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jwiz

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Posts posted by jwiz

  1. 12 hours ago, Flix said:

    No rush, make all the corrections you need to. Just please make sure it's the same link that I'm accessing to pull the files (or that it's obvious what's current).

    I probably won't be releasing 3.1 until I finish the next iteration of D2F, which is in the works now. 

    Updated the files.

    Seems to have been the only ocurrance of a missing bracket.

    Changed 2 other strings I found from <BR> to <br> as I dont know if the parser may stumble on those.

     

    • Like! 1
  2. On 1/22/2021 at 10:23 PM, Lindor said:

    The hero which got the item dropped was an unskilled testcharacter from the forum, it was a dryad. This means the toon was created before EE. Could that be an infuence?

    The item in question dropped after upgrading to 3.0 though.

    I had that issue too in the inventory.

    After I picking up a 2H lightsabre with my newly 3.0 created temple guardian,  when I clicked on a ring and a bow in the inventory, both played the lightsabre sound.

    Maybe I messed up something during the update even though I did it by the book. Hadn't come across that issue again since.

     

    P.S.

    the temple guardian was a 3.0 creation and it happened playing it with the 3.0a update.

  3. 3 hours ago, Flix said:

    Gotcha. So the way it works is that Alt. Spells completely overwrites the CORE texts with its own global.res.  This file is the same in every way except for the changed spell titles, descriptions, and modifications.  So at all times, two versions of global texts must be maintained for each localization.  I will have use yours as a base and paste in all the CORE strings.

    ...

    I jsut nocticed upon getting to Hugard on the Mount Island that there is an error in the below string resource. the closing bracket after the first

    "Mir egal!<br><br>" was missing.

    As I have not touched that resource, it probably was missing there already.

     

    P.S.

    I've just looked into the german global.res provided with S2EE v3.0 from 9th Dec. 2020 and the bracket is missing there too.

     

    P.P.S

    Win10 just now decided that the S2rw.exe contains a virus. Damn it.

     

     

    4196750956    Ok, du würdig. Kannst Tier kaufen! Aber nicht jetzt. Komm später! Hab dich beobachtet und Hugard weiß jetzt welches Tier für dich und welches nicht. Andere gibt's für dich nicht! Nimm's oder geh. Mir egal!<br><br>Sie wollen wirklich starke Montierung? Du gehst zu Priest im Dschungel. Er hat den stärksten von allen! Aber du überlebst nie.

  4. Sorry to be imprecise.

    I meant the I took the globals.res after installing S2Core and Alt. Spells mod.

    I think I made changes to abt. 1800 strings of abt. 55,000 strings in total, so I guess it would be easier to include the alterations into the general file.

     

     

     

  5. I have uploaded the corrected version of the german Itemnames.csv to Google Drive.

    Link:  https://drive.google.com/file/d/1RSETPY8d6wYg_QbmMUBXRsnuG8C8jUCE/view?usp=sharing

     

    After some brief play testing with all 7 chars I have also made some minor chnages to the german global.res as to skills/mods description, I.e. changing 'Blizzard' into 'Schneesturm', 'Skelettturm' into 'Knochenturm' and 'Tornado' into 'Wirbelwind' to be consistent and did some minor changes to the wording of others.

    Most notably I changed the english button names 'Single Player', 'Multiplayer', 'Specials' in the main menu into their german counterparts.

    I have re-uploded the changed files now and additionally uploaded an encoded version of the german global.res file for testing with the game.

    Link:  https://drive.google.com/file/d/1Ks7rc_c2zxn9pI-ahgAz3XdraPYSgLaz/view?usp=sharing

     

  6. Looking at the Itemnames.csv that comes with your EE mod and comparing it with the german version, I've seen that that the numbers (1,2,3) differ in various places. What do these numbers refer to?

     

    I'd also propose minor changes for the german Itemnames.csv (if possible):

    NGCLF_BRACERS_TENERGY;Scarthinarmschienen,2;Scarthinunterarmschützer,2;Scarthinellbogenschützer,2

    NGCLF_RECURVEBOW;Recurvebogen,1;Schwerer Recurvebogen,1;Verstärkter Recurvebogen,1

    These names should be written together, which would also be in line with the other itemname files

     

    NGCLF_WHIP;Peitsche,2;Karbatsche,2;Jadgpeitsche,2

    Just for the sake of not repeating the first entry again.

     

    • Like! 1
  7. 9 hours ago, Flix said:

    I like to use Notepad++ with the compare plugin. It highlights differences between two versions of the same file.  Makes it easy to copy changes from one into the other.  I'd copy your changes into my scripts.

    Actually questscripts.txt might be a bear to compare since so much in the syntax got changed in EE.  You definitely want to use my version of the file though.

    Balance.txt shouldn't be too bad to deal with though.

    I did use Notepad++ as well for editing with the DSpellchecker plugin (Hunspell dict).

     

    P.S.:

    I have reuploaded both files UTF-8 encoded, as I just noticed on my Linux system that the globalDe_texts file was encoded in UTF-16 (hence the large size) which may lead to problems with some text editors.

  8. On 1/18/2021 at 4:44 PM, jwiz said:

    Noted.

    I intend to change Megalcarwen to Maegalcarwen in the resources as well.

    On a quick scroll-through yesterday I've noticed that I've managed to screw up a few resource IDs, so please dont use the this global.res yet.

    I have currently started a 2nd run where I will correct those too.

     

    I have just finished the 2nd pass of the global.res and uploaded the changed files.

    I have corrected the resource IDs that I messed up and applied some further corrections that I found in the 2nd go.

    This includes changes of names for 'Maegalcarwen' and 2 further names:

    'Dulcinea' from the Lost Ogre quest is now named 'Dulcamara' as there is already the dead cow called 'Dulcinea'

    I also renamed the Ogre shaman 'Bartislartfass' from the goblin sinews quest to 'Slartifartbass' as there is already a mage called 'Barti Slartfass' in the Undead Legion quest.

    Anyone who doesnt like that, feel fre  to revert it.

    Unless someone else points out some further needed corrections, I consider this done.

     

    • Thanks! 1
  9. 59 minutes ago, Flix said:

    Thanks! I should have waited a day I guess.  I was getting anxious to get those fixes out though.  I'll prepare the German texts for the next release, whenever that may be.

    Nevermind that, I'm most probably going to do a second passtrough anyways.

  10. 2 hours ago, Flix said:

    Sunday probably.  Technically speaking the changes from 3.0 --> 3.1 are trivial and should not interfere with any ongoing characters. In fact, unless you're playing a seraphim or TG I doubt you'll notice any difference.

    Btw, it was noticed in the german forum that the globel.res (DE_de) needs a correction to:

    1247205589    Kaleidoskopischer Evangelist  (from Kaleidoskpischer Evangelist)

     

    P.S.: in fact it needs a lot more corrections. I'm currently working on them.

  11. Having some spare time, I'm currently combing thru the german (DE_de) global.res with my wordprocessor and dictionary.

    While doing so, I noticed the below text lines about the Garganthrod (scorpion king) in english.

    Have these lines been added in the S2EE versions?

     

    0450013763	That won't be a problem for me, either.
    0450013768	I always wanted to see if scorpions are immune to their own poison.
    0450014207	I know all about awful creatures.
    0450014329	I have defeated Earth Elementals, Trolls, and Dragons. That scorpion I'll crush under one sandal, no matter how big it is!
    0450015468	I have just the right tools for bleeding a scorpion.
    0450015565	A scorpion? That does not scare me.

     

    • Like! 1
  12. It has been noticed by a user of the german Sacred Legends forum, that the energy pistols do not work properly with the TG.

    I tried them myself and it seems that the weapon fx is placed wrongly as the projectiles hit the ground below the TG.

     

    TW_energy_pistol.thumb.jpg.aceed4349d9edfd773f5688206473b3b.jpg

  13. 1 hour ago, Flix said:

    Well as it turns out the potion cooldown doesn't even work and never has.  It's broken at the code level.

    I didn't realize until it was time release so I never amended the change log.

    Ok, thanks.

    So its hardcoded, good to know.

  14. P.S.

    I also noticed that you increased the health potion cooldown to 7 secs. so that spamming potions now only gives approx. 15% of the full amount I/o of 20% previously.

    But the dot damage still only ticks 5 times (value=500).

    I would suggest to extend the dot ticks likewise and reduce the dot damage per tick accordingly so that the health potion cooldown is in line with the dot ticks once again.

     

     

    P.P.S:

    I still enjoy blowing up the bulbs!  :lol:

  15. While reading thru the patch notes I didn't see any mention of %LL.

    If I recollect correctly, then Dmitriy had found a proper was to apply the % LL only to the remaining life pool and not always to the full one.

    Was this not implemented or didn't it work out?

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