Add-ons with Russian localization - русский
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Re: Add-ons with Russian localization - русский
НАЗРЕЛО ИНТЕРЕСНОЕ ПРЕДЛОЖЕНИЕ тасовал туда-сюда дополнения, почитал что пишут умные люди, посмотрел кое какой софт и пришёл к выводу, что нам надо вводить ещё одно нововведенье. Так как у нас получается модульная система, то можно пойти по пути Linux MagOS в которой очерёдность загрузки модулей решили просто номером в названии файла)
Необходима новая система координат, в которой всем файлам присвоим номер. Те файлы, на которые очерёдность загрузки не влияет можно например прописать номер "050_" перед именем файла, чтоб оставить свободу действий, возможность загрузить дополнение после него "_060" и далее, или раньше него, например "_030".
Проверяю. По моему это работает когда все дополнения находятся кучей в одной папке. в ином случае папки грузятся по алфавиту, а уже в папках эта сортировка работает.
Буквально только что очерёдностью загрузки дополнений RUS_More_Moolah v1.6 и RUS_SW_Economy v3.10 решил их совместимость, не пришлось лезть в код. More_Moolah должен запускаться после SW_Economy иначе никаких обширных описаний товаров не будет. И ещё один вопрос есть, хочу узнать, может ли когда нибудь появиться возможность совместной игры? Хотя бы по LAN. Это бы значительно повысило заинтересованость в ней. Можно для начала попробовать реализовать такую возможность в виде дополнения.
Необходима новая система координат, в которой всем файлам присвоим номер. Те файлы, на которые очерёдность загрузки не влияет можно например прописать номер "050_" перед именем файла, чтоб оставить свободу действий, возможность загрузить дополнение после него "_060" и далее, или раньше него, например "_030".
Проверяю. По моему это работает когда все дополнения находятся кучей в одной папке. в ином случае папки грузятся по алфавиту, а уже в папках эта сортировка работает.
Буквально только что очерёдностью загрузки дополнений RUS_More_Moolah v1.6 и RUS_SW_Economy v3.10 решил их совместимость, не пришлось лезть в код. More_Moolah должен запускаться после SW_Economy иначе никаких обширных описаний товаров не будет. И ещё один вопрос есть, хочу узнать, может ли когда нибудь появиться возможность совместной игры? Хотя бы по LAN. Это бы значительно повысило заинтересованость в ней. Можно для начала попробовать реализовать такую возможность в виде дополнения.
Last edited by Krager on Fri Jun 27, 2025 7:20 am, edited 1 time in total.
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Re: Add-ons with Russian localization - русский
For the first (OXP loading order), see my response under SW Economy.
For the second (multiplayer capability), go and bug Hiran! He was working on Nexus which does just that.
For the second (multiplayer capability), go and bug Hiran! He was working on Nexus which does just that.
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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Re: Add-ons with Russian localization - русский
It's certainly a useful piece of information to know, but I don't think there's any way of implementing it in the core code in a meaningful way. Mainly because there is no way of knowing the order in which OXP should be loaded. That understanding of the correct order only comes with trial and error, and then manual intervention. So, good to know if you're hitting issues with OXP ordering, but not feasible for a system-wide implementation.Krager wrote: ↑Thu Jun 26, 2025 11:24 pmНАЗРЕЛО ИНТЕРЕСНОЕ ПРЕДЛОЖЕНИЕ тасовал туда-сюда дополнения, почитал что пишут умные люди, посмотрел кое какой софт и пришёл к выводу, что нам надо вводить ещё одно нововведенье. Так как у нас получается модульная система, то можно пойти по пути Linux MagOS в которой очерёдность загрузки модулей решили просто номером в названии файла)
Необходима новая система координат, в которой всем файлам присвоим номер. Те файлы, на которые очерёдность загрузки не влияет можно например прописать номер "050_" перед именем файла, чтоб оставить свободу действий, возможность загрузить дополнение после него "_060" и далее, или раньше него, например "_030".
Проверяю. По моему это работает когда все дополнения находятся кучей в одной папке. в ином случае папки грузятся по алфавиту, а уже в папках эта сортировка работает.
Буквально только что очерёдностью загрузки дополнений RUS_More_Moolah v1.6 и RUS_SW_Economy v3.10 решил их совместимость, не пришлось лезть в код. More_Moolah должен запускаться после SW_Economy иначе никаких обширных описаний товаров не будет.
Re: Add-ons with Russian localization - русский
Можно на будущее задуматься об ещё одном пункте в манефесте, назвать его например "Уровень загрузки". Чем больше цифра, тем позже загружаеться. Как вариант.
Re: Add-ons with Russian localization - русский
Помогите пожалуйста кто разбирается, интересует страница F8 список товаров. С добавлением разнообразия товаров, их стало на 5 штук больше страницы с товарами. Думаю это не конец и далее товаров может стать ещё больше. Внизу есть кнопочка далее. При нажатии листается по одному товару за раз. И приходиться нажимать столько раз, на сколько больше товаров. Вопрос. Можно ли сделать чтобы перелистывалась страница? А не один товар.
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Re: Add-ons with Russian localization - русский
Try this:Krager wrote: ↑Sat Jun 28, 2025 8:10 pmПомогите пожалуйста кто разбирается, интересует страница F8 список товаров. С добавлением разнообразия товаров, их стало на 5 штук больше страницы с товарами. Думаю это не конец и далее товаров может стать ещё больше. Внизу есть кнопочка далее. При нажатии листается по одному товару за раз. И приходиться нажимать столько раз, на сколько больше товаров. Вопрос. Можно ли сделать чтобы перелистывалась страница? А не один товар.
02.jpg
01.jpg
1) scroll to the top line or the bottom line of the F8 screen (
Back __________________ <---
or More _____________________--->)
2) hold down the "shift" button
3) press the arrow button which opposes the arrow (ie for
Back ___________________ <---
press "right arrow")Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
- phkb
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Re: Add-ons with Russian localization - русский
You could also try using the "Page Up" and "Page Down" keys.Krager wrote: ↑Sat Jun 28, 2025 8:10 pmПомогите пожалуйста кто разбирается, интересует страница F8 список товаров. С добавлением разнообразия товаров, их стало на 5 штук больше страницы с товарами. Думаю это не конец и далее товаров может стать ещё больше. Внизу есть кнопочка далее. При нажатии листается по одному товару за раз. И приходиться нажимать столько раз, на сколько больше товаров. Вопрос. Можно ли сделать чтобы перелистывалась страница? А не один товар.
Re: Add-ons with Russian localization - русский
Спасибо! Не знал. Всё работает.
Re: Add-ons with Russian localization - русский
Доброго времени суток! Есть вопрос, подскажите ответ пожалуйста, сам не смог понять.
Есть дополнение "Galactic_Navy v5.4.3 MOD" оно выдаёт в логах такую строку.
Мне написали что это не ошибка, не хватает дополнения из списка Galactic Navy Additions OXPs.
У меня установлен Behemoth v3.1.1.
Я так и не понял что качать? Скиньте пожалуйста мне ссылку на необходимое дополнение.
Есть дополнение "Galactic_Navy v5.4.3 MOD" оно выдаёт в логах такую строку.
Code: Select all
[script.commodityScript.load]: Could not load script
Мне написали что это не ошибка, не хватает дополнения из списка Galactic Navy Additions OXPs.
У меня установлен Behemoth v3.1.1.
Я так и не понял что качать? Скиньте пожалуйста мне ссылку на необходимое дополнение.
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Re: Add-ons with Russian localization - русский
I occasionally see that message as well, but I don't use Galactic Navy, so the source could be somewhere else.
I'm afraid I can't help you on that one. I don't use Galactic Navy, so I have no experience with it's requirements or which AddOns go with it. If no one else responds I'll have a look at the code to see what I can make of it. But it might be a while before I get to it.
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Re: Add-ons with Russian localization - русский
1) My syntactically perfectionist AppleMac's "latest.log" tell me that there are no missing OXPs
2) And also that the two scripts listed in the world-scripts.plist. (the main .js script "GalNavy 5.4.3 MOD 4" & "hofd 5.3.0") both loaded successfully.
We've all been tiptoeing around the GalNavy OXP thanks to the license problems. It's almost 20 years on, there is not a single penny involved in any of this, the original authors are uncontactable, and we're probably being utter twits!
Galactic_Navy v5.4.3 MOD is Switeck's variant which he updated to javascript and fixed the markets in. He also reduced the GalNavy presence to a mere 3 SecComs in each galaxy, downgraded the capital ships and made things tougher as one progresses through the eight.
His manifest.plist (dated 2023 but with my comments) reads:
It has the ships & textures in it from the 2006 version, but these can be updated with Spara's 2014 OXPs. My impression is that it is complete as it stands (see Switeck's note below on his preference for the "cleaner" 2006 models/textures), but then I'm not a programmer. But Switeck does know what he's doing.
References:
1)
Galactic Navy OXP under "GN Download Links" - Switeck's version
2) Switeck's ReadMe (before all the gory details in the later half of the changelog):
2) And also that the two scripts listed in the world-scripts.plist. (the main .js script "GalNavy 5.4.3 MOD 4" & "hofd 5.3.0") both loaded successfully.
We've all been tiptoeing around the GalNavy OXP thanks to the license problems. It's almost 20 years on, there is not a single penny involved in any of this, the original authors are uncontactable, and we're probably being utter twits!
Galactic_Navy v5.4.3 MOD is Switeck's variant which he updated to javascript and fixed the markets in. He also reduced the GalNavy presence to a mere 3 SecComs in each galaxy, downgraded the capital ships and made things tougher as one progresses through the eight.
His manifest.plist (dated 2023 but with my comments) reads:
Code: Select all
{
identifier = "Galactic_Navy 5.4.3 MOD";
version = "5.4.3"; <----- AppleMac's "Get Info" tells me v.5.2.3
title = "Galactic Navy";
required_oolite_version = "1.74"; <----- I smell a fish here!
description = "Galactic Navy Fleets and Battles!";
category = "Systems";
tags = ("Systems");
author = "matt634, Nemoricus";
license = "CC-BY-NC-SA 3.0 ?";
information_url = "http://www.aegidian.org/bb/viewtopic.php?f=4&t=6299";
file_size = 2167109; <----- AppleMac's "Get Info" tells me 3,324,080 bytes (3.5 MB on disk)
}
References:
1)
![[EliteWiki]](/images/elitewikismall.png)
2) Switeck's ReadMe (before all the gory details in the later half of the changelog):
Looking at it, there seems to be some sort of conflict brewing between Switeck's desire for a mere handful of Behemoths and the Anarchies OXP's constant need for them to provide amnesties for criminals (sounds like Putin's Russia!). But if they each have their own populators and there is no conflict, then I suppose that one just ends up with more Behemoths than Switeck really wants. And this should not lead to a missing OXP log.Galactic Navy
This is a conversion of Galactic Navy's script from legacy code to JS. It also ensures that missions are only offered in the systems near a given Sector Command station and adds functional carrier battle groups, courtesy of Eric Walch. Sector Command stations now have buoys to assist ships with docking.
WARNING! IF CLUSTER MISSILE WEAPONS ARE USED IN VERSIONS 1.72.2 AND OLDER, THE KILLS WILL NOT BE RECOGNISED!
Installation
This replaces and supersedes all older versions of Galactic Navy. Remove those OXP folders and add this in place of them.
Important! This version needs also the Behemoth.oxp to be installed.
Change Log
5.4.3 Switeck's Mod!
I've got a hacked Galactic Navy that I've been plinking on for close to 10 years.
I haven't released it due to prior copyright issues with Galactic Navy.
The reasons for my changes are simple:
Galactic Navy ships should be far rarer, especially not seen almost every time you visit interstellar space! I've heard a lot of regulars on Oolite forums feel similarly about GN adding too many ships everywhere!
Behemoths are much rarer -- there's very few of them and they're spread thin...forced to visit the "unreachable" systems to resupply those systems with critical supplies, act as a ferry for non-jump-capable ships, and be a seller of Galactic Hyperdrives.
You'll still see a Behemoth sometimes on a Reserve Mission!
I don't use the Frigate at all -- I don't like the model and deem it too big for no more than it offers. Still exists in my GN mod and could be built but I don't.
Its replacement is a Boa 2 Light Cruiser, which doubles as a 5-missile launcher for special attacks.
The hacked Anaconda Transports...I'm a little ambivalent about but they're currently used.
They're far less necessary with Boa 2's around.
In many places, Navy Vipers are replaced by Navy Sidewinders, because that's what they're supposed to have...Vipers are the police not the military.
The Navy Sidewinders are only added as escorts for various motherships and do not spawn alone.
Moray Medical StarBoats for rescue work...like in original GN. They almost never appear, expect as rare ships visiting a system.
I don't need to give any of these ships stats beyond what the player can get...so long as they're "Iron Assed" with all the ingame upgrade equipment.
(Military lasers, extra energy unit or naval energy unit, shield boosters, etc...)
The missions are slightly different -- typically not near as many ships on either side.
...But the numbers slowly increase as you get more kills.
What starts off with more official fleet actions with Galactic Navy units (Boa 2's, Asps, Sidewinders, sometimes Anaconda Transports?, sometimes even a lone Behemoth they're defending...strangely no Morays although they really need them!) gets replaced with a smaller reserve fleet of "whatever" against about the same number of Thargoids.
Missions to put down Pirate Strongholds actually decrease because the Galactic Navy is too preoccupied with Thargoid incursions as time goes on...
The original GN had 3 reserve battle types, mine only has 4...just a large range of min to max units, depending on early/late in your career.
But unless you're a reservist and do those missions...you will rarely see Galactic Navy ships. They don't blanket a system anymore, even the ships hovering around their Sector Command bases slowly shrinks as time goes on.
I decreased the number of Sector Command bases per Galactic Chart from 14 to 4-6. "Base closures...because of massive funding cuts!"
I also changed the text about where the Sector Command bases still are though!
There is also 1 main Sector Command base per Galactic Chart, although all I added was a hacked Rock Hermit "Storage Depot" and a few extra base-defending ships.
The stations also have working commodities markets as well, with similar prices as the main station with much lower amounts for sale.
Mostly they want supplies brought to them, so prices on those are slightly higher.
The Sector Command bases are also between planet and sun, maybe a little off-center from that, but nearer to the planet so visible from near the main station if you know where to look.
They interfere far less with piracy in the system than they used to...
Almost all of that was easy to do, just changing the fixed number of ships to spawn to instead be based on the natural log of the player's kills +1. (since natural log of 0 is undefined/infinite/ERROR!)
I do put upper limit caps in on the number of Thargoids and Galactic Navy ships in a fight...close to the original values, maybe a little higher if you're Elite (6400+ kills).
The graphics models for all of Galactic Navy's ships is very dated -- suited more for Oolite v1.75-v1.78 not v1.90!
I personally like the cleaner lines of earlier ships that doesn't look like they have lots of exposed plumbing and wiring on them...or lots of little angled panels.
My old graphics card does too.
....
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
Re: Add-ons with Russian localization - русский
Обобщим.
1. Получается из галактического флота "Galactic_Navy v5.4.3 MOD" самая новая версия и если поставить "Galactic_Navy v5.4.3" могут быть проблемы.
2. Предупреждение в логах может быть не связано с "Galactic_Navy v5.4.3 MOD".
3. Если хочется чтоб было всё хорошо, нужно ставить более новый "Himsn v0.9-alpha". В котором ещё миссии не сделали))
В общем не обращать внимания на эту строку в логах.
1. Получается из галактического флота "Galactic_Navy v5.4.3 MOD" самая новая версия и если поставить "Galactic_Navy v5.4.3" могут быть проблемы.
2. Предупреждение в логах может быть не связано с "Galactic_Navy v5.4.3 MOD".
3. Если хочется чтоб было всё хорошо, нужно ставить более новый "Himsn v0.9-alpha". В котором ещё миссии не сделали))
В общем не обращать внимания на эту строку в логах.
Re: Add-ons with Russian localization - русский
Сейчас искал специальный раздел по дополнению "Hathor". Не нашёл. пишу сюда в надежде на ответ.
1. Hathor v1.0 - в логах выдаёт такую строку.
2. Hathor_Tweaked v1.0 - в логах выдаёт такую строку.
Вопрос. Какое лучше оставить, чтобы не было конфликтов?
1. Hathor v1.0 - в логах выдаёт такую строку.
Code: Select all
[script.javaScript.exception.unexpectedType]: ***** JavaScript exception (Hathor-Nephthys-populator.js 1.0): TypeError: this.nephthys is null
Code: Select all
[mesh.error]: ***** Failed to find TEXTURES data (will use placeholder material)
..... from hdockarea.dat (from file)
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Re: Add-ons with Russian localization - русский
Yandex translates your GN post as
1) "Galactic_Navy v5.4.3 MOD" is the newest published version - Montana05 also has a new version and there are probably others too.
The only problems with the original GN of which I am aware are
(1) the old commodity.plist wrecks the functioning of the markets
(2) the maximum plasma turret range has been reduced in the Vanilla game code - this does not affect play but does generate a swarm of error messages.
(1) is fixable with Spara's tweak
(2) just needs an edit of the shipdata.plist replacing all instances of
2) I feel that your warning is definitely not related to "Galactic_Navy v5.4.3 MOD"
3) There should be no problems with "Galactic_Navy v5.4.3 MOD" - and you should be able to use both if you so wish. Phkb had been talking about creating missions for HIMSN, but he first was handicapped by the lack of stations in each galaxy - and then he got totally sidetracked into creating localisable versions of dozens of OXPs instead!
I'm quite sure that by the time this is translated back into Russian it will be utter gibberish!Let's generalize.
1. It is obtained from the galactic fleet "Galactic_Navy v5.4.3 MOD" the newest version and if installed "Galactic_Navy v5.4.3" there may be problems.
2. The warning in the logs may not be related to "Galactic_Navy v5.4.3 MOD".
3. If you want everything to be fine, you need to install a newer "Himsn v0.9-alpha". In which the missions haven't been completed yet))
In general, do not pay attention to this line in the logs.
1) "Galactic_Navy v5.4.3 MOD" is the newest published version - Montana05 also has a new version and there are probably others too.
The only problems with the original GN of which I am aware are
(1) the old commodity.plist wrecks the functioning of the markets
(2) the maximum plasma turret range has been reduced in the Vanilla game code - this does not affect play but does generate a swarm of error messages.
(1) is fixable with Spara's tweak
(2) just needs an edit of the shipdata.plist replacing all instances of
"weapon_range" = 7500;
with "weapon_range" = 7200;
2) I feel that your warning is definitely not related to "Galactic_Navy v5.4.3 MOD"
3) There should be no problems with "Galactic_Navy v5.4.3 MOD" - and you should be able to use both if you so wish. Phkb had been talking about creating missions for HIMSN, but he first was handicapped by the lack of stations in each galaxy - and then he got totally sidetracked into creating localisable versions of dozens of OXPs instead!
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
Re: Add-ons with Russian localization - русский
Phkb так быстро создаёт версии для локализации, что я переводить не успеваю)
У вас есть другие версии "Galactic Navy" более новая чем "Galactic_Navy v5.4.3 MOD"? Если есть, дайте пожалуйста.
Хотелось бы альтернативу, с большим присутствием Galactic_Navy в игре.
У вас есть другие версии "Galactic Navy" более новая чем "Galactic_Navy v5.4.3 MOD"? Если есть, дайте пожалуйста.
Хотелось бы альтернативу, с большим присутствием Galactic_Navy в игре.