Some difficulties with the release version has been discovered.
I'm working on to release the final version soon, between two school works.
The main goal is to implement the dialogs with ease, but it will be difficult to have a easy export to editor system.
I'm searching for a good implementation of this feature.
Localizations
I'm searching for traductions for all languages. If you want to make your language, it's "easy" :
Unzip the latest beta version.
Show hidden files.
Go to the "docs" folder.
All localization docs are available. Check for your language and make a entire traduction in the "GameStrings.txt". Send me the result. I will add your traduction in the final release version.
Don't forgot the Q&A in the SC2Mapster project page. ;-)
Export the ZIP file content into a folder. Show hidden files.
A "docs" folder will be appear. In this folder you have all folders for all languages supported by the map.
For german it's "deDE" i suppose. In this folder you have 2 files. Open "GameStrings.txt". Make a traduction for all words and send me the localized GameStrings.txt file. I will make an update for the next version of the map with the german localization :)
I suggest you to use and abuse the "Search & Replace" function during your traduction.
@irok2002: Go
The saved bank file is only a data file, containing all dialogs and items configuration. If you want to "import" this configuration into your map, you must wait the release version with a "Script Save" option.
Hey, i really like ur work and in the first version all worked but now in version two i have this problem...
I use a german client.
Okay, i'm learning about localization : if i update a map with a french version, all others languages are not updated -_-
Solved this problem for all languages... Check the list of files for the "All loc." version.
PS: On the last ZIP file, all localization docs are available. If you want to help me, make a traduction for your language :)
The system will have some problems caused by the external code generator. It's impossible to create Param/Value localization texts in Galaxy.
The generator will generate the dialogs without localization. If you want to have localization for your dialogs, you must redefine all texts values after the generation.
The generation process is strongly recommended with this example function (dialog example) :
Due to very efficiency of the map when launched, the limited number of results for the search filter has been increased to 50.
About that, the search speed is very surprising. The search is done directly in the file (approximatly more than 6000 entries), but this is instant!
Very good point for Starcraft 2 :]
Note about the 2 SC2Bank files... These files are generated with a piece of software that detect all *.dds files in MPQ files. This program is not available for the moment, but i will make an update of these SC2Bank files at each update of SC2.
I have added Render Mode and Rotation properties to several dialog item types.
Picture is attached. (in french, but don't be afraid, the update will be available for english users also).
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Some difficulties with the release version has been discovered.
I'm working on to release the final version soon, between two school works.
The main goal is to implement the dialogs with ease, but it will be difficult to have a easy export to editor system.
I'm searching for a good implementation of this feature.
Localizations
I'm searching for traductions for all languages. If you want to make your language, it's "easy" :
Don't forgot the Q&A in the SC2Mapster project page. ;-)
0
oO
All common occidental letters must be detected, plus "-", "+", "/", " ", the figures on the keypad and on the main keyboard.
Don't forget to click on the edit box you want to edit.
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Export the ZIP file content into a folder. Show hidden files. A "docs" folder will be appear. In this folder you have all folders for all languages supported by the map.
For german it's "deDE" i suppose. In this folder you have 2 files. Open "GameStrings.txt". Make a traduction for all words and send me the localized GameStrings.txt file. I will make an update for the next version of the map with the german localization :)
I suggest you to use and abuse the "Search & Replace" function during your traduction.
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@irok2002: Go The saved bank file is only a data file, containing all dialogs and items configuration. If you want to "import" this configuration into your map, you must wait the release version with a "Script Save" option.
Okay, i'm learning about localization : if i update a map with a french version, all others languages are not updated -_- Solved this problem for all languages... Check the list of files for the "All loc." version.
PS: On the last ZIP file, all localization docs are available. If you want to help me, make a traduction for your language :)
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About Script Generation
The system will have some problems caused by the external code generator. It's impossible to create Param/Value localization texts in Galaxy. The generator will generate the dialogs without localization. If you want to have localization for your dialogs, you must redefine all texts values after the generation.
The generation process is strongly recommended with this example function (dialog example) :
You can select each object you want to generate. For example, generate only a single label.... Or the entire dialog.
___
No plans about that yet. Perhaps after Script generation.... :)
Thanks programmer for the frontpage :)
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This option is available for dialogs. Check "Appareance (background)".
Beers for me. Belgian beers.
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The traduction seems to have missing values. I will check that and update the file soon :)
No, many properties are different between both versions.
That's a problem. Solved for next release :)
Edit : Localization for Beta 2 solved.
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New version : Dialog Designer Beta 1.2
Changes
Upcoming changes (wednesday)
Download Link & Page
Download Dialog Designer Beta 2 - Loc. fixed | Project Page
Don't hesitate to report bugs with the data saving. I made several tests, but each case hasn't been verified.
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Love this tower of bannelings <3
It's overflowing !
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@Maknyuzz: Go
Not for the moment. The "Save" method creates a Bank file with all caracteristics of each dialog and dialog item.
About that, this is the next thing i want to implement.
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1 hour...
1 hour to understand something very "easy" in fact.
Create a generic actor and apply the tint to _Unit when behaviour is .On. Turn off the tint when behaviour is .Off.
Thanks programmer :)
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Hi all !
I have a big problem with Data editor. I have a "Frozen" behaviour. I want to apply a color to each unit that receives this behaviour.
It's possible to modify each unit's actor to add an event for this behaviour, but this is very annoying.
Any ideas to do that ? What does the "Target" field near the "Msg Type" field in the Events window works ?
Note: I can do that with Triggers editor, but i want to do that with Data editor if it's possible.
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When it's done :D
Sorry, too tempting :)
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/bump !
The 2nd version will be released this week-end.
Some words about the search system...
Due to very efficiency of the map when launched, the limited number of results for the search filter has been increased to 50.
About that, the search speed is very surprising. The search is done directly in the file (approximatly more than 6000 entries), but this is instant! Very good point for Starcraft 2 :]
Note about the 2 SC2Bank files... These files are generated with a piece of software that detect all *.dds files in MPQ files. This program is not available for the moment, but i will make an update of these SC2Bank files at each update of SC2.
I have added Render Mode and Rotation properties to several dialog item types.
Picture is attached. (in french, but don't be afraid, the update will be available for english users also).
PS: "R" button is for set the default texture.
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When I found the file StarCraft II Editor.exe
What else?
:]