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Lilly Blanche

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Everything posted by Lilly Blanche

  1. Oh yes, there's no real reason not to do those files as well. I've checked your newest guide and noticed that there's a tool in there which makes WSA editing possible. As for attract.cps - I'm not sure what kind of an extension that is and how to make it.
  2. Just had a quick desert NOD session - now everything looks great, and the Obelisk is sitting on the sidebar all pretty and happy to be named, practically screaming "build me, build me now!" Thank you so much for everything you've done! The list of what's left for me to do is getting shorter. The dubbing is purely a question of time at this point - it'll be done once I get all the files from all the actors, which may take a while depending on their schedule, but it will be done sooner or later. The guy doing the Commando voice is giving it everything he's got, some of his lines turn out rather... hilarious (in a good way) XD So, while that's being taken care of, I will turn my attention to translating the videos and testing what I already have. Might want to give the briefings another check or two to make sure the stuff there is clear and coherent, etc. But I feel like the core of the project is already there, thanks to you!
  3. I've solved this issue by repacking the .mix files on my end! It works as intended now, thank you! The only small issue I've noticed while testing the icons is that the Obelisk of Light has no text for some reason.
  4. Awesome! Thank you! Though... I've copied your .mix files with icons and launched the game, and got this O_O: In English, too! Which is... weird. I wonder what went wrong?..
  5. Good God, this update nearly gave me a heart attack! First, the whole thing went down, I thought we've lost it all, then the system locked me out of my account for no reason whatsoever, then I had to try five (!) times to log in to no avail, then I had to reset my password, because it thought my previous one was incorrect, the amount of sheer horror I had to go through today was immense to say the least. All this work could have been lost so easily in just a matter of seconds! Thank God it's over, for now. I see that all the attachments are gone as well. Nice. Ahem, anyway... while the icons are in the making, I'm taking care of the audio part. We've got a pretty talented lady doing all the EVA lines, and almost all the infantry lines have already been recorded. Can't wait to see it all come together in the game once everything's done!
  6. I'm learning quite a lot by doing all this! Yeah, kinda like that! In my translation of the icons, both the regular and the advanced buildings have the same name, but the advanced one is "promoted" with the special "M" symbol. It's better than shortening everything as much as possible Ukrainian language has no "Э э" letter. The one that looks like reverted E or "3" is "З з", which, depending on the font, may look identical to the numeral. Just copy the way I made it look and it'll be alright if it's confusing. As for "C c", it can look like mine, and it can also look like the English "C c". There's no real difference, just stylistic choice. UPDATE: Yes. The engineer one had a couple of pulsating pixels!
  7. Wow, I had no idea that was possible I used the old printscreen method. I used Paint.net. Clearly, that wasn't the best idea! -_- Yeah, I know about the shadows... tried replicating that, failed miserably, decided to go without it XD Oh, that'd be wonderful. I'm attaching the text file with all the unit names! The only extra thing to keep in mind here is the way I went about marking the "advanced" buildings: it's impossible to fit the Ukrainian word for "advanced" or "adv." into the picture, so I painted a letter "M" in the upper right corner of each "advanced" building. You can see how it's done by opening one of my original pictures I've sent earlier! The text file is to be viewed using KOI8-U encoding! Thanks in advance!
  8. The new guide is great! Glad to have served as a test subject - everything to further our progress as a species I also appreciate all the additional information regarding video editing! I'm still trying to take care of the sidebar icons. Everything works great in the first couple of GDI and NOD missions - the icons look correct. However, nearly every single multiplayer map I've tried makes them look like this: I followed your instructions to the letter, so... I've got no idea what went wrong here O_o Perhaps you could try to convert my images on your end? I'll handle the renaming and packing myself, it's just the conversion that could have gone wrong here, as far as I can tell. Why? No idea! I'm attaching the images to this post. Iran Romanians use Latin. People in the so-called "Transnistria" use Cyrillic alphabet to write in Romanian, which looks... weird. Imagine Spanish written in Cyrillic. Croatian mostly uses Latin, Serbian mostly uses Cyrillic, although I suspect both Croatian and Serbian speakers are capable of using Latin and Cyrillic equally well.
  9. Aaaaand it's done. I've just finished both the Desert and the Temperate icons. Our alphabet looks interesting, I'll give it that, but man, I so wish we used Latin at the moment. I had to write every single letter pixel by pixel on every single icon, and because I felt extra stupid today, I had to do it twice. I really hope people appreciate this in the end, otherwise I'll make them appreciate it by force XD Now... I already know how to convert these images to SHP files, but I assume there's more than that to putting them in-game. What would my next steps be?
  10. That's a lot of very useful information, thank you so much! I've managed to take care of the Repair, Sell and Map buttons, as well as the Primary, On hold and Ready text using the method you've described. It turns out, XCC Mixer is a MUCH better tool for this! (I know the "Primary" text looks a bit off, I'll make sure it fits nicely later on) Now, I'll start making sidebar icons. This is gonna be one hell of ride, I can already feel it I've also received most of the audio files from the voice actors, gonna start working on that as well.
  11. I've started editing the "SELL", "REPAIR", "MAP", "ON HOLD", "PRIMARY" and "READY" images using SHP Builder. I've got the images ready, but when I import them back into the SHP Builder and then put them into the game, this is what it looks like: As you can see, it's not quite right. Would you happen to have any suggestions as to what's the best way to do this in order to avoid this kind of errors?
  12. What I did was I took the "lang_eng.ini", renamed it "lang_ukr.ini", and re-translated everything that's in it yesterday, then put it into my .mix file. Turned out, there were more lines missing from the "lang_xxx.ini" I used as a basis before - some names, songs, etc. Now, I will remove the StringsExt=UKR line, but I assume I can keep using this new, bigger "lang_ukr.ini", right? Please say "yes" XD Thank you, the issues with text being too long with both "total score" and "join" have already been addressed. Unfortunately, there's also a similar issue with one of the "load game" buttons (I think it's the one that pops up in the in-game load menu), the word "завантажити" barely fits the button, yet there's no way to shorten it without it looking bad. I'll see what I can come up with. It's a very, very small issue though. Oh, so that's the problem with briefings. Hmm. That's really interesting, because I edited the file with EditPad Pro, and did the exact same thing I did while translating the main file... meaning, nothing, aside from changing the encoding to KOI8-U. I will do as you say and see if it works! Ah, I see. I had no idea about this since I've never played those versions! I will put those names back in! The transcripts would be great to have indeed! UPDATE Checked the briefing file, corrected the issue, seems to be working as intended now!
  13. I'm now using the "lang_eng.ini" as a basis for my translation, and everything seems to be working alright! I've shortened the text that appears on the territory select screen, and it looks good as well, there's no real need to do anything about it What I do have to ask is - I don't quite get how the briefings work. For example, there are numerous duplicates of briefings in the text file. I assume that's because you can select different territories / entrance points in singleplayer. But the thing is - sometimes, when selecting option A (for instance, during the NOD second mission), the briefing displays in its entirety, but when picking option B, only the first sentence is displayed, and it's randomly cut off. I'm talking about the mission text you can access once you're in the game, from the same menu that allows you to re-watch the corresponding cinematic. Have you ever encountered anything like this before?
  14. Yes, that was the issue! I got it all working now! However, I've spotted a much more serious issue: the game crashes to desktop with the following error - "The instruction at 0049c5ab referenced memory at 000000000. The memory could not be read from. Click on OK to terminate the application" - during the singleplayer SELECT THE TERRITORY TO ATTACK screen. Right here, to be precise: Also, it looks like there are some weird artifacts from the lines that have already vanished, you can see that at the top. Is there a limit on how long the text can be as far as this particular screen is concerned? Could this be the reason it crashes? UPDATE: Found the reason why it was crashing. I used the "text_xxx.ini" file for translation, not "text_eng.ini", and it looks like that's the problem. The game doesn't use the original text entries for strings missed in "text_xxx", it crashes instead. So, I'll have to re-do everything using "text_eng.ini" as a basis to prevent such crashes, it seems!
  15. Aaaaaaaaaand... it's broken XD So, I've created a .mix file using the tool provided with the XCC utilities, with all the files attached to this post, told the game to load this particular language file, launched the game and got a black screen staring back at me. Pressing anything results in CTD. A wild guess suggests I did something wrong here?
  16. Wow! That looks beautiful! I will have to go ahead and change the actual victory text now, though I can't thank you enough for helping me so much, this is incredibly kind of you! THANKS! Oh, I totally missed the difference in square miles and kilometers... whoops, gonna correct that as soon as possible! So, now when the fonts are done, I'd like to start testing my translation to see if I can spot any mistakes (like the miles / kilometers thing) and / or inconsistencies. What is the easiest way for me to put all this stuff in the game?
  17. You're awesome! Thank you so much! I've attached the main text file to this post. I used EditPad Pro while translating it, and I tried to change the encoding to KOI-8U and save it like that. Now, I'm not sure if my efforts were successful, but I tried. Hope it works! Also, could you be so kind as to clarify what you mean by "strings" when talking about images? Do you need the building / unit names themselves, or their string numbers as they appear in the main text file?
  18. UPDATE: All the briefings have been translated! Dinosaurs, yay! Changed the name of the main topic to better reflect what exactly is going on here. What's left to do as far as text goes: Unit icons + additional graphics. The main portion of the translation is done. Not sure how to do the icons, since according to the instructions provided, one has to take the letters from the included image file, then copy and paste them in order to make words. However, there are no Cyrillic letters there, so... can't really do that. I assume I can't just use a text tool to write with my own font there. The project will be continued as soon as I get the fonts to test the translated material. In the meantime, I'll focus on the audio aspect of it.
  19. Thank you! You know, I never realized how much cool stuff is in this game, going through all the files kinda opens your eyes. All those countries featured in the main campaign, information about their capitals, government types, actual maps and borders. I also love the fact that a lot of this game takes place in Europe, and there's even a mission set in Ukraine, which is awesome. Though the actual maps don't differ much when it comes to art, and "Estonia" and "Ukraine" kinda look the same, so unless you've paid attention prior to playing, you'd never be able to tell which is which, it's still a nice touch that adds a lot of immersion for those willing to read. And all the hidden things! One of the random houses is named after the first Solomonic Emperor of Ethiopia. It shows that Westwood really cared, and it makes the translation process a very fascinating experience. I actually learn a lot myself, believe it or not. Once this is done, I'm 100% doing Tiberian Sun
  20. Status update: The main text file "text_xxx" has been translated in its entirety. As for the text file with all the briefings, the ones related to the main game are done as well. Now I'm going to start working on all the additional briefings. Obviously, there will be some editing once I'm able to put everything in the game and test it out, there are some things I'm still on the fence about, but the only way to make sure it's correct is to shove it in there and play it. I've also managed to find a team of voice actors willing to record the unit and EVA voices in Ukrainian (YAY! ). We might even go as far as to translate and dub the cutscenes, but only after the initial full text and unit / EVA translation is done and released. All in all, doing great so far, if anyone's interested
  21. Doing my best here So far, things that are very time consuming are the fairly numerous African proper names (can never be sure it's spelled or pronounced the same, gotta double check every single one of those), the in-jokes manifested as different house names (gotta be sure what the developers were going for here) and the stuff connected with modems. I'm fairly certain nobody's gonna ever be using that type of connection nowadays anyway, but can't leave anything untouched. Also, unit names. English loves abbreviations, Ukrainian - not so much. This results in either extremely long names, or unnatural abbreviations. For example, "SSM launcher" - I either have to write "Комплекс ракет системи Поверхня-Поверхня" ("Kompleks raket systemy Poverchnia-Poverchnia", which is just ludicrous XD), or "Комплекс РПП" ("Kompleks RPP"), which is never used in Ukrainian. But it will be from now on, because this is the most sane option out there XD Still, it's a lot of fun.
  22. Understood, I'm halfway through the main text_xxx file at the moment!
  23. Hold on, I've got a solution for that font issue! I'll write "MICIЮ BUKOHAHO" and "MICIЮ HE BUKOHAHO". This way, the ONLY symbol that'll need to be added is the letter Ю , which is basically just a stick attached to a circle XD Everything else - MICI and BUKOHAHO - already exists in the Latin font and looks more or less acceptable. Roger that. I will start translating the files! Is there anything else I should know, any special instructions as to how to do it? I've read that before translating the main text file, one has to convert it to a corresponding encoding with something like EditPad Pro. In my case, do I have to convert it to KOI8-U using that tool prior to editing? Yes, I'm aware of that. I will do my best to translate those things in a way that fits the icons easily, which might prove to be rather tricky, but hey, that's the fun part anyway
  24. Thanks a lot, Nyerguds! There's absolutely no rush with this, whenever you have the time, I'm willing to wait for as long as might be needed! And as for the MISSION ACCOMPLISHED / MISSION FAILED - I'll just write "ЗАВДАННЯ ВИКОНАНЕ", "ЗАВДАННЯ ПРОВАЛЕНЕ" or something along those lines, none of which require any additional special characters, and voila - no need to deal with that font. Thank you once again!
  25. Thanks for the detailed answer! Now, I'm not gonna pretend I understood everything you've told me to do, but... here goes. I opened the font you've given me with the help of your font editor, scrolled down past the Dec 127 and changed the text encoding. The results were as follows: KOI8-U 21866 Cyrillic has got every single symbol I need in the Char tab, might be the best option if possible. DOS 850 Western European - has no symbols that can be used, as far as I can tell, all Latin. DOS 852 Central European - same thing, nothing, all Latin. DOS 866 Cyrillic - has all the required symbols in the Char field (aside from the symbol "Ґ ґ", which is something I can find a work around for, since this letter is rarely used). According to the DOS 866 Cyrillic, the Dec numbers for the symbols required for me to translate everything are: 96 - ' 73 - I 105 - i 242 - Є 243 - є 244 - Ї 245 - ї + all the Russian letters aside from the ones mentioned in my first post. //UPDATE: I've just checked, and it seems like the generally accepted encoding for Ukrainian is KOI8-U. From Wiki: "KOI8-U is an 8-bit character encoding, designed to cover Ukrainian, which uses a Cyrillic alphabet. It is based on KOI8-R, which covers Russian and Bulgarian, but replaces eight graphic characters with four Ukrainian letters Ґ, Є, І, and Ї in both upper case and lower case. In Microsoft Windows, KOI8-U is assigned the code page number 21866. In IBM, KOI8-U is assigned code page 1168."
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