[WIP] GalCop Missions
Moderators: winston, another_commander
- phkb
- Impressively Grand Sub-Admiral
- Posts: 5319
- Joined: Tue Jan 21, 2014 10:37 pm
- Location: Writing more OXPs, because the world needs more OXPs.
Re: [WIP] GalCop Missions
Don’t worry about the save file yet. Just the log file. I’m expecting there will be some JavaScript errors in the log, so you could search for “error” and just post the lines immediately around the error line.
- phkb
- Impressively Grand Sub-Admiral
- Posts: 5319
- Joined: Tue Jan 21, 2014 10:37 pm
- Location: Writing more OXPs, because the world needs more OXPs.
Re: [WIP] GalCop Missions
Version 0.9 of GalCop Missions should be in the manager shortly. In this version:
- Really corrected issue preventing some satellite missions from being completable if the Galactic Almanac OXP is installed.
- Sound now plays when a fuel leak occurs.
- Tweaks to the reputation system to allow for complete localisation through descriptions.plist.
- Made some reputations visible on the reputations screen, even if the actual reputation value is zero.
- Fixed issue where some missions with a minimum player score were being offered to players under that value.
- Moved as much text as possible into descriptions.plist for slightly easier localisation.
- Added prebuilt descriptions for each mission that uses PhraseGen, so PhraseGen can be avoided when translating text. See notes in descriptions.plist or galcopbb_missiondetails.js for details.
- Bug fixes.
Some more information about the localisation changes. This will be a monster to translate. There are over 5000 lines in descriptions.plist to work through, so I don't envy whoever attempts it. The biggest problem was the use of the PhraseGen tool. In order to use that tool, you end up with data structures than are designed to make very English sentences, but I can't imagine you would simply translate the words in the data and get acceptable results in another language, as grammar and structural issues will come into play. So, as indicated above, I've put in place some fully expanded versions of the PhraseGen results into descriptions.plist for all the missions that use it. Now, all you need to do is change any instance of to
At that point, GalCop Missions will pull the mission details from those pre-built versions, rather than using PhraseGen.
It still means a mountain of work. But at least it's a climbable mountain now.
I should also say, I'm expecting a few bugs in this version. I've had to change a few things, quite radically in some instances, and while my programmer brain says I've covered all the bases, there's pretty good odds I've missed something somewhere. So, if you upgrade, please keep an eye on your log files - any error messages would be very handy in tracking down the bugs.
- Really corrected issue preventing some satellite missions from being completable if the Galactic Almanac OXP is installed.
- Sound now plays when a fuel leak occurs.
- Tweaks to the reputation system to allow for complete localisation through descriptions.plist.
- Made some reputations visible on the reputations screen, even if the actual reputation value is zero.
- Fixed issue where some missions with a minimum player score were being offered to players under that value.
- Moved as much text as possible into descriptions.plist for slightly easier localisation.
- Added prebuilt descriptions for each mission that uses PhraseGen, so PhraseGen can be avoided when translating text. See notes in descriptions.plist or galcopbb_missiondetails.js for details.
- Bug fixes.
Some more information about the localisation changes. This will be a monster to translate. There are over 5000 lines in descriptions.plist to work through, so I don't envy whoever attempts it. The biggest problem was the use of the PhraseGen tool. In order to use that tool, you end up with data structures than are designed to make very English sentences, but I can't imagine you would simply translate the words in the data and get acceptable results in another language, as grammar and structural issues will come into play. So, as indicated above, I've put in place some fully expanded versions of the PhraseGen results into descriptions.plist for all the missions that use it. Now, all you need to do is change any instance of
Code: Select all
_phraseGen = "1";
Code: Select all
_phraseGen = "0";
It still means a mountain of work. But at least it's a climbable mountain now.
I should also say, I'm expecting a few bugs in this version. I've had to change a few things, quite radically in some instances, and while my programmer brain says I've covered all the bases, there's pretty good odds I've missed something somewhere. So, if you upgrade, please keep an eye on your log files - any error messages would be very handy in tracking down the bugs.