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PaulJay

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Posts posted by PaulJay

  1. So jetzt ist die Übersetzung zum großen Teil ähnlich der französische Übersetzung von Arnonymous restrukturiert:

    • X:CE Balance Adjustments (DE) / xcebalance (DE) - vollständig übersetzt
    • X:CE Settings (DE) / xcesettings (DE) - vollständig übersetzt
    • X:CE Base Mod (DE) / xce (DE) - Skripte wurden aktualisiert, kann jetzt mit X:CE 0.34 benutzt werden; ist noch nicht vollständig übersetzt
    • Lore+ (DE) - fast vollständig. Es fehlen lediglich 4 Einträge in Xenopedia.
    • Armoured Assualt! (DE) - vollständig übersetzt
    • Xenonauts (DE) / main (DE) - Übersetzung für Xenonauts 1.59; eingerichtet aber noch nicht getestet

    Jetzt weiß ich erstmal nicht, was mit der XNT-Übersetzung gemacht werden soll - die Texte dafür waren, glaube ich, noch nicht wirklich übersetzt. Falls diese benötigt wird kann man den 'develop'-branch extra dafür abzweigen. Ähnlich steht es um X-Division hier kann man ähnlich vorgehen. Bis dahin steht noch genügend Arbeit an :P.

    Lore+: Text auf den Bildern vollständig übersetzt. Es müssen noch vier Einträge in Xenopedia übersetzt werden und die bereits übersetzten Einträge kontrolliert werden. Danach richte ich meine ganze Aufmerksam Xenonauts (DE) und X:CE Base Mod - da wartet noch mehr Spass :rolleyes:

  2. I've got some questions concerning the following excerpt from an animation xml file:

    <timeline name="main" frametime="..." totaltime="...">

    Now I am not sure what the 'frametime' really means. I first thought it specifies the duration of a single frame and totaltime the duration of the entire animation (however this is very rarely used). But after playing with it I got confused :confused:. Need some clarification from experts here. Are there some restrictions for possible values for 'frametime'. Also most animations go too fast when playing the game (e.g. machinegun animations). Sometimes the element 'timeline' is not specified - what (default) value for 'frametime' is used in this case.

  3. While watching the animation cycles I've noticed light source rotating with the soldier changing directions. This is probably a mistake made during rendering the sprites for different directions by rotating the light source together with the soldier's model. Actually the light source should stay stationary.

  4. The regx and regy points are registration co-ordinates when placing the sprite on a tile on the map.

    Thanks, Max :). You called it by the right name. After I got the program to successfully run particular animation files my next Goal would be implementing of the following ideas concerning the workflow. It is not really handy to upack all necessary *.pfp archives and copy all animation data to some particular directory. This is why I would like to organize the workfow as follows:

    1. When we start the program we specify the working directory (same way we do it when working with "Eclipse"), the program can remember this.

    2. For a particular working directory we could then add all folders containing the animation data (incl. *.pfp archives) that should be considered in the working directory (not copying them!)

    3. The user can replay any animation he want by selecting one he is interested in.

    4. When the user wants to edit an existing animation the program creates a copy in the working directory. In this case the program splits a spritesheet into single images for each frame and stores them in the working directory. After the user has finished his work he can recalulate a new spritesheet and export the animation back to its original location.

    5. Creating entirely new animations or new animations based on existing ones could work similar way.

    Q1: Instead of unpacking the *.pfp archives I would like to make lookups for animation data. But to get this accomplished I need the specification of the *.pfp files. I am not sure if this format uses any compression.

    Q2:The other question is, is there any known program that can be used to combine several frame images into a sprite sheet. If not, I've found some useful ideas/algorithms, but implementing them will cost more time than reusing an existing tool from inside the program.

    Got the answer for Q1 concerning the specification of the PFP format last night, the archive begins with a 4 byte signature 'PFPK'. Immediately after that there is an int (4 byte) telling the number of files which are in the archive, followed by the file allocation table. Each entry of the table starts with a byte indicating the number of characters used to store the file's name, followed by the the name itself. The next two int values represent the address of the beginning of the file and the length of file in byte respectively. I am also pretty sure there is no encription or compression used by this archive file format.

    The code to make lookups for particular files is also accomplished by now :P. I suppose the most challenging part would be implementing the algorithms to solve the "rectangle packing problem" which is equivalent to sprite packing problem.

    Feel free to make further suggestions concerning interesting/useful functions

    The following screenshot shows the AnimationPlayer (sub program) in action. It would be a good idea to draw the tile area in order to highlight the position of the sprite on the map.

    animationPlayer.png

    animationPlayer.png

    animationPlayer.png.15f956ffbf530e55628a

  5. When playing Xenonauts I discovered the aliens mostly operating as indiviuals widely spread across the map and not as a concentrated mob annihilating everything in its way. I suppose it would be great if the aliens would more work as groups commanded by Officers -- and the rang of the officer would have great impact on the AI. On larger missions there could be a leader commanding the smaller groups headed by officers. The better the leader the more cunning the interaction of the smaller alien groups on the ground combat, luring the human player into a trap. The difficulty could affect the appearance chance / quality of the offices and commanders.

  6. It were interesting to fight assault missions on this type of UFO in space or somewhere in stratosphere with the space ambiente in the background. We could make this UFO a really huge one -- maybe as large as the base in vanilla game. What do you think about it, drages?

    However it would require manufacturing a spacecraft to get the xenonauts/x-division soldiers to the space.

  7. I have a little question concerning the <img>-tag in the animation xml files: Do anyone know what the attributes regx and regy do affect? I've already figured out what the equally named attributes do in <frame>-tag, they determine some kind of a fixed point(pixel) for all the sprite images when positioning them relative to each other.

    This is currently not relevant for the viewer, but will certainly be when the app. will be extended to become an editor for editing or creating animations

  8. Hello people, currently it is possible to open a particular animation xml and work with it. I am thinking about making the app. able to set a root folder and displaying all the animations availabe in a hierarchical view. What do you think about it? Otherwise I could add this feature in the next step and keep the application as simple as possible for the moment.

  9. I have started implementing a Viewer (Java application with graphical user interface), which is able to replay any sprite animation of this game. At the moment the application is able to open an xml and play/pause the animation. Also it is possible to change the animation speed (time factor). Furthermore each frame of an animation can be exported to a single image file. I will post the application here as far I get the GUI finished.

    The next step will be implementation of useful editing features. like editing sprites of particular frames. Also I plan to implement a layout editor to pack several sprite images of a single animation into a png file. There will also be some automatic layout strategies to reorganize the images in order to get them tightly packed.

  10. Hallo Paul,

    wäre echt super wenn es hier weitergehen würde.

    Wir, ein Freund von mir, der bereits gute Erfahrungen beim Übersetzen hat, und ich, versuchen das Vorhaben weiter zu führen. Während er die Xenopedia-Einträge ins Visier nimmt, beschäftige mich mit dem Übersetzen der Lore+ Texte/Bilder. Wie gesagt, ihr könnt uns unterstützen indem ihr vorbeischaut. Für alle Einträge in der Xenopedie und Lore+ haben wir Issues/Aufgaben erstellt die registrierte Nutzer (GitHub) kommentieren können; Wenn jemand aber selbst die Hand anlegen möchte, sollte er sich registrieren und bei mir melden.

    Gruß

    Paul

  11. While editing I have discovered a small inconsistency concerning fonts (see sebillian_noncom.jpeg):

    inconsitency.jpg

    I am glad to announce that I have finally finished the templates to simplify the translation process. I have now updated the archive file to contain SVG files/templates (in 'en' subdirectory) which include all the text and can be edited with 'INKSCAPE' Software. I have no idea, whether the SVG files will be rendered correctly when using any other software, so I would suggest the translators should use inkscape to edit and export the images.

    NOTE: Before you start you NEED to install the Xenonauts_smb.ttf font (also included in the archive file), as it is required for the english text to be rendered properly. It can also be used to translate into most languages using latin letters, however it does not include all special characters used in various languages like German for instance)

    In the directory 'en' you will find SVG templates The content in each of the SVG files is organized in two LAYERS both combined to create all the nice analysis images you know from the lore+ mod. The layers are as following:

    • the first one containg/referencing the background image, called 'background' (I've locked it so you cannot accidentaly modify it. however it is always possible to unlock it if necessary.
    • the latter one containing all the text, which can be edited using text tool available on the left side. (or shortkey 'T' or 'F8')

    Finally you can create PNG/JPG files from SVG using the 'export bitmap' function available in the menu bar above.

    The SVG files also contain the fix for the problem I have mentioned above.

    inconsitency.jpg

    inconsitency.jpg.66343614cb35399b99d39a8

  12. You can translate it if you like, but there are no textless images. If you decide to alter the images, then you have to maintain consistency with the existing image.

    Nice to hear this. I am going to edit the images and remove all the text - and finally create some kind of templates (e.g for inkscape) that can be used by other translators to translate the texts to any language they want. The only problem I see, there is currently no font available to be used in editors (xenonauts.mvec is not the right format).

    I've noticed that a333 was working on xenonauts.mvec. Is it possible to get the fonts in other format than mvec to be able to write the text onto the images.

    Now the empty images are ready and could be dowloaded at (these are just empty images at the moment):

    http://www.goldhawkinteractive.com/forums/downloads.php?do=file&id=146

  13. This tiny mod adds some German weapons of Cold War era to the game. I tried to make them look similar. The new weapons are:

    H&K P7

    GW_Pistol.png

    The German ballistic pistol able to fire in burst fire mode:

    [TABLE=width: 500]

    [TR]

    [TD]Range:

    Weight:

    Damage:

    Suppression:

    Mitigation:

    Ammo Capacity:

    Reaction Modifier:

    Reload Cost[/TD]

    [TD]10

    2

    30 Kinetic

    20 Single / 60 Burst

    0

    8

    1.5

    15 TU[/TD]

    [/TR]

    [TR]

    [/TR]

    [TR]

    [/TR]

    [/TABLE]

    Fire Modes:

    - 26%% TU - 45 Acc x 1 shot

    - 37%% TU - 80 Acc x 1 shot

    - 56%% TU - 45 Acc x 3 shots

    H&K MP5 (Variant AX)

    GW_Submachinegun.jpg

    The Submachinegun can be used like a shotgun or like a short range assault rifle. It has the following stats:

    [TABLE=width: 500]

    [TR]

    [TD]Range:

    Weight:

    Damage:

    Suppression:

    Mitigation:

    Ammo Capacity:

    Reaction Modifier:

    Reload Cost[/TD]

    [TD]10

    4

    25 Kinetic

    40 Burst

    0

    30

    1.5

    25 TU[/TD]

    [/TR]

    [TR]

    [/TR]

    [TR]

    [/TR]

    [/TABLE]

    Fire Modes:

    - 28%% TU - 45 Acc x 3 shots

    H&K G3 (Variant AX)

    GW_Battlerifle.jpg

    The German assault rifle G3 has the same damage stats like the precision rifle G3 SG/1 (already included in this game). I called it Battle Rifle due to its high damage potential:

    [TABLE=width: 500]

    [TR]

    [TD]Range:

    Weight:

    Damage:

    Suppression:

    Mitigation:

    Ammo Capacity:

    Reaction Modifier:

    Reload Cost[/TD]

    [TD]20

    7

    30 Kinetic

    25 Single / 65 Burst

    10

    20

    1

    25 TU[/TD]

    [/TR]

    [TR]

    [/TR]

    [TR]

    [/TR]

    [/TABLE]

    Fire Modes:

    - 30%% TU - 45 Acc x 1 shot

    - 43%% TU - 80 Acc x 1 shot

    - 58%% TU - 130 Acc x 1 shot

    - 64%% TU - 45 Acc x 3 shots

    MG3

    GW_Machinegun.jpg

    The German machinegun isn't much different than its default equivalent available in the game. However it has significantly higher fire rate in real life. I tried to reflect this characteristic by decreasing the TU needed to fire by 15%; the other option was to increate the number of rounds fired per burst to 15.

    [TABLE=width: 500]

    [TR]

    [TD]Range:

    Weight:

    Damage:

    Suppression:

    Mitigation:

    Ammo Capacity:

    Reaction Modifier:

    Recoil:

    Reload Cost[/TD]

    [TD]25

    8

    20 Kinetic

    120 Burst

    5

    30

    0.5x

    70

    35 TU[/TD]

    [/TR]

    [TR]

    [/TR]

    [TR]

    [/TR]

    [/TABLE]

    Fire Modes:

    - 80%% TU - 35 Acc x 15 shots

    Instalation notes:

    To install, you could either:

    (a) Unpack the file into assets/mods

    (b) Or install the mod using the mod manager

    Download:

    http://www.goldhawkinteractive.com/forums/downloads.php?do=file&id=143

    NOTE: The images I use in the mod are partially reworked images from the original game.

    GW_Submachinegun.jpg

    GW_Battlerifle.jpg

    GW_Machinegun.jpg

    GW_Pistol.png

    GW_Submachinegun.jpg.12de05e29fccaf5e3ca

    GW_Battlerifle.jpg.aead0e0fe4119045e0fd1

    GW_Machinegun.jpg.d5968a1dcd9b135b4c2def

    GW_Pistol.png.390186fecc96b58e2ab58b93a7

  14. Guys, I've finally started modelling :) . I've decided to model each enclosing plate of the hull indiviually - which will allow us to remove them/or raplace by damaged parts later or just make some holes.

    Ok, what I am not sure about it, is how much detail should I add to it - this is not so important at the moment anyway. I'll post some results when I think there is need to discuss some details.

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