How can I translate these ingame Messages? [message #200494] |
Tue, 23 May 2006 01:27 ![Go to next message Go to next message](/theme/Renegade_Forums/images/down.png) |
EA-DamageEverything
Messages: 423 Registered: January 2005 Location: Germany
Karma: 0
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Commander |
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Hi everyone,
I want to translate some ingame phrases like
"Looks like GDI got a random vehicle...." = all Crate messages which are displayed in F2 chat. ALSO all private messages which I get in case of picking up a crate by myself.
"The NOD Airstrip has been destroyed thanks to you" = I only translated the presets which was easy to make in ssaow.ini... I wanna translate the whole message.
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2 more questions=
If I would edit the objects file from ssaow to get the "under attack-Sounds running (like repair pad, Conyard etc all where the sound is missing), will the server send the command to all clients? I mean they still can read whats under attack but some Buildings haven't got a sound for this.
I have LE, how do I set up my personal strings.tdb correctly?
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Re: How can I translate these ingame Messages? [message #200495 is a reply to message #200494] |
Tue, 23 May 2006 01:34 ![Go to previous message Go to previous message](/theme/Renegade_Forums/images/up.png) ![Go to next message Go to next message](/theme/Renegade_Forums/images/down.png) |
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Whitedragon
Messages: 832 Registered: February 2003 Location: California
Karma: 1
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Colonel |
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Translate to what? Another language? They're hard coded into the scripts.dll and cant be changed without editting it.
Black-Cell.net
Network Administrator (2003 - )
DragonServ, Renegade's first IRC interface bot
Creator and lead coder (2002 - )
Dragonade, Renegade's first server side modification
Lead coder (2005 - )
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Re: How can I translate these ingame Messages? [message #200496 is a reply to message #200494] |
Tue, 23 May 2006 01:39 ![Go to previous message Go to previous message](/theme/Renegade_Forums/images/up.png) ![Go to next message Go to next message](/theme/Renegade_Forums/images/down.png) |
EA-DamageEverything
Messages: 423 Registered: January 2005 Location: Germany
Karma: 0
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Translating them into another language, right.
Inside the zip files of the scripts, there are expanded script files, can I use them instead of the DLLs in the main dir? i mean I should edit the cpp etc the same way like text files.
I don't know how to edit DLLs, what do I need? I read something of MS Visual Studio -I don't have this.
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Re: How can I translate these ingame Messages? [message #200503 is a reply to message #200494] |
Tue, 23 May 2006 03:46 ![Go to previous message Go to previous message](/theme/Renegade_Forums/images/up.png) ![Go to next message Go to next message](/theme/Renegade_Forums/images/down.png) |
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For the latest SSAOW, you want Microsoft Visual C++ .NET 2003.
Then you open the scripts.sln file in Visual C++, find the strings you want and edit them to what you want them to be.
After that, you select "compile" from the menu and it will produce a new scripts.dll file which you can use on your server.
Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
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Re: How can I translate these ingame Messages? [message #200601 is a reply to message #200503] |
Tue, 23 May 2006 17:45 ![Go to previous message Go to previous message](/theme/Renegade_Forums/images/up.png) ![Go to next message Go to next message](/theme/Renegade_Forums/images/down.png) |
EA-DamageEverything
Messages: 423 Registered: January 2005 Location: Germany
Karma: 0
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jonwil wrote on Tue, 23 May 2006 12:46 | you want Microsoft Visual C++ .NET 2003....you select "compile" from the menu and it will produce a new scripts.dll
| I have worked for approx. 2 hours now on it.
I am using MS Visual Studio 8 (MS Visual C++ 2005 express Edition) and I have NO scripts being outputted into the dir.
This is what I got= "Message: 'This function or variable may be unsafe. Consider using sprintf_s instead. To disable deprecation, use _CRT_SECURE_NO_DEPRECATE. See online help for details.'
.\crate.cpp(724) : warning C4996: 'sprintf' was declared deprecated" I don't know what it means with sprintf...
I put all the source files EXCEPT the DLLs into a new dir and followed your instructions Jonwil. But it didn't put out/modified the scripts.dll.
the file crate.cpp is know duplicated to a crate.sbr file in a sub-dir "Releases".
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Please tell me my mistakes I made. Sorry, i thought it would be simple editing a DLL.
I'm going to bed now, cya tomorrow.
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Attachment: compile.jpg
(Size: 259.50KB, Downloaded 79 times)
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Re: How can I translate these ingame Messages? [message #204608 is a reply to message #200494] |
Tue, 20 June 2006 15:08 ![Go to previous message Go to previous message](/theme/Renegade_Forums/images/up.png) ![Go to next message Go to next message](/theme/Renegade_Forums/images/down.png) |
EA-DamageEverything
Messages: 423 Registered: January 2005 Location: Germany
Karma: 0
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Commander |
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I give up. I have had it all the way ready, but it didn't build, compile or whatever anything.
VC Express complains about a missing windows.h Header file which is listed inside the aow.cpp but not present. In the end, the scripts can be updated with my custom changes, but I don't get new Dll files. There is zero option to compile in the menu. Only if I mark one single .cpp file -but this won't help me. I have the SDK installed.
I thought about hex editing the DLL itself, but this would be the hard way and I don't want this.
If someone can easily compile this for me, feel free to do it. I will be happy. I added the changed source files below.
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Attachment: scripts.zip
(Size: 901.74KB, Downloaded 51 times)
[Updated on: Tue, 20 June 2006 15:09] Report message to a moderator
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Re: How can I translate these ingame Messages? [message #204619 is a reply to message #204608] |
Tue, 20 June 2006 16:28 ![Go to previous message Go to previous message](/theme/Renegade_Forums/images/up.png) ![Go to next message Go to next message](/theme/Renegade_Forums/images/down.png) |
=HT=T-Bird
Messages: 712 Registered: June 2005
Karma: 0
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EA-DamageEverything wrote on Tue, 20 June 2006 17:08 | I give up. I have had it all the way ready, but it didn't build, compile or whatever anything.
VC Express complains about a missing windows.h Header file which is listed inside the aow.cpp but not present. In the end, the scripts can be updated with my custom changes, but I don't get new Dll files. There is zero option to compile in the menu. Only if I mark one single .cpp file -but this won't help me. I have the SDK installed.
I thought about hex editing the DLL itself, but this would be the hard way and I don't want this.
If someone can easily compile this for me, feel free to do it. I will be happy. I added the changed source files below.
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Make sure that VC8Express knows where to find the SDK...
HTT-Bird (IRC)
HTTBird (WOL)
Proud HazTeam Lieutenant.
BlackIntel Coder & Moderator.
If you have trouble running BIATCH on your FDS, have some questions about a BIATCH message or log entry, or think that BIATCH spit out a false positive, PLEASE contact the BlackIntel coding team and avoid wasting the time of others.
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Re: How can I translate these ingame Messages? [message #204692 is a reply to message #200494] |
Wed, 21 June 2006 01:31 ![Go to previous message Go to previous message](/theme/Renegade_Forums/images/up.png) ![Go to next message Go to next message](/theme/Renegade_Forums/images/down.png) |
EA-DamageEverything
Messages: 423 Registered: January 2005 Location: Germany
Karma: 0
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Commander |
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I already followed the instructions "using SDK..:".
When I load up the sourcecode, there are the scripts and the keyconfig project. So far so good. Clicking on "properties" also does show the correct output format= scripts.dll.
But there is no option to compile but I can build the scripts. I did that and it didn't want to work. It complains about this windows.h line in the aow.cpp again. Removing this line caused some other serious errors.
You may look at this logfile=
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Attachment: BuildLog.htm
(Size: 41.00KB, Downloaded 274 times)
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Re: How can I translate these ingame Messages? [message #204700 is a reply to message #204692] |
Wed, 21 June 2006 02:54 ![Go to previous message Go to previous message](/theme/Renegade_Forums/images/up.png) ![Go to next message Go to next message](/theme/Renegade_Forums/images/down.png) |
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reborn
Messages: 3231 Registered: September 2004 Location: uk - london
Karma: 0
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General (3 Stars) |
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EA-DamageEverything wrote on Wed, 21 June 2006 04:31 | I already followed the instructions "using SDK..:".
When I load up the sourcecode, there are the scripts and the keyconfig project. So far so good. Clicking on "properties" also does show the correct output format= scripts.dll.
But there is no option to compile but I can build the scripts. I did that and it didn't want to work. It complains about this windows.h line in the aow.cpp again. Removing this line caused some other serious errors.
You may look at this logfile=
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If you post the sentences you are referring too, and what you would liek them changed too, I will do it for you.
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Re: How can I translate these ingame Messages? [message #204719 is a reply to message #200494] |
Wed, 21 June 2006 06:19 ![Go to previous message Go to previous message](/theme/Renegade_Forums/images/up.png) ![Go to next message Go to next message](/theme/Renegade_Forums/images/down.png) |
EA-DamageEverything
Messages: 423 Registered: January 2005 Location: Germany
Karma: 0
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Commander |
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The windows.h file is NOT included inside the ssaow sourcecode. I followed the instruction from MS how to get started with the P-SDK. I've set up those directories etc...
I had it running on XPprofessional. I additional installed the Platform SDK and the DirectX-SDK also. Like I wrote in the opening post, I'm not skilled in such things, it seems to get better configured before running well.
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Re: How can I translate these ingame Messages? [message #204723 is a reply to message #200494] |
Wed, 21 June 2006 06:38 ![Go to previous message Go to previous message](/theme/Renegade_Forums/images/up.png) ![Go to next message Go to next message](/theme/Renegade_Forums/images/down.png) |
dead6re
Messages: 602 Registered: September 2003
Karma: 0
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I have all the tools needed VS2005 + SDK and yet once compiled the new scripts aren't registered and the filesize is over 1mb. And 2003 seems more efficient than 2005
Let all your wishes be granted except one, so you will still have something to strieve for.
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