[Mod] Roguey's X3 Mod (v3.3 released)
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
- supakillaii
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- Joined: Mon, 19. Nov 07, 19:52
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- Joined: Sun, 9. Sep 07, 15:39
Are the last two typos ?, cos if not they clash with ScorpBY's active map xml files.Roguey wrote:...
490003.xml - German,
340003.xml - Spanish,
390003.xml - Italian,
483577.xml - Polish,
333577.xml - French
The 8 language files I've seen are:
7 Russian
33 French
34 Spanish
39 Italian
42 Czech
44 English
48 Polish
49 German
As defined by the last column in:
http://www.unc.edu/~rowlett/units/codes/country.htm
(which would make Finnish 358, which would be difficult with 3 chars)
Certainly there's a Chinese patch, but that does replace the '44' files.
ship stats updated for v3.00:
- Roguey's X3 Mod v3.00, Ship Statistics
ps. the mod near release now, anyone else willing to translate is welcomed.
also I wonder if anyone can help with another mirror? (51mb+)
- Roguey's X3 Mod v3.00, Ship Statistics
ps. the mod near release now, anyone else willing to translate is welcomed.
also I wonder if anyone can help with another mirror? (51mb+)
Last edited by Roguey on Tue, 18. May 10, 23:20, edited 1 time in total.
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Just wanted to say this mod is awesome I have so much fun with all the extras, I hope in the future you make more types that have specfic roles of captial ships for not only us to buy but also the enemy to use and well and more types of weapons and shields.
one big thing I wanted to see added to the mod is Ashleys Factories L + XL + XXL I know your mod isnt compadable with other mods but it would be great to be able to have these both in one mod.
one big thing I wanted to see added to the mod is Ashleys Factories L + XL + XXL I know your mod isnt compadable with other mods but it would be great to be able to have these both in one mod.
I glad you enjoy it. There are definably more ships from fighters to 'big' ships in v3.00. The Argon Goliath will provides an great role, either backing up a fleet or starting one. The enemy M7's help make ships like the Hyperion feel not so overpowered.Smart_Bomb wrote:Just wanted to say this mod is awesome I have so much fun with all the extras, I hope in the future you make more types that have specfic roles of captial ships for not only us to buy but also the enemy to use and well and more types of weapons and shields.
well i think the problem with Ashleys Factories (although ive never quite downloaded it, so im guessing here) is that ive added stations to tdocks. 2 of the stations could be removed (although there still there for compatibility reasons v2.08- of the mod), but 1 of them is actually a new station. Depending what Ashley needs, it may be possible to create a new version which could be compatible. I can understand if Ashley doesnt want to do this, as it may require a lot of time (depends) and it would probably only be compatible with one mod.Smart_Bomb wrote:one big thing I wanted to see added to the mod is Ashleys Factories L + XL + XXL I know your mod isnt compadable with other mods but it would be great to be able to have these both in one mod.
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RU4PT any-chance you can have that translation done for today/tomorrow?
- KilleRTidE
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You still get readtext errors, because you did not change the language setting in the header of the xx0003.xmls.
No biggy, as most foreign language users will have to unpack and translate anyways.
Few typos in it (like earring -> hearing) in 440003,
spoken text in pageID12 of 440003 not functional, even if you can get some working, when crosslinking PageID9 for letters, pageID1951 for the numbers and pageID300017 for shipnames. Most new shipnames obviously miss spoken texts.
And why did you package the 440001.xml in it?
Just because of the removed spam messages?
I thought all textual changes were handled by the xx0003.xmls?
More once i'm done plucking it to pieces and come to actually playing the mod
Code: Select all
<language id="44">
Few typos in it (like earring -> hearing) in 440003,
spoken text in pageID12 of 440003 not functional, even if you can get some working, when crosslinking PageID9 for letters, pageID1951 for the numbers and pageID300017 for shipnames. Most new shipnames obviously miss spoken texts.
Code: Select all
<page id="12" title="Boardcomp. greek" descr="rogueys extra spoken stuff" voice="yes">
<t id="1000">{9,512}{9,510} (MK)</t>
<t id="1001">{12,1000}(MK) {1951,340114}(1)</t>
<t id="1002">{12,1000}(MK) {1951,340113}(2)</t>
<t id="1003">{12,1000}(MK) {1951,340112}(3)</t>
<t id="1004">{1951,340114} (One)</t>
<t id="1005">{1951,340113} (Two)</t>
<t id="1006">{1951,340112} (Three)</t>
<t id="1007">{1951,340114} (I)</t>
<t id="1008">{1951,340113} (II)</t>
<t id="1009">{1951,340112} (III)</t>
<t id="1010">{12,1000}(MK) {12,1007}(I)</t>
<t id="1011">{12,1000}(MK) {12,1008}(II)</t>
<t id="1012">{12,1000}(MK) {12,1009}(III)</t>
<t id="1020">{300017,4131} (Nova)</t>
<t id="1021">{300017,3141} (Buster)</t>
<t id="1022">{300017,3151} (Discoverer)</t>
<t id="1023">{300017,4111} (Centaur)</t>
<t id="1024">{300017,4511} (Osprey)</t>
<t id="1025">{300017,4541} (Buzzard)</t>
<t id="1026">{300017,4311} (Dragon)</t>
<t id="1027">{300017,3331} (Mamba)</t>
<t id="1028">Fire</t>
<t id="1029">Fighter</t>
<t id="1030">Large</t>
<t id="1031">Trader</t>
<t id="1032">Transporter</t>
<t id="1033">Resource</t>
<t id="1034">{300017,4211} (Hydra)</t>
<t id="1035">Omicron</t>
<t id="1036">{300017,3531} (Falcon)</t>
<t id="1037">Proto</t>
<t id="1038">Perseus</t>
<t id="1039">Naja</t>
<t id="1040">Cruiser</t>
<t id="1041">{9,521} (v)</t>
<t id="1042">Corvette</t>
<t id="1043">Military</t>
<t id="1044">Sting</t>
<t id="1045">Ray</t>
<t id="1046">Defence</t>
<t id="1047">Ship</t>
<t id="1048">Trade</t>
<t id="1049">Hideout</t>
<t id="1050">Trading Station</t>
And why did you package the 440001.xml in it?
Just because of the removed spam messages?
I thought all textual changes were handled by the xx0003.xmls?
More once i'm done plucking it to pieces and come to actually playing the mod
Doh, forgot about them numbers. Cant really do much about them now. Russian version that RU4PT has the correct number. English and Russian will work fine. To be honest it would of been nice if more people helped me with the translation but only RU4PT did. Im not an expert in foreign language pages, cant even test them.shadowsong10 wrote:You still get readtext errors, because you did not change the language setting in the header of the xx0003.xmls.No biggy, as most foreign language users will have to unpack and translate anyways.Code: Select all
<language id="44">
Im hearing them name's spoken out?shadowsong10 wrote:spoken text in pageID12 of 440003 not functional, even if you can get some working, when crosslinking PageID9 for letters, pageID1951 for the numbers and pageID300017 for shipnames. Most new shipnames obviously miss spoken texts.
Just to remove the spam stories, everything else is done in 440003.shadowsong10 wrote:And why did you package the 440001.xml in it?
Just because of the removed spam messages?
I thought all textual changes were handled by the xx0003.xmls?
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- Joined: Wed, 20. Jun 07, 19:23
I'm a slow worker, but i'll see what i can do.Roguey wrote:To be honest it would of been nice if more people helped me with the translation but only RU4PT did. Im not an expert in foreign language pages, cant even test them.
I'm not. o.O No idea why, though.Im hearing them name's spoken out?
Any input would be appreciated.
I just get something like "Argon Militär *........* MK2".
Must be something with the foreign language voice file.
I'm not getting the shiptypes spoken out.
You just saved my day.Just to remove the spam stories, everything else is done in 440003.
if your using a different language than English, there is bound to be missing speech. The file mov\00044.xml handles the speech. I did add lines to that speech file.
I did not make mov files for other language because I cant check them myself. There is no guarantee that the speech is in the same place for all languages - bound not to be,
I did not make mov files for other language because I cant check them myself. There is no guarantee that the speech is in the same place for all languages - bound not to be,