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Connall

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Posts posted by Connall

  1. 52 minutes ago, Faalagorn said:

    Thanks! I didn't notice the fact the strings was updated after that my bug report. I don't see any of the strings I mentioned, but I think not all the files used for translation are there in EN folder unfortunately (in that case no Items_EN.txt), but I see you fixed one of the issue reported by someone else before ("Large" instead of "Lage"). It would be nice indeed if all the English files would be there and if you'd accept pull request with typo fixes, I'd gladly send them, guess that could save some work for the team just having to review them and not actually search through the files for the strings :).

     

    It's possible the branch hasn't made it in yet then, because I most definitely made the changes. No, items and such are not in the translation folder but tied to their actual recipes and item deceleration, which causes unfortunate issues with translations.

     

    54 minutes ago, Faalagorn said:

    It's kinda weird that translations use English name though, hopefully that could be something to look in somewhere down the road, but until then guess all the translations will have to be updated accordingly, which is a minor PITA, but nothing impossible – if okay, I can send pull requests for those when I have free time to ease the effort until then :).

     

    I agree, which is why I want to change it. I can see this coming back to bite us in the ass down the line again, the flipside of it is though if I make the change it's going to break a lot of translations since the keys will need to be updated to the new style. Should be easy enough for items, but not so easy with recipe names.

  2. 2 hours ago, Faalagorn said:

    Thanks for posting them!

    I mentioned that (and other typos in item names) in this bug report. I was also going to suggest rename of the Berries and Mushrooms to name them after the colors, as are different icons for them anyway.

     

    There are other typos in names, particularly in movables where there's a lot of placeholders. There's also a typo when you die without killing any zombies when you kill "0 zombie" (should be plural, zombies).

     

    You can also easily look up all the text in the translation files posted on GitHub, though of course it's better to know the context by spotting them in-game. These files are used for translation and were originally posted in this thread but I was wondering whether it is possible to make Pull Requests with the English typo correction, maybe @Connall will answer that?

     

    That bug report served as a basis for an update of the english translations, which should go out soon-ish? If it's not out already. One problem I encountered was that updating English Item names broke translations (which I had to spend a fair bit of time fixing) because translation keys are generated (weirdly) by the English Display Name rather than using the item name as a key.

  3. On 08/07/2018 at 11:22 AM, Geras said:

    @Connall

     

    Hey, I don't mean to rush you or anything but the current PL translation that comes with the game is seriously outdated and we start to have people asking if it's even still being translated.

    I don't know about other languages, but I think it's time to use the latest files from github and push them into the game.

     

    I think best would be to setup some sort of automatic weekly update or something so we can avoid this happening in the future.

     

    Thanks!

     

    As soon as a push request gets sent to master and I pull it in, the files get put into the codebase. Branches outside of master are treated as WIP and I don't pull them. So in the case of the polish branch, it hasn't been going in because there's been no pull/merge request to master.

  4. It seems like the Russian files for translations might be a bit behind and we have been getting some complaints, it would be great if anyone who can translate into Russian with a good degree of accuracy, could take a crack at maybe translating some files or just a couple of strings. Every little helps!

  5. Just now, Faalagorn said:

    @Batsphinx You mentioned having an internal system – did you consider re-using it for the public bug reports? You don't even have to make the internal part public, I was recently contributing bug reports from Baldur's Gate: Enhanced Edition to Beamdog through their system – https://support.baldursgate.com/issues – they are using Redmine set up the way that the internal bugs are visible only for those with appropriate rights (only the developers) and they attach intel bug # to public bugs when assigned, see for example https://support.baldursgate.com/issues/20465 (the Internal report #21201 is linked, but it's only clickable link for the developers – you can go to https://support.baldursgate.com/issues/21201 only to see prompt to log in and 403 error if you aren't in the group).

     

    The current system we use is on a per user basis system that's not really built to be open up for public bug collection, that we couldn't do this easily with the current setup. We would need to figure something else out.

  6. 5 hours ago, Teesee said:

    I've been fiddling a bit with the diffs on EN files, and I have to say it's pretty neat. Using GitHub will definitely help us check the modified lines, not only the new ones. Thanks a lot!

     

    @Connall and @Batsphinx, I may have missed it, but is there a "best way" to provide you the translated files? We used to send you a link on this topic (see below, link integration is messed up right now), but is it still the right procedure?

     

    https://theindiestone.com/forums/index.php?/topic/2103-official-translation-files/&page=34

     

     

    If you know you're way around GitHub and are able to use it, then that's the best way is just to contribute directly to the repository. If you're not so familiar it's alright to post the folder here or send me a PM.

  7. Bought the game back when you had to buy another game to get it. Maybe 2011-2012, was only occasionally on the original forums but was on the fringe of the community. Contributed to sites like pz-guides and such, eventually taking a break until I saw a tweet asking for people to contribute to the wiki. Joined the new forums at the end of 2013, contributed to the wiki eventually taking it over. When Multiplayer came out I offered support to people who needed it, writing guides until eventually I was made a moderator. Continued contributing before being made an Administrator, contributing to their site and writing their bug tracker.  Moved to Newcastle and became a dev, a year-year and a half ago now.

  8. ORIGINAL POST BY: Neitronus

     

    Here's what i mean: In stable branch we have recipe journals in mail boxes and many skillbooks in bookcase. In stable branch my shelves in bookstore are not limited to 50-60 red general books with lvl1-2 random skillbook.

     

    I checked 10 different saves in a stable branch and iwbums. Result: there are many skillbooks in the stable branch, there are too few of them in the iwbums. Also, I noticed a parallel decrease in the number of tools and other loot that appear.

     

    I thought that the problem is precisely in the production generation. I created a map in which there were many skillbooks in a single game and transferred it to the MP. But when any map gets into the MP, it loses all the necessary loot, which has already been created on it earlier.

     

    I want to play this game but I can't progress in game.

  9. ORIGINAL POST BY: Snakeman

     

    Well i tested schoolbags on westpoint school.
    If system confirm to fill a schoolbag (fillRand = 3). Items go to objectContainer(Locker) and not inside of a schoolbag.
    Maybe have this problem with all items containers generated on the entire map when system choose to fill it inside of objectcontainer.

  10. ORIGINAL POST BY: Halkaze

     

    It may be caused by mere illness or the following contents.

     

    Build 38 chengelog

    • Large piles of rotten corpses will make you feel ill and sad if you stay close to them for extended periods.
  11. ORIGINAL POST BY: Neitronus

     

    Here's what i mean: In stable branch we have recipe journals in mail boxes and many skillbooks in bookcase. In stable branch my shelves in bookstore are not limited to 50-60 red general books with lvl1-2 random skillbook.

     

    I checked 10 different saves in a stable branch and iwbums. Result: there are many skillbooks in the stable branch, there are too few of them in the iwbums. Also, I noticed a parallel decrease in the number of tools and other loot that appear.

     

    I thought that the problem is precisely in the production generation. I created a map in which there were many skillbooks in a single game and transferred it to the MP. But when any map gets into the MP, it loses all the necessary loot, which has already been created on it earlier.

     

    I want to play this game but I can't progress in game.

  12. As admin (have not verified on non-admin account) I noticed that I could levitate if I climbed up a sheet rope that remained up when a windowed wall was destroyed with a sledge and replaced by a wall without a window.

     

    I went downstairs and climbed up the still remaining sheet rope that is now showing the new wall I built (west side of building) on the other end. Since there is no window any longer, I can't go into the room. What I can do however is levitate by moving to the left or right, and even in places move down (not sure I ever got back up).


    I can do this all the way around the building (pretty sure I did a full circle) and for around 2-3 tiles out it appears.

     

     

    0072EE3C333EA1265AA55E5418CE3DDA103DFD3B

     

    B3BF61FB2218DF7CE76EEDC829251E53777AF70E

     

    To be clear, the issue I am reporting is that ... I didn't get an achievement or level up or anything. ;)

     

  13. ORIGINAL POST BY: Batsphinx

     

    The setting we're talking about, for clarity: "Try setting PhysicsDelayServer to 0 in Admin Panel -> Server Config. It'd probably be best to restart the server after making this change, as you have to disconnect for it to take effect anyway."

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