[G1] [Mod] [Translation] [Resource] The Long Voyage Home English gothic.dat
I've attached a gothic.dat/ou.bin converted to english along with my differencing overlay.
http://upload.worldofplayers.de/file...VH_eng_beta.7z
I'm sorry but this won't really help most of you and that's why it's listed as a resource file. I found it was not feasible to make a binary diff patch that could be applied directly to TLVH.mod.
To use this you'll have to:
do a successful installation of TLVH
extract TLVH.mod with GothicVDFS
replace gothic.dat and ou.bin with my included versions
delete sfx.dat and sfx folder to remove russian voice overs
rebuild the mod with GothicVDFS.
The only way I got TLVH to successfully install was to do a fresh install of Gothic into "C:\Program Files\PIRANHA-BYTES\GOTHIC" followed by the playerkit 1.08k, and then TLVH.
Of 1208 script files contained in Gothic.dat, I did a side by side comparison of 611 files that had differences and I copy/pasted the english text over the russian, then rebuilt it using GothicSourcer. Initially I determined which files were different by filesize and filename but eventually I used http://cloc.sourceforge.net/ to count the number of lines in each file and output it to two csv files, one for the decompiled gothic.dat from my english copy and the other from the gothic.dat in TLVH. I then combined and sorted the files in Excel to see which ones had differing numbers of lines.
The provided archive has a folder called "translate" which is my differencing or overlay folder. It contains only the files that I found to be different using the method listed and a couple other heuristics. Although I only checked half of the files, I believe that my english gothic.dat probably captures the differences with greater than 90% accuracy. To be honest, I just plain got tired of comparing the files once I felt I captured the bulk of the differences.
The files in the root of the "translate" folder should be ignored. They helped to remind me that the TLVH version of bab_drunk.d corresponds to the english food.d, bab_joint.d to misk.d, mobname_clear.d to text.d, and b_giveskipchapter1weapons to b_giveskipchapter2weapons. The english adjusted versions of food.d, misk.d, mobname_clear.d, and b_giveskipchapter2weapons are contained in their appropriate folder.
The only new scripts I found that would not be present in the english gothic.dat are:
om_620_leticia.d
om_621_kira.d
om_622_rez.d
DIA_om_620_leticia.d
DIA_om_621_kira.d
DIA_om_622_rez.d
DIA_Org_858_Quentin.d
zs_kira_dance.d
pc_mdt.d
set_sca_strong_visuals.d
The new script files have to be added into the project for an extracted english gothic.dat before compilation. Using the english filenames for those oddballs with different filenames made it easier to compile because I could reuse the filenames in the project without adding and deleting.
Edit: Corrected upload link. Probably just as well, I made dozens more corrections since I first tried to upload this.
Geändert von noabody (22.11.2011 um 21:44 Uhr)