Nyerguds 102 Posted May 28, 2011 About the back buffer and hardware filled blits options: Since DDraw needs these to be set on a specific value, the options only appears if you disable DDraw. Don't worry about their translation though; they're copied straight from the original French CCSetup, so they should be OK. The socket and address stuff for multiplayer is also copied from the original tool. As for the "options", you can leave them off in French if you want. I'll split off the string for the tab and the internal title. Just make the text in the tab "sound_options_title". Share this post Link to post
Kamikave 0 Posted May 29, 2011 (edited) Well, the readme was not that hard to translate up until now, but you got me on the trigger chapter XD Let's see if I got it right... Dstry Trig 'XXXX' means that once it is destroyed, whatever it is the trigger do is activated (like sending reinforcements) Checking with the All Destroyed trigger is to see which houses are still in the game to remove the reinforcements trigger for those who already lost. What I don't get is the last sentence : "this obviously only works if 6 triggers can be destroyed." Does that mean you can't use these in a 1v1 game ? Edit : Alright, I only have the trigger chapter and the full changes list (ouch XD) to translate, and I'm done Edited September 26, 2012 by Nyerguds Share this post Link to post
Kamikave 0 Posted May 29, 2011 Hey, I see in the change list that you fixed a commando voice bug in the english version. Could you fix the bug on the french version too ? When you give the order to blow a building, the commando play two answers at a time "I got a present for you" and another random answer like "yes sir!" I always found it sad, since I love the "got a present for you" answer in french. Try on the mission "Blackout" from covert ops, it happens every time. Thanks Share this post Link to post
Nyerguds 102 Posted May 29, 2011 Well, the readme was not that hard to translate up until now, but you got me on the trigger chapter XD Let's see if I got it right... Dstry Trig 'XXXX' means that once it is destroyed, whatever it is the trigger do is activated (like sending reinforcements) I don't think you got that right... If you have a trigger with the name "XXXX" (it only works for these specifically named triggers), then activating a trigger with the command "Dstry Trig 'XXXX'" will make sure that the XXXX trigger can no longer be activated after that. Checking with the All Destroyed trigger is to see which houses are still in the game to remove the reinforcements trigger for those who already lost. Yeah, it means "if all units of this House are gone, stop the trigger that reinforces new ones for them" What I don't get is the last sentence : "this obviously only works if 6 triggers can be destroyed." Does that mean you can't use these in a 1v1 game ? Ah, no, see, C&C has 6 multiplayer houses. If you have a 6-player map, but only 3 players are on it, then the players are houses Multi1, Multi2, Multi3. But then you need to make sure that no reinforcements arrive for the other three; Multi4, Multi5 and Multi6. This is done with the "All Destroyed" triggers, which check if there are units of that house on the map. This system doesn't work if missions can only destroy 3 triggers though. You need to be able to destroy 6 triggers to make this work, because there are 6 multiplayer houses in C&C. The main problem here is that in C&C95 v1.06c, ALL maps are technically 6-player maps. I'm working on fixing that though The actual full trigger setup for this situation is this: [Triggers] uuuu=Time,Reinforce.,50,Multi1,mul1rein,1 vvvv=Time,Reinforce.,50,Multi2,mul2rein,1 wwww=Time,Reinforce.,50,Multi3,mul3rein,1 xxxx=Time,Reinforce.,50,Multi4,mul4rein,1 yyyy=Time,Reinforce.,50,Multi5,mul5rein,1 zzzz=Time,Reinforce.,50,Multi6,mul6rein,1 delu=All Destr.,Dstry Trig 'UUUU',0,Multi1,None,0 delv=All Destr.,Dstry Trig 'VVVV',0,Multi2,None,0 delw=All Destr.,Dstry Trig 'WWWW',0,Multi3,None,0 delx=All Destr.,Dstry Trig 'XXXX',0,Multi4,None,0 dely=All Destr.,Dstry Trig 'YYYY',0,Multi5,None,0 delz=All Destr.,Dstry Trig 'ZZZZ',0,Multi6,None,0 (with the mul?rein teams defined in the mission's TeamTypes section) Basically, the uuuu, vvvv, etc triggers will each reinforce a team for one specific player, every 50 time units. The "1" at the end means the trigger timer will keep looping. The delu, delv, etc triggers make sure this system of automatic reinforcements stops if that player has no units on the map (anymore). Edit : Alright, I only have the trigger chapter and the full changes list (ouch XD) to translate, and I'm done The full changes list won't be hard; 90% of it can be copied from the old readme, and most of the rest is already in the "What's New" section. Hey, I see in the change list that you fixed a commando voice bug in the english version. Could you fix the bug on the french version too ? When you give the order to blow a building, the commando play two answers at a time "I got a present for you" and another random answer like "yes sir!" I always found it sad, since I love the "got a present for you" answer in french. Try on the mission "Blackout" from covert ops, it happens every time. Thanks The bug I fixed was just the fact that the "you got it" voice was replaced by a rather stupid-sounding shortened version in C&C95. So that was just a sound replacement, not a real logic fix. The bug you mention isn't related to the language... it always happens. The problem is that the first unit response is played before the checks to see which command was given to the unit. I know the infantry voice playing code though; I'll see if I can find out what makes it filter out the bombing command, so I can check on it the first time and make it skip the sound play. Share this post Link to post
Nyerguds 102 Posted May 30, 2011 Hmm, I just checked through some old mail, and found the email conversations with the person who translated the original 1.06 readme to French. The "strings" issue came up there too, and I suggested using (a translation of) "game text" for it. Maybe the old changes lists still have such translations of "string". Share this post Link to post
Kamikave 0 Posted May 30, 2011 Yep, saw it. I went over the previous translation when I copied the changes list from older versions. But I only saw "texte" or " fichier de texte" (text file), and I find it... well, not precise enough. Don't worry, I'll find the right word eventually ^^ Speaking of older translation, just so you know, some sentences smelled like google trad to me lol so I changed them since they rarely made any sense. Surprisingly, other sentences, right after these were very well translated. And thanks for the trigger explanations. It's way more understandable now. With any luck, you'll have the finished translation this evening. As for the commando voice bug, I didn't notice it in the english version. That's why I thought it was 'french version' related. I'm crossing all my fingers that you can fix it. Share this post Link to post
Nyerguds 102 Posted May 31, 2011 Well, there are no language-specific logic related bugs in 1.06 anymore, since it's all the same exe file. The translation system just loads different voice, text and icon files for each language. And even there, the inbuilt English, German and French languages are treated exactly like any other language pack. The only exception to this is the fact that any missing data in the ini is filled in with the English defaults in the exe. But all three default languages have all options set anyway (to allow them to be used as Base Language under a partial language pack). It's possible I added some empty time at the start of the English "I got a present for you" voice file to fix this though, not sure. I'll check it later. Share this post Link to post
Nyerguds 102 Posted May 31, 2011 I've been doing some research into the "duplicating start positions" bug that occurs when playing a 4-player map in (the now-default) 6-player mode... The results are quite interesting. -There is no "duplication". The game just makes a list of all valid waypoints, randomizes it, and then uses the first 6 values of that random list, without checking if there are enough items ON the list. It just seems that the randomizing process somehow leaves one duplicate behind the last correct value. -Since the usage of these 6 values is ALSO randomized, it's perfectly possible for the first players to get the corrupted values. On top of that, which player gets which Multiplayer house (Multi1-Multi6) also seems to be randomized, and I haven't quite figured out how (or why). You can easily see this yourself by starting a few skirmish games and looking at the position of your own name in the players list. -I found the code that makes it use all waypoints as starting points, so if I reduce that, this will make sure scripting of teams in multiplayer will become possible without the team waypoints becoming possible start locations. Which is pretty awesome. Seeing as the maximum amount of players is 6, I suggest making it use waypoints up to #12 (=waypoint 11), and leaving the rest for map scripting. -There are only 28 waypoints. No matter how much more are in some mission inis, the game only reads waypoints from 0 to 27. Nothing higher is ever read or used. I can't expand this either without making the savegames incompatible (though I've already come up with some workarounds for that...) -I accidentally stumbled upon the code the game uses to check if the currently handled player or unit/structure/etc is AI-controlled or human controlled. I found 69 exceptions that are executed for the AI players only. One of them is the fact that all prerequisites ("can this thing be built?") checks immediately returns True for the AI Since the players themselves are also randomized, I don't know if the corrupted start point issue can be fixed without actually changing the main variable that determines the maximum amount of players (the thing read from rules.ini). But that's a pretty scary thing to change while the game itself is running... it'll need tons of testing. If I figure this all out it might become possible to set the amount of AI players in Skirmish games in conquer.ini though. No plans to add that choice into the game for now though; editing a graphical user interface in assembler is pure hell. Share this post Link to post
Kamikave 0 Posted June 1, 2011 It's possible I added some empty time at the start of the English "I got a present for you" voice file to fix this though, not sure. I'll check it later. Nope, I just tried. There is indeed the same bug in the english version, although it's not as obvious as the french version. Share this post Link to post
zimxavier 0 Posted June 1, 2011 (edited) Hi I use the french version. Everything is okay with the patch 1.06b r2, but with 1.06c, the game (menu, audio) is in english ! Thanks for your work ! Edited June 1, 2011 by zimxavier Share this post Link to post
zimxavier 0 Posted June 1, 2011 (edited) If you want french video, there is a file named "movies.mix", here : http://jr.letertre.free.fr/Abandon.php I tested, it works ! Edited June 1, 2011 by zimxavier Share this post Link to post
Nyerguds 102 Posted June 2, 2011 You just need to change the language to FRE in the conquer.ini file. Also, I got all movies in all languages. Even got a Japanese version Share this post Link to post
Kamikave 0 Posted June 15, 2011 Hum... Since I never player the funpark campaign before, this may be a dumb question, but when I select the GDI campaign, I still get Nod briefings and missions (same as Nod campaign)... Is that normal ? Share this post Link to post
Nyerguds 102 Posted June 17, 2011 There is technically only one funpark campaign, with one missions set, and one briefing video. The side choice only affects which helicopters you get, and what you can build in mission #4, the only one where you have a base. You don't actually play with Nod; your stuff (buildings included) is simply gray. This might be a good thing to add to the FAQ, actually Share this post Link to post
Kamikave 0 Posted June 17, 2011 Ok, thanks. And yes, adding it to the FAQ is a good idea. I was a little surprised when I saw a video briefing with Kane when I launched the GDI campaign XD Share this post Link to post
Chimas 7 Posted June 20, 2011 Hmm Nyerguds, There's some good smell coming from the Kitchen. Are you cooking up something for this week? eheheheh Share this post Link to post
Nyerguds 102 Posted June 20, 2011 Actually, yes, but it's not C&C related Share this post Link to post
Finalzero 0 Posted June 22, 2011 Hey, first of all thank you for the fan patch! I can now finaly play the first C&C game on Win7 without any crashes (well I dont notice one yet xD ). But I have some sugestions to the german version of the game because the translation could need a little update. First of all the sidebar. Which is called "Seitenmenü" in german. But as you notice on the screen below its written "SeitenmenÜ". It is possible to change the "Ü" to an "ü"? Second, when you try to load a mission. A text will pop up that tells you "Mission wird eingeladen. bitte warten..." which would be something like "Mission will be invited. please wait..." in english. It is possible to change this to: "Mission wird geladen. Bitte warten..." ? This is all I found. Maybe you could add this to your checklist if you want. Yours sincerely Finalzero Share this post Link to post
Chimas 7 Posted June 23, 2011 (edited) Hi Nyerguds, a doubt: In Desert theater, A ) is it only possible to use SPLIT3 or B ) it is just XCC that has problems with that and the game works with other SPLITs? I think it's letter A, but I got confused, sorry. Edited June 23, 2011 by Solo Share this post Link to post
Nyerguds 102 Posted June 23, 2011 Finalzero: -The error is actually in the font, and not in the stored text. But I've done a big update of all the game fonts now to correct that, so it'll be fixed in the next version. -I'll make sure the "eingeladen" is changed in the next version. Solo: Desert theater indeed only has split3. Share this post Link to post
Nyerguds 102 Posted June 29, 2011 Second, when you try to load a mission. A text will pop up that tells you "Mission wird eingeladen. bitte warten..." which would be something like "Mission will be invited. please wait..." in english. It is possible to change this to: "Mission wird geladen. Bitte warten..." ? It also says a similar thing for the Restarting line, namely "Mission wird wieder eingeladen". Is that one OK, or should it also be changed to something else? Share this post Link to post
AlexB 8 Posted June 29, 2011 "Eingeladen" means "loaded" (reading save games or packing stuff into a transporter) as well as "invited", but it indeed sounds like 1980's or 1990's computer lingo. I vote for consistency: "Mission wird erneut geladen". Share this post Link to post
Nyerguds 102 Posted June 29, 2011 I got a pretty nifty announcement to make; I managed to limit the amount of players on C&C maps Up until now, map makers were stuck with the fact that a map HAD to have 6 starting points, or else players sometimes ended up spawning on the same spot, or on random places on the map. This was because the starting points list the game makes is always as long as the maximum amount of players in the game. If are not enough waypoints, random data left behind in memory gets used as starting points, which usually results in the affected players ending up in the top left or bottom right corner of the map, or on a duplicate of an existing waypoint. The main problem is that the players are randomly distributed over all of those generated starting points, meaning that this even happens if there are less players than there are starting positions. That's fixed now. Map makers can put a "Players=" tag in the [basic] section of their map's ini file, which causes the game to change its internal "maximum amount of players" to that value, which then solves all the other problems. [edit] The "Players=" tag is now obsolete, the game simply auto-detects the number of players. See below.[/edit] Also note that if you play with AIs, the AIs will fill the available spots up to the map's player limit, meaning that if you play Skirmish on a 2-player map, you'll only get one AI. Some notes on the usage of this system ingame: The maps now have an indicator in front of them telling you how many players they supports Any map for which the amount is not set in the ini defaults to four players (NOT six). I will update all of the original maps to have a correct value there (for example, Tiberium Garden is obviously a 5-player map) When a game is full, new players will still be able to join. I couldn't prevent this. Instead, the host will get an error message when trying to start the game. I'm still figuring out how to fix some minor bugs now, but in general, the system seems to works fine. I'll soon be releasing a beta for the cncnet players, and if all goes well, it'll be released as full patch. So here's my question to the translators: I need a translation of the error message for the host. The message is: "Too many players! This is a #-player map."] Could you translate that for me? btw, the player numbers in the maps list: @AlexB: Thanks, I'll edit it. Share this post Link to post
AlexB 8 Posted June 29, 2011 German: Zu viele Spieler! Dies ist eine #-Spieler-Karte. Share this post Link to post
pichorra 4 Posted June 29, 2011 Too many players! This is a #-player map. Muitos jogadores! Este é um mapa de #-Jogadores. [ptB] Nice work also Nyerguds! Share this post Link to post