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Archiv verlassen und diese Seite im Standarddesign anzeigen : [G2] [Patch] terminology fixes + Gothic jump + PC/NPC barks + night blindness + lock/unlock sounds



Huginn
10.10.2010, 23:19
I love Gothic II: Night of the Raven, so it really annoys me that the English translators were so sloppy. They translated without reference to Gothic, introducing some inconsistencies. And there's also some changes they made that I simply don't like.

I've made a variety of fixes and updates to bring Night of the Raven terminology back in line with Gothic. However, I haven't fixed general in-game spelling inconsistencies, or inconsistencies between the subtitles and the text. (In other words, I didn't proofread the game text.)

· Uncapitalizes the names of the possessed (Night of the Raven made them all caps, and gave them all away), as they originally were in Gothic II.
· Renames "chompers" back to "biters".
· Fixes received/given bug (as released, Night of the Raven doesn't put a space before "received" or "given", producing scores of messages like "Eye of Innosreceived" and "3 bottles of winegiven").
· Changes "missions" back to "quests".
· Removes annoying "Nothing to be had there ..." and "Nothing to plunder ..." messages.
· Relabels the right half of the stats menu.
· Repairs a few of the worse translations on the right half of the character sheet.
· Various other smaller fixes.

http://www.freeimagehosting.net/uploads/f556ca2bd3.jpg


What's more, the Gothic II English interface, again through bad translation, diverged from traditional Gothic terminology in many places. In addition, the system menu naming and hints were misleading and confusing.

Again, I've made a variety of fixes and updates to bring Night of the Raven terminology back in line with Gothic.

In addition, I've also rewritten the labeling for the system menu submenus, making it clearer the purpose and effects of each option and suboption.

· Renames "learning points" back to "skill points".
· Renames "attributes" back to "stats"
· Relabels the left half of the stats menu.
· Rewords the Night of the Raven system menu to make it much more descriptive.
· Rewords the Night of the Raven system menu to make it much more concise.
· Repairs a few of the worse translations on the left side of the character sheet.
· Various other smaller fixes.

http://www.freeimagehosting.net/uploads/2cf58489ca.jpg


To be frank, I really don't like the nameless hero's new jump in Gothic II. He looks like a bad hurdler—I get the impression he'll never clear anything, and frankly, he looks dumb when he jumps.

Others may find that certain creatures are much more difficult to escape while slow-hurdling their way across Khorinis.

So I moved the original Gothic jump into Gothic II. Once more locations will be no more than a hop, a skip, and a jump away from you no matter where you are.

http://www.freeimagehosting.net/uploads/aa4c49e960.jpg


And (*gripe, gripe*) if there's anything I get tired of quickly, it's the nameless hero rudely beginning every conversation with, "Hey, you!" This mod removes the subtitling and audio for these obnoxious remarks.

Similar to this are the less than idiomatic translations of the things people say when you successfully flee them: "Yes! Run as fast as you can!" I suspect this is a bad translation of either "Yeah, go on! Get out of here!" or—more likely, I think—"Yeah, that's right! Run away as fast as you can, you coward!" but it's too late to fix now. This mod removes the audio for the most egregious of these parting insults.


And last of all, I hate it when a game's interface causes night blindness; Gothic II does that for me. I can't very well peer through the darkness at my surroundings when bright, silvery status bars (life, mana, etc.) are glaring at me.

So I darkened Gothic II's original status bars to make them five-sixths darker.

http://www.freeimagehosting.net/uploads/dbe004aea4.jpg

Equivalent status bars are available for Gothic at http://rapidshare.com/files/423754552/Gothic_Huginn_nightblindness_20101007a.rar.


Additionally, this mod allows the replacement of the normal Gothic II savegame loading screen with the Night of the Raven startup/menu screen.


Packed as hierarchized RAR archive for easy selective installation.


File available at http://rapidshare.com/files/423757253/GothicIINightoftheRaven_Huginn_compendium_20101007a.rar.


See this thread at TTLG (http://www.ttlg.com/forums/showthread.php?t=133530) for ongoing discussion of this mod.

And kudos to my real-world friend Sikkibahm (http://forum.worldofplayers.de/forum/showthread.php?t=838429&p=14160207#post14160207), who just kicked my ass in a game of Agricola (http://boardgamegeek.com/boardgameexpansion/43018/agricola-farmers-of-the-moor) this afternoon.

catalinux
11.10.2010, 10:34
Nice done! I also like you made separate .vdf files. I don't know about the terminology, but I already included in my custom install the jump.vdf and loading.vdf. I'll also give a try to the bars ;)

Thank, man, great job!

P.S. I like the "Hey, you!" :p

Tratos
11.10.2010, 16:36
Hey, can you please tell me how you fixed the capitalization issue? I've been dieing to get this sorted as well. Thanks.

Btw, great work. :dup:

Huginn
12.10.2010, 04:22
Hey, can you please tell me how you fixed the capitalization issue? I've been dieing to get this sorted as well. Thanks.

Btw, great work. :dup:


I'm glad you enjoy it. I made these mods for my own enjoyment—a couple years ago, actually. They're what I play with. But recently we got Internet service, allowing me to upload them to the community. I apologize for the wait.


To change the capitalization of the possesseds' names, open a hex editor. The best one I know is XVI32 (http://www.handshake.de/user/chmaas/delphi/download/xvi32.zip), homepage at http://www.chmaas.handshake.de/delphi/freeware/xvi32/xvi32.htm.

Using the hex editor, open the file \Gothic II\_WORK\Data\Scripts\_compiled\GOTHIC.DAT and search for the text string 15784 to jump to the location shown:

http://i1092.photobucket.com/albums/i408/HelsifrabFrumjeeling/gothicdat-2.jpg

Click on the right pane of the screen and type lowercase letters over the last parts of the names of Fernando, Vino, Malak, Bromor, Engrom, Randolph, Sekob, and Brutus.

If you mistype, don't press backspace. Doing so will delete physical character positions from the file, and you'll have to close without saving and start over. Rather, if you mistype, arrow left back into the hex position where you mistyped, and retype the correct letter over it.

Save the file, and you're done.

Note that the gameworld names of the possessed are drawn directly from the readable list of the possessed (which is what we're editing here), so the names in the list will now be in normal case, not all caps.

http://i1092.photobucket.com/albums/i408/HelsifrabFrumjeeling/gothicdat.jpg

Ratamahatta
12.10.2010, 11:35
do these changes work on other G2 mods or just original G2 NOTR?

well, i tried now - it works on NF mod. one thing i don't like - is when fighting with a sword, I cannot move backwards with a weapon drawn out. I am able only stand still and keep blocking attacks. maybe it is just something with control buttons?

Huginn
12.10.2010, 14:24
do these changes work on other G2 mods or just original G2 NOTR?

The *.vdf files will work with any installation, so long as no other *.vdf files supersede them. (I'm not sure how the game determines that one *.vdf file supersedes another; perhaps by save date? If so, changing the date on these should suffice.)

The following files will overwrite any custom file that another mod installs:

\_work\data\scripts\_compiled\gothic.dat
\_work\data\scripts\_compiled\menu.dat

\_work\data\scripts\content\cutscene\ou.dat
\_work\data\scripts\content\cutscene\ou.lsc

(See the readme to read about which role each of these files plays in the mod.)


If you'd like to replicate my changes in other mods' versions of gothic.dat, menu.dat, ou.dat, and ou.lsc using a hex editor, I'll post compare files demonstrating the exact changes I made to each file; anyone should then be able to make them in (almost) any other version of each file.

Huginn
12.10.2010, 14:32
well, i tried now - it works on NF mod. one thing i don't like - is when fighting with a sword, I cannot move backwards with a weapon drawn out. I am able only stand still and keep blocking attacks. maybe it is just something with control buttons?

That sounds to me like baggage from the animation files used to implement the Gothic jump; in Gothic swording back blocks instead of backing you up.

The files this mod replaces are

\Gothic II\RESOURCES\JUMP\_WORK\DATA\ANIMS\_COMPILED\

\HUMANS-S_FALLDN.MAN
\HUMANS-S_JUMP.MAN
\HUMANS-S_JUMPUP.MAN
\HUMANS-S_JUMPUPLOW.MAN
\HUMANS-S_JUMPUPMID.MAN
\HUMANS-T_1HJUMPB.MAN
\HUMANS-T_1HPARADEJUMPB.MAN
\HUMANS-T_2HJUMPB.MAN
\HUMANS-T_2HPARADEJUMPB.MAN
\HUMANS-T_BOWJUMPB.MAN
\HUMANS-T_CBOWJUMPB.MAN
\HUMANS-T_FALLDN_2_STAND.MAN
\HUMANS-T_FISTPARADEJUMPB.MAN
\HUMANS-T_JUMP_2_HANG.MAN
\HUMANS-T_JUMP_2_STAND.MAN
\HUMANS-T_JUMPB.MAN
\HUMANS-T_JUMPUPLOW_2_STAND.MAN
\HUMANS-T_JUMPUPMID_2_STAND.MAN
\HUMANS-T_MAGJUMPB.MAN
\HUMANS-T_RUNL_2_JUMP.MAN
\HUMANS-T_RUNR_2_JUMP.MAN
\HUMANS-T_STAND_2_JUMP.MAN
\HUMANS-T_STAND_2_JUMPUP.MAN
\HUMANS-T_STAND_2_JUMPUPLOW.MAN
\HUMANS-T_STAND_2_JUMPUPMID.MAN
\HUMANS_1HST1-T_1HJUMPB.MAN
\HUMANS_1HST1-T_1HPARADEJUMPB.MAN
\HUMANS_1HST2-T_1HJUMPB.MAN
\HUMANS_1HST2-T_1HPARADEJUMPB.MAN
\HUMANS_2HST1-T_2HPARADEJUMPB.MAN
\HUMANS_2HST2-T_2HPARADEJUMPB.MAN
\HUMANS_ACROBATIC-S_JUMP.MAN
\HUMANS_ACROBATIC-T_JUMP_2_FALLDN.MAN
\HUMANS_ACROBATIC-T_JUMP_2_RUNL.MAN
\HUMANS_ACROBATIC-T_JUMP_2_STAND.MAN
\HUMANS_ACROBATIC-T_RUNL_2_JUMP.MAN
\HUMANS_ACROBATIC-T_STAND_2_JUMP.MAN
\HUMANS_SKELETON_FLY-T_FISTJUMPB.MAN
\HUMANS_TORCH-T_JUMPB.MAN

If the blocking back instead of swording back animation is found in one of these, itwill certainly have been replaced. However, these files all specifically implement jumping, with the exception of the fall down and stand up animations, neither of which should affect swording back.

I'll have to take a look (later, I'm afraid).

Thanks for noting this.

Tratos
12.10.2010, 21:58
Ok cheers, but why use a hex editor when you can surely just decompile the .dat file with Sourcer and just edit the script files with Notepad? Do you happen to know which .d file I need to look for, in order to fix the capitalization issue? I couldn't find it.

Huginn
13.10.2010, 00:39
Ok cheers, but why use a hex editor when you can surely just decompile the .dat file with Sourcer and just edit the script files with Notepad? Do you happen to know which .d file I need to look for, in order to fix the capitalization issue? I couldn't find it.

Sourcer? *.d file?

I'm afraid I hex-edited from the outset. Sorry I can't help you more. I had no idea we could decompile these things.

So has source (or scripts source) been made available?

Larisa
13.10.2010, 00:45
So has source (or scripts source) been made available?

Oh yeah:
http://www.worldofgothic.com/dl/?catid=17

You should also take a look at this sticky: [Important, read first] Index of Useful Threads

Many resources for modding are linked in there.