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Messages - Amo

Pages: [1] 2 3 ... 14
1
Technical forum / Re: Again, the cyrilic question
« on: July 15, 2008, 08:07:45 PM »
You are great man, thanks a lot!
Has anybody informed you, that you are in the credits? I mean, already in the german version. Just as a side note.

2
Technical forum / Re: Again, the cyrilic question
« on: July 15, 2008, 06:39:54 PM »
@mnemonic: Jep. Something like that. Cool note: It works  ;D Just to be serious, we copied the modified scripts back into the old version and that works, first Russian buttons are working. Yeeeeeeeeeeehaaaaaaaw!  ::beer Thank you so much muties!
One thing remains:

Game.ExpandString();  where do we need to add it? Again: We are totally out. Sorry folks! Guess its the same here as with the credits in the character demo (where we didn't get it working, too)

For example: button.text="/STR0012/Subtitle";

Cheers

Martin

3
Technical forum / Re: Again, the cyrilic question
« on: July 15, 2008, 06:11:14 PM »
OK, dammit! We are running into problems. Beta3 now complains, that the scripts are from a newer version... And it now loves to crash at every action without any error message  >:(

4
Technical forum / Re: Again, the cyrilic question
« on: July 15, 2008, 04:57:41 PM »
Heeh... you can ask question.  :D I don't remember. Really. As stated in the first post we are almost 3/4years off of WME now. Somehow we decided back in 2007 to stay with the beta3 and because of the fact that the game is done and in stores and only the locas are on the todo list we won't settle to another version.

5
Technical forum / Re: Again, the cyrilic question
« on: July 15, 2008, 04:26:41 PM »
Hi odnorf,

great to hear that there shouldn't be any problems.
Why using the beta? We tried with later versions but ran into some problems with our animations, something must have changed there, maybe caused by our custom code, anyway, we stay with the beta to keep the risk
at zero.

Cheers

Martin

6
Technical forum / Re: Again, the cyrilic question
« on: July 15, 2008, 03:45:06 PM »
Yeah, they are right. Thanks for the hint.
O, next thing:
Could we run into some problems if we retrieve the strings with 1.8.6 and then copy the stringtables and modified scripts back into 1.8beta3 (we are still using it, as it was the actual version when we created the goldmaster).

Cheers

Martin

7
Technical forum / Re: Again, the cyrilic question
« on: July 15, 2008, 11:56:54 AM »
Hi Jan,

thats exactly where the problems start. We tried it with your character demo. Extracted all the strings via stringtable manager which leads to no problems at all. Now we opened up the scripts to check them and yes the "/STR0000/Whatsoever" structure is there. But whats next? When starting the game we see in the credits not "Whatsoever" but "/STR0000/Whatsoever"
 ???

8
Technical forum / Re: Again, the cyrilic question
« on: July 14, 2008, 07:08:32 PM »
OK, I am back again.
The stringtable manager is available, but we are running into new problems:

First of all: We have here a PC with Russian Win XP and a Russian keyboard and we have a excel table with tons of Russian text.

Now we tried to bring everything together. We opened up a scene in scene edit and copied from the Russian translation a object name and pasted it into the caption gap. In the gap the scene editor shows the right words in Cyrillic. We now saved the scene. We used Aerial and loaded it as ttf and also tried as bmp. In both cases the object caption is empty ingame. When opening the editor again, everything is nice. But only in the editor not ingame.

Any hints what we are doing wrong?

Cheers and a nice evening

Amo

9
Technical forum / Re: Again, the cyrilic question
« on: July 10, 2008, 01:57:36 PM »
Hi Jan,

nice to read a few lines.
Is this Stringtable manager tool already available in 1.8beta3 ? I have no WME open atm.

10
Technical forum / Again, the cyrilic question
« on: July 10, 2008, 01:27:13 PM »
Please folks, don't throw rocks at me.

First of all the situation:
We had done "SUNRISE the game" in late 2007 and turned over to another project which was running parallel but at this point we completely focused on this second project. So for now: We are off WME completely. I mean really completely. Lot of beer and more than a half year of WME abstinence killed several parts of our brains. Now we received the russian translation. Nobody here speaks russian. All the text is in one excel file. What we need now is a step by step advice for braindead people how to prepare WME for one hell of an copy and paste action. For making things even harder: We are using 1.8Beta3 as we released with the beta because we were hard at schedule limit and will be not able to switch to a newer version. We have also (to make the chaos perfect) no text stored in stringtables. Everything is stored in the scripts. Sorry for all the inconvenience, but your help is really appreciated. Thanks so much in advance folks! Missing the Wintermute times...

Amo

11
Game announcements / Re: Limbo of the Lost UK release
« on: June 19, 2008, 07:02:00 PM »
We were totally shocked by this but thought for a long time it could be just a big fake. Somehow it turned into something thats known as the truth. At least the empty shelves speak this language. I also really hope that this does not negatively affect the publicity of WME but I do not expect so. What could start to be more of a problem is, that this could harm the Indie scene as well and the publisher.
At least the publishers can't be harmed in a financial way, (normally contracts contain a part were the developer grants that his product is free of rights of third and fully responsible for doing not so) but it could be bad publicity.
We are just lucky like hell that we did it through the major international contracts before this curiosity started.

Cheers

Martin (after a long time of abstinence)

12
Fixed / Re: bluescreen from ProjectManager
« on: November 02, 2007, 07:16:15 PM »
We had the same issue, but the machine rebooted without warning. Deactivating the preview in project man was the only way around, because it was not reconstructable for mnemonic.

13
Technical forum / Re: has anyone exported a animated mesh without bones.
« on: October 23, 2007, 07:36:00 PM »
I didn't know if Jyujinkai is right, but it seems to be logic.

14
Technical forum / Re: has anyone exported a animated mesh without bones.
« on: October 18, 2007, 03:32:33 PM »
I'm not sure if it is panda's or WME's fault but imho non bone based anims are not possible.
Setup an IK chain in Max, skin it with the skin modifier and animate the chain.
Thats the only thing, I can think of. I tried in the past to export some morpher based anims, but it didn't work, so I switched back to bones. It is, or better, it can be a real pain in the royal back, but it works.

Regards

Amo

15
Technical forum / Re: has anyone exported a animated mesh without bones.
« on: October 18, 2007, 12:11:17 PM »
You are exporting from Max via Panda? Right?

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