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Old Storyline Restoration Mod - English translation

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  13:49:53  17 August 2010
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BuddieBBB
Senior Resident
 

 
On forum: 01/31/2008
Messages: 883
Thank you ZaGaR for your effort, but I'm basicly done with those things you mentioned already, still, thanks for the care!

Anyway, progress is going on as always, I translate when I have the time.
  19:50:48  18 August 2010
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ZaGaR
Skaarj Hybrid - NaPali survivor
(Resident)

 

 
On forum: 07/24/2007
Messages: 647
I have some more relaxed days before I end up into RL's torture rack .
Tell me if I could be of any help for the parts you haven't touched yet, things like mergers and translations of the 'privet' lines .
  00:32:03  24 August 2010
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joe the janitor
(Novice)
 
On forum: 06/06/2010
Messages: 6

---QUOTATION---
Getting a crash at start up, any suggestions?

FATAL ERROR

[error]Expression : fatal error
[error]Function : CStringTable::Load
[error]File : E:\stalker\sources\trunk\xr_3da\xrGame\string_table.cpp
[error]Line : 53
[error]Description : <no expression>
[error]Arguments : string table xml file not found ui_st_pda.xml, for language rus


Thanks.

nvm, got it i forgot to change localization...
---END QUOTATION---



How do you fix that? I get the same message.
  07:09:02  24 August 2010
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LiquidBronze
Senior Resident
 

 
On forum: 03/25/2007
Messages: 545
^

go to the dir you have SHOC installed then gamedata/config

look for the file called localization.ltx and then open it with notepad

change

language = rus

to

language = eng

then save and play!

LB
  08:06:35  24 August 2010
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joe the janitor
(Novice)
 
On forum: 06/06/2010
Messages: 6
Thanks for that!

On an unrelated note. I can't get into the dead city. I mean, I can get to the very beginning of it, but there are mines blocking the entrance.
  08:13:58  24 August 2010
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 433
I've only just began, but saw some intresting changes.

The Rookies at the Cordon are all rather hostile in the begining, the whole Sid/Wolf task are changed and Nimble more often than not ends up dead during the assault on the factory

Also, there's a zombie and a boar at that building by the bus station.

Installed the shadows addon and some other stuff. Now attempting to fix some parts of ZaGaR's translation and doing some missing files.
  08:17:11  24 August 2010
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joe the janitor
(Novice)
 
On forum: 06/06/2010
Messages: 6

---QUOTATION---
I've only just began, but saw some intresting changes.

The Rookies at the Cordon are all rather hostile in the begining, the whole Sid/Wolf task are changed and Nimble more often than not ends up dead during the assault on the factory

Also, there's a zombie and a boar at that building by the bus station.

Installed the shadows addon and some other stuff. Now attempting to fix some parts of ZaGaR's translation and doing some missing files.
---END QUOTATION---



Any idea if I could combine this with Arsenal Mod? I'm not experienced with modding at all.
  15:33:56  24 August 2010
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LiquidBronze
Senior Resident
 

 
On forum: 03/25/2007
 

Message edited by:
LiquidBronze
08/24/2010 15:40:40
Messages: 545

---QUOTATION---
Thanks for that!

On an unrelated note. I can't get into the dead city. I mean, I can get to the very beginning of it, but there are mines blocking the entrance.
---END QUOTATION---



***SPOILER ALERT***

You wont be able to get to dead city until the point in the story after you meet the guide and then visit an old friend.
  17:09:13  24 August 2010
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ZaGaR
Skaarj Hybrid - NaPali survivor
(Resident)

 

 
On forum: 07/24/2007
 

Message edited by:
ZaGaR
08/24/2010 17:17:58
Messages: 647
The differences with the crippled game we know as vanilla are enormous.

Nimble is not related to Sid's storyline start anymore. Sid'd flashdrive is carried from Fox. For some reason, bandit's relations to Nimble are set to hostile, so they shoot him on spot when you are within the online switch distance. Save before the distance and do several approaches from the bridge side, kill the bandit talking to Nimble before he can execute him. Stealth helps also a lot, if the bandit are not alarmed there is a chance for the poor Nimble.

Dead City is not accesible before the point the storyline moves there. Scripted invisible mines make the passage impossible, even if you manage to kill the gang of mercs in the middle of which you spawn .

@MrSeyker, are you russian speaking?
It would be nice if you do some thorough editing and correcting then upload it. In the mean time, seeing that BuddieBBB has gone AWOL , I could try doing also the dialogs of military(AW).

EDIT:
LiquidBronze's path is not recomended. You will end up with a mixture of dialogs of that deviate a lot from the mod's. I was shot down from Plitchko, at the duty entrance, because the english dialog was comlpletely different. The language = rus will work because I have filled the config\text\rus folder with english files.
  18:41:53  24 August 2010
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 433

---QUOTATION---
Nimble is not related to Sid's storyline start anymore. Sid'd flashdrive is carried from Fox. For some reason, bandit's relations to Nimble are set to hostile, so they shoot him on spot when you are within the online switch distance. Save before the distance and do several approaches from the bridge side, kill the bandit talking to Nimble before he can execute him. Stealth helps also a lot, if the bandit are not alarmed there is a chance for the poor Nimble.
---END QUOTATION---



Do you know if this requires all.spawn editing? Because I don't like Nimble (only character outside of Strelok to appear in the three games) to get killed every time I f** up stealth (it happens often :\)-


---QUOTATION---
@MrSeyker, are you russian speaking?
It would be nice if you do some thorough editing and correcting then upload it. In the mean time, seeing that BuddieBBB has gone AWOL , I could try doing also the dialogs of military(AW).
---END QUOTATION---



I'm affraid not, I speak spanish.

What I'm doing is translating the decoded cyrillic in google and then comparing it to your translations and GSC's (a lot of the cut content is already translated in the eng folder).

And then comming out with something that's in between and makes sense (and it's hard since there's some stuff that doesn't even translate into anything).

If I had finished the unmodded game or the mod it might have been easier, since I'm not entirely sure how some lines relate to each other .

Unfortunately, doing the stable_dialogs and stable_storyline_info is a pain in the ass due to sheer size.

I've always thought that the whole dialogue files could be revamped to be more user friendly (no more "barkeep_task111111111" bullsh*t).

Also, some descriptions for weapons and monsters or items are unnecesarily long.
 
Each word should be at least 3 characters long.
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