, "Masalské univerzitě" in objlooks.str, "pusťtě mě odsud" in vcs.sub).
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Last Edit: 13. March 2019, 09:55:50 by voodoo47
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664a068431521
miracle.flame
#63
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13. March 2019, 14:08:41
664a068431596
No big deal, I have reverted the commits with power of Git and then corrected the files appropriately.
If you wish to utilize the power of Git I strongly recommend you use the GitHub Desktop app and refer to the 10-minutes elementary tutorial for starters that I have
referred
already.
If you don't care then alter just and only the UTF8 files by whatever cumbersome means you did so far. I will handle the rest by preparing the files into codepage that accepts the accented characters in game.
The Spatially Aware OS maps were commited on March 5th. I did
post
about it.
664a06843168e
voodoo47
#64
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13. March 2019, 14:52:27
664a0684316e4
yeah, too many distractions these days. anyway, I think I had enough of git for the moment - I'll run through the game in the next two days, and see whether I stumble upon something that would need immediate surgery. I suggest you do the same. once corrected/if nothing found, I'd say we call it good and post the first beta publicly this weekend.
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Last Edit: 13. March 2019, 16:04:08 by voodoo47
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664a0684317e0
voodoo47
#65
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13. March 2019, 15:42:01
664a06843184e
lets do medsci real quick.
note to self - go through objlooks manually really thoroughly.
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Last Edit: 13. March 2019, 16:03:29 by voodoo47
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664a068431915
miracle.flame
#66
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13. March 2019, 17:28:27
664a0684319c5
Note to self: Trenér
664a068431ab8
voodoo47
#67
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13. March 2019, 17:34:11
664a068431b28
also "namocis se do hi-tech systemu"? uhh, I don't know, maybe "vyzkousis si hi-end systemy" or something.
664a068431cac
voodoo47
#68
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13. March 2019, 18:32:57
664a068431d06
and eng. objlooks really needs to be triple checked.
//to fix the lowres reactor texture on the first picture, P0049_.pcx needs to be kicked out of the translation (\obj.crf\txt16\) as it's interfering with the way SHTUP loads the hires texture.
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Last Edit: 13. March 2019, 21:44:00 by voodoo47
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664a068431dc3
voodoo47
#69
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14. March 2019, 10:11:12
664a068431e11
hydro done. bit scared of how much stuff I'm still finding.
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664a068431f99
voodoo47
#70
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14. March 2019, 18:35:03
664a068431fe9
ops time.
also, vcs.sub definitely needs tweaks;
"Předtím než ten hacker zničil můj primární dataloop, čímž vymýtil Citadelu" => "Předtím než ten hacker zničil můj primární dataloop, když Citadela explodovala"
"Bujeli a rostli v bezvládí" => "Bujeli a stali se neovladatelnými"
"Použili svou moc ovládaní mysli" => "Použili svou schopnost ovládnout mysle"
"Slyšíme tvé myšlenky a zlost za bratry, které považuješ za mrtvé." => "Slyšíme tvé myšlenky, které zuří za bratry, které považuješ za mrtvé." possibly "které zuří/vřou v pomyšlení na bratry"
"Pokud se rozhodneš sloučit se strojem, oddělíme vás" => "Pokud se rozhodneš ulehnout se strojem, roztrhneme/odtrhneme vás"
"a odepřeme ti rozkoš masy." => "a oddelíme tě od rozkoše masy."
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Last Edit: 14. March 2019, 22:02:20 by voodoo47
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664a06843219c
voodoo47
#71
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14. March 2019, 19:09:21
664a0684321f0
ok, so string wise - this should be everything so far:
in sett2.str Stasis_Field_Generátor => Stasis_Field_Generator
in usemsg.str:
Post17:"Zaměření mise: Výcvik přežití
(přidá: +2 Výdrž)"
Post2:"Zaměření mise: Trénink přežití
(přidá: +2 Výdrž)"
Post24:"Zaměření mise: Taktický PSI výcvik/Krytí
(přidá: +2 Výdrž)"
Slideshow1:"Protokol Vzdáleného Přístupu ke Kybernetickému Rozhraní aktivní..."
in notes.str: Note_1_6:"Kód k Technickému Řízení je ve Skladišti č. 2."
in objname.str:
EndurBoost:"Implantát VýdržBoost™"
Shell_Casing:"Použitá nábojnice"
needs to be added:
Stock_Pot:"Hrnec"
Frying_Pan:"Panvice"
Dinner_Plate:"Talíř"
Sauce_Pan:"Panvice"
in shead2.str: every description in capital letters (or every NOT, but no mixing)
in hrm.str: RepairText:"Navrácení předmětu do normální funkce."
in misc.str:
access14:"Skladiště 2A/2B"
access6:"Hydroponika A"
access7:"Hydroponika B"
access8:"Hydroponika D"
what's left so far - texture stuff, ice-pick (decision needed whether to leave it as pick everywhere, or change to paklic everywhere), and what to do with Boj and Statistika on the MFD.
note to self - objname and objlooks still need a thorough check (as mentioned), but not today.
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Last Edit: 15. March 2019, 17:19:54 by voodoo47
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