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Topic: SS2 Vollständige Deutsche Übersetzung
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1) I started on the signs at some point and then forgot about them. ^^
I have the ar_* textures, would need to get the rest. Will do.

4) And here I thought you never made any mistakes. :D


I wondered about doing a German SHTUP version but I'm not sure it would be worth it. Moreover, ZB did everything in PS iirc which don't own and know nothing about.

673fa3911f790voodoo47

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it's only worth doing if you think it's worth doing. or, as I like to say, given sufficiently long time, nothing is really worth anything, because all is just ash and dust in the end.
« Last Edit: 24. November 2017, 15:17:57 by voodoo47 »
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@voodoo47 : Is it possible to load object texture A if SCP is active but load texture B otherwise (via DML or MTL)? I'd like to include the altered OSA chargen signs but as a fix/change they don't belong here and if I put them in my mod (as I'm doing with the automap fixes, for example), I'd get a SHTUP conflict.

BTW, os4.png is wrong, it should be "Engram analysis" not "Engramanalysis".
« Last Edit: 26. November 2017, 12:01:36 by Marvin »

673fa3911fa41voodoo47

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definitely possible, but some trickery will be required - a hexedited sign object bin referencing the special texture, then a dml that will assign the modified bin to the sign at station, but only when passing the SCP fingerprint check.

I can do this in about two minutes, as long as you supply the texture.
[textest.jpg expired]
« Last Edit: 26. November 2017, 16:16:17 by voodoo47 »

673fa3911fb7cvoodoo47

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also, can someone check the unmodified DE steam version? looks like some texts are in english - summon_obj brawnboost in the console (shift+; to open), and check the full item description.
« Last Edit: 27. November 2017, 08:25:01 by voodoo47 »
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Thanks! Here are the altered German images. All training images seem to be a mess in terms of unified font size, character and row spacing, and placement. The original os9 doesn't even make sense. Guess I never noticed because I never choose OSA...

Don't know about that bug in the video.
[os4.png expired]
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673fa39120086voodoo47

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os9 is unused, I think? so shouldn't really matter. anyway, attaching the os4 tweak, which will, as requested, make things not conflict with SCP or SHTUP, no matter the load priority. I'm thinking that sometime in the future, the same thing should be done with all the DE textures to make the mod not conflict with anything ever, but ouch, 300 objects.. would take a few hours.
Don't know about that bug in the video.
yeah, but as steam won't allow me to download the DE version of the game without some extra effort, I'm hoping that someone has it at hand and would confirm or not. //ok, not that difficult actually, so I'll just do it myself.
[osa_scp_de.7z expired]
« Last Edit: 27. November 2017, 13:24:27 by voodoo47 »
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Huh? os9. png belongs to the rightmost mission in year 3,that's the Deep Cover one in the English version.

673fa39120285voodoo47

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right - added and reuploaded. 5 minutes for one fix, so with the remaining 298 models, we are looking at about one day of work, if you don't need to eat and sleep.
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Well, let's wait a moment and think about what's really necessary first. 🙂
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Okay, tested it and it works nicely. Now, the way I understand it, this will break SHTUP - with SCP being active - if SHTUP would ever replace the training signs with a higher res variant as SHTUP would reference the original osX.bin whereas the object's texture ID has already been altered to os_deX.bin. From my experience as a German and knowing a lot of German SS2 players, most people in such a case would prefer the higher res English variant over the low-res German one as they a) care more about interface, text and, most important of all, German audio while b) going along with the idea that there's no problem about international organisations and corporations pasting English signs all over their stations and space ships. In that case, a single low-res German texture really stands out. But without a combined DML footprint for SCP and SHTUP or a German SHTUP fork like you suggested, this issue probably cannot be solved.

BTW, assuming I would want to repeat this fix, you'd only have to change the texture name with a hex editor and create the DML fix to go along with it, correct?
Acknowledged by: JML

673fa391208b2voodoo47

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you need to change the texture name, grab its object, hexedit it to use the new texture name, change the name of the object, and dml change the object name (on the archetype, in most cases).
this will break SHTUP - with SCP
no, this will make them irrelevant. so anyone actually preferring the hires english textures over the lowres german ones will be out of luck.

I was looking at how things are set up in the vanilla DE version, and there may be a smarter solution to this - I'll let you know once I have something.
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you need to change the texture name, grab its object, hexedit it to use the new texture name, change the name of the object, and dml change the object name (on the archetype, in most cases).
Ok.
no, this will make them irrelevant.
Yeah, that's what I meant.

I was looking at how things are set up in the vanilla DE version, and there may be a smarter solution to this - I'll let you know once I have something.
If you're referring to the folder structure, i.e. putting a "german" or "english" folder in the respective res folder and changing the config, forget about it, that's a can of worms closed a long time ago due to mod interference.

673fa39120d19voodoo47

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yeah, I pretty much figured in the last 15 minutes.
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Alright, here are all the new files and an addition to the first post to tell users to load the mod directly after SCP, which is the recommended mod order now:

Code: [Select]
Wenn [url=https://www.systemshock.org/index.php?topic=7116.0]SCP[/url] ebenfalls verwendet wird, sollte die Mod im Manager direkt darüber aktiviert werden (Eintrag in der Liste direkt über SCP).
Just extract this to the "Deutsche_Übersetzung_2.2" folder. I cannot re-upload the whole archive due to the attachment size limit. Would suggest to bump the minor version number (@Kolya : That's okay?).

All palettes were taken from the current SCP Beta 4 if anyone wants to know. I also put in voodoo's ghost despawn fix since it only really affects the German audio. Thanks again, voodoo!
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« Last Edit: 27. November 2017, 23:08:50 by Marvin »
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The texture is in, what do I need the model for? I thought that's only supported by SCP, which also supplies the model.

€dit: Nevermind, that's fixed in the misdmls. Reuploaded but used my own texture for consistency (is also better spaced :p).
« Last Edit: 27. November 2017, 23:13:46 by Marvin »

673fa391212aavoodoo47

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ah yeah, forgot that model actually isn't renamed/germanified. so right, not really needed.
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Well, now it even works without SCP at the cost of 1kb of disk space. Hooray!

673fa39121465voodoo47

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nah, would need a dml for pure vanilla, but yeah, 1kb of redundancy probably ain't that big of a deal.
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Wait, DML fixes are exclusive to SS2Tool?  Wow, that's terrible.

673fa3912167evoodoo47

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the bay3 fix is in the GOG/steam package as well, so all should be good. unless someone is running a manually updated CD install, but we don't care about those people.

also, you'll probably want this in your misc.str:

QuickSaveSlotName:"Schnell Speicherung"
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Done. Thanks for the reminder, I guess that variable has been exposed by a gamesys update? Cause I can't find it in any of the files. It's "Schnellspeicherung" btw. :)

673fa3912192bvoodoo47

Acknowledged by: Marvin

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