Missin Map Names in other langauges.

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Missin Map Names in other langauges.

Post by Rends »

I noticed it first when trying out Lord_Bandu Ground Assault map that if you select the map in singleplayer and it appears on the right screen of the list there wasn´t any name.
Now i saw in online browser some gyus playing my Jundland map and the name also didn´t appear in the list. check image:
Image
I guess it happens because of different languages (running the german version).
Anyway to solve this problem?

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RE: Missin Map Names in other langauges.

Post by Lord_Bandu »

hmm weird . a bit off topic but i have a problem ... when i kill a Jawa it comes up as 'Aldro Bandu killed' i want it to say 'Aldro Bandu killed a Jawa' i notice you managed to get it to say Jawa/Tusken on your map ...........how did you do this? thanks
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RE: Missin Map Names in other langauges.

Post by Rends »

You need to add names to the 3rd party in the localize tool.
Watch for LOCALS and local entries.

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RE: Missin Map Names in other langauges.

Post by Rends »

any solution to the first problem?
Lord_Bandu

RE: Missin Map Names in other langauges.

Post by Lord_Bandu »

ii posted a similar topic (just below this) .....no answer as yet .......i dont think eddie and fred understood what i was getting at.
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RE: Missin Map Names in other langauges.

Post by Rends »

Bandu, i guess that´s 2 different problems. My map shows up in the instand action selection screen on the right side once i selected the era.
You map name doesn´t show up in the right screen.
but my map name Tatooine: Jundland Wueste dosn´t show up in the multiplayer ingamebrowser mapname list. And it had only 25 caracters (spaces included).
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RE: Missin Map Names in other langauges.

Post by Rends »

My modID is Jun1 so this shouldn´t be the problem.
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RE: Missin Map Names in other langauges.

Post by Rends »

I havn´t found any information regarding the map name. And once i created the map with bfbuilder i typed in "TATOOINE: JUNDLAND WUESTE"
Here is the addme:


-- add the new tat level to the missionlist
local newEntry = { mapluafile = "Jun1", showstr = "TATOOINE: JUNDLAND WUESTE", side_c = 1, side_a = 1, dnldable = 1, }

-- append it to the sp missionlist table
local n = getn(sp_missionselect_listbox_contents)
sp_missionselect_listbox_contents[n+1] = newEntry

-- append it to the mp missionlist table
n = getn(mp_missionselect_listbox_contents)
mp_missionselect_listbox_contents[n+1] = newEntry


-- associate this mission name with the current downloadable content directory
-- you should list all missions in mission.lvl here.
-- first arg: mapluafile from above
-- second arg: mission script name
-- third arg: level memory modifier. the arg to LuaScript.cpp: DEFAULT_MODEL_MEMORY_PLUS(x)
AddDownloadableContent("Jun1","Jun1c",4)
AddDownloadableContent("Jun1","Jun1a",4)

-- all done
newEntry = nil
n = nil


Here is the side lua:

---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------

function ScriptInit()
-- Empire Attacking (attacker is always #1)
local ALL = 1
local IMP = 2
-- These variables do not change
local ATT = 1
local DEF = 2

AddMissionObjective(IMP, "red", "level.Jun1.objectives.1");
AddMissionObjective(IMP, "orange", "level.Jun1.objectives.2");
AddMissionObjective(IMP, "orange", "level.Jun1.objectives.3");
AddMissionObjective(ALL, "red", "level.Jun1.objectives.1");
AddMissionObjective(ALL, "orange", "level.Jun1.objectives.2");
AddMissionObjective(ALL, "orange", "level.Jun1.objectives.3");


ReadDataFile("sound\\tat.lvl;tat1gcw")
ReadDataFile("SIDE\\all.lvl",
"all_inf_basicdesert",
"imp_hover_speederbike",
"all_hover_combatspeeder");

ReadDataFile("SIDE\\imp.lvl",
"imp_fly_destroyer_dome",
"imp_inf_basic",
"imp_hover_speederbike",
"imp_inf_darthvader",
"imp_walk_atst");

ReadDataFile("dc:SIDE\\des.lvl",
"tat_inf_tuskenhunter",
"tat_inf_jawa",
"luk_hover_landspeeder",
"tat_inf_tuskenraider")

SetAttackingTeam(ATT);

-- Alliance Stats
SetTeamName(ALL, "Alliance")
SetTeamIcon(ALL, "all_icon")
AddUnitClass(ALL, "all_inf_soldierdesert",14)
AddUnitClass(ALL, "all_inf_vanguard",5)
AddUnitClass(ALL, "all_inf_pilot",2)
AddUnitClass(ALL, "all_inf_marksman",3)

-- Imperial Stats
SetTeamName(IMP, "Empire")
SetTeamIcon(IMP, "imp_icon")
AddUnitClass(IMP, "imp_inf_storm_trooper",15)
AddUnitClass(IMP, "imp_inf_shock_trooper",4)
AddUnitClass(IMP, "imp_inf_pilotatst",2)
AddUnitClass(IMP, "imp_inf_scout_trooper",3)
SetHeroClass(IMP, "imp_inf_darthvader")

-- Attacker Stats
SetUnitCount(ATT, 24)
SetReinforcementCount(ATT, 300)
-- AddBleedThreshold(ATT, 31, 0.0)
-- AddBleedThreshold(ATT, 21, 0.75)
AddBleedThreshold(ATT, 11, 0.75)
AddBleedThreshold(ATT, 10, 1.5)
AddBleedThreshold(ATT, 1, 3.0)

-- Defender Stats
SetUnitCount(DEF, 24)
SetReinforcementCount(DEF, 300)
-- AddBleedThreshold(DEF, 31, 0.0)
-- AddBleedThreshold(DEF, 21, 0.75)
AddBleedThreshold(DEF, 11, 0.75)
AddBleedThreshold(DEF, 10, 1.5)
AddBleedThreshold(DEF, 1, 3.0)

-- Local Stats
SetTeamName(3, "locals")
AddUnitClass(3, "tat_inf_tuskenraider", 3);
AddUnitClass(3, "tat_inf_tuskenhunter", 2);
AddUnitClass (3, "tat_inf_jawa", 3);
SetUnitCount(3, 10)
SetTeamAsEnemy(3, ATT)
SetTeamAsEnemy(3, DEF)

-- Level Stats
ClearWalkers()
AddWalkerType(0, 0)
AddWalkerType(1, 4)
AddWalkerType(2, 0)
SetMemoryPoolSize("EntityHover", 12)
-- SetMemoryPoolSize("EntityFlyer", 5)
-- SetMemoryPoolSize("CommandWalker", 2)
-- SetMemoryPoolSize("EntityBuildingArmedDynamic", 16)
-- SetMemoryPoolSize("EntityTauntaun", 0)
-- SetMemoryPoolSize("MountedTurret", 22)
SetMemoryPoolSize("PowerupItem", 60)
-- SetMemoryPoolSize("SoundSpaceRegion", 85)
SetMemoryPoolSize("EntityMine", 40)
--SetMemoryPoolSize("Aimer", 200)
-- SetMemoryPoolSize("Obstacle", 725)
--SetMemoryPoolSize("EntityLight", 150)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:Jun1\\Jun1.lvl")
SetDenseEnvironment("false")
--AddDeathRegion("Sarlac01")
-- SetMaxFlyHeight(90)
-- SetMaxPlayerFlyHeight(90)


-- Sound Stats
OpenAudioStream("sound\\tat.lvl", "tatgcw_music");
-- OpenAudioStream("dc:sound\\mod.lvl", "Jun1");
-- OpenAudioStream("dc:sound\\mod.lvl", "Jun1");
OpenAudioStream("sound\\gcw.lvl", "gcw_vo");
OpenAudioStream("sound\\gcw.lvl", "gcw_tac_vo");
-- OpenAudioStream("dc:sound\\mod.lvl", "Jun1_emt");
--OpenAudioStream("dc:sound\\tat.lvl", "tat3_emt");

SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1);
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1);
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1);
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1);

SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1);
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1);
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1);
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1);

SetOutOfBoundsVoiceOver(1, "Allleaving");
SetOutOfBoundsVoiceOver(2, "Impleaving");

SetAmbientMusic(ALL, 1.0, "all_tat_amb_start", 0,1);
SetAmbientMusic(ALL, 0.99, "all_tat_amb_middle", 1,1);
SetAmbientMusic(ALL, 0.1,"all_tat_amb_end", 2,1);
SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start", 0,1);
SetAmbientMusic(IMP, 0.99, "imp_tat_amb_middle", 1,1);
SetAmbientMusic(IMP, 0.1,"imp_tat_amb_end", 2,1);

SetVictoryMusic(ALL, "all_tat_amb_victory");
SetDefeatMusic (ALL, "all_tat_amb_defeat");
SetVictoryMusic(IMP, "imp_tat_amb_victory");
SetDefeatMusic (IMP, "imp_tat_amb_defeat");



SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin");
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout");
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null");
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null");
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit");
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter");
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change");
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter");
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit");

--SetPlanetaryBonusVoiceOver(IMP, IMP, 0, "imp_bonus_imp_medical");
--SetPlanetaryBonusVoiceOver(IMP, ALL, 0, "imp_bonus_all_medical");
--SetPlanetaryBonusVoiceOver(IMP, IMP, 1, "");
--SetPlanetaryBonusVoiceOver(IMP, ALL, 1, "");
--SetPlanetaryBonusVoiceOver(IMP, IMP, 2, "imp_bonus_imp_sensors");
--SetPlanetaryBonusVoiceOver(IMP, ALL, 2, "imp_bonus_all_sensors");
SetPlanetaryBonusVoiceOver(IMP, IMP, 3, "imp_bonus_imp_hero");
--SetPlanetaryBonusVoiceOver(IMP, ALL, 3, "imp_bonus_all_hero");
--SetPlanetaryBonusVoiceOver(IMP, IMP, 4, "imp_bonus_imp_reserves");
--SetPlanetaryBonusVoiceOver(IMP, ALL, 4, "imp_bonus_all_reserves");
--SetPlanetaryBonusVoiceOver(IMP, IMP, 5, "imp_bonus_imp_sabotage");--sabotage
--SetPlanetaryBonusVoiceOver(IMP, ALL, 5, "imp_bonus_all_sabotage");
--SetPlanetaryBonusVoiceOver(IMP, IMP, 6, "");
--SetPlanetaryBonusVoiceOver(IMP, ALL, 6, "");
--SetPlanetaryBonusVoiceOver(IMP, IMP, 7, "imp_bonus_imp_training");--advanced training
--SetPlanetaryBonusVoiceOver(IMP, ALL, 7, "imp_bonus_all_training");--advanced training

--SetPlanetaryBonusVoiceOver(ALL, ALL, 0, "all_bonus_all_medical");
--SetPlanetaryBonusVoiceOver(ALL, IMP, 0, "all_bonus_imp_medical");
--SetPlanetaryBonusVoiceOver(ALL, ALL, 1, "");
--SetPlanetaryBonusVoiceOver(ALL, IMP, 1, "");
--SetPlanetaryBonusVoiceOver(ALL, ALL, 2, "all_bonus_all_sensors");
--SetPlanetaryBonusVoiceOver(ALL, IMP, 2, "all_bonus_imp_sensors");
--SetPlanetaryBonusVoiceOver(ALL, ALL, 3, "all_bonus_all_hero");
SetPlanetaryBonusVoiceOver(ALL, IMP, 3, "all_bonus_imp_hero");
--SetPlanetaryBonusVoiceOver(ALL, ALL, 4, "all_bonus_all_reserves");
--SetPlanetaryBonusVoiceOver(ALL, IMP, 4, "all_bonus_imp_reserves");
--SetPlanetaryBonusVoiceOver(ALL, ALL, 5, "all_bonus_all_sabotage");--sabotage
--SetPlanetaryBonusVoiceOver(ALL, IMP, 5, "all_bonus_imp_sabotage");
--SetPlanetaryBonusVoiceOver(ALL, ALL, 6, "");
--SetPlanetaryBonusVoiceOver(ALL, IMP, 6, "");
--SetPlanetaryBonusVoiceOver(ALL, ALL, 7, "all_bonus_all_training");--advanced training
--SetPlanetaryBonusVoiceOver(ALL, IMP, 7, "all_bonus_imp_training");--advanced training


-- Camera Stats
--Jun1--Jundland Wastes
AddCameraShot(0.423092, 0.000066, -0.906087, 0.000141, -360.350555, 1.678642, 592.292114);
AddCameraShot(0.977983, -0.207878, -0.017959, -0.003817, 230.492416, 1.633117, 699.304382);
AddCameraShot(0.795501, -0.252448, 0.525057, 0.166624, 66.317917, 1.633117, 395.729462);
AddCameraShot(0.888301, 0.128432, -0.436400, 0.063095, -9.343904, 1.633117, -151.663010);
AddCameraShot(0.514393, -0.078497, -0.844182, -0.128823, 207.510681, 1.633117, -41.885674);
AddCameraShot(0.914816, 0.148176, -0.370872, 0.060071, 252.646042, 1.633117, -278.527374);
AddCameraShot(0.907541, 0.099331, -0.405625, 0.044396, 171.834076, 1.633117, -409.512512);

end


I also tried to make use of the localize tool with a different project.
When starting bfbuilder and i created a new project i named the map "MALASTARE:" with mapID "mal1"
Then i run the localize tool and added following entries (check screenshot):
Image
but ingame it shows in the selection list only "MALASTARE:" instead of "MALASTARE: SECRET BASE"
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Post by Rends »

i don´t get it working:
the addme LUA:

-- add the new tat level to the missionlist
local newEntry = { mapluafile = "mal1", showstr = "planets.MALASTARE.MAPNAME1", side_c = 1, side_a = 1, dnldable = 1, }

-- append it to the sp missionlist table
local n = getn(sp_missionselect_listbox_contents)
sp_missionselect_listbox_contents[n+1] = newEntry

-- append it to the mp missionlist table
n = getn(mp_missionselect_listbox_contents)
mp_missionselect_listbox_contents[n+1] = newEntry


-- associate this mission name with the current downloadable content directory
-- you should list all missions in mission.lvl here.
-- first arg: mapluafile from above
-- second arg: mission script name
-- third arg: level memory modifier. the arg to LuaScript.cpp: DEFAULT_MODEL_MEMORY_PLUS(x)
AddDownloadableContent("mal1","mal1c",4)
AddDownloadableContent("mal1","mal1a",4)

-- all done
newEntry = nil
n = nil

the localizetool:
Image

But ingame i get "planets.MALASTARE.MAPNAME1"
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Post by Rends »

Ok, no need to localize planets then

And yes it will appear for everyone but only in singleplayer menu.

But what´s with the multiplayer browser? See first postting and screenshot
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Post by Rends »

I havn´t seen any names of the custom maps in the ingamebrowser yet. All i see are empty spaces in the names field.
Could it be a problem happened to ALL usermade maps?
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Post by Rends »

Fixed with Patch1.2
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