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TonyG
16.04.2011, 16:37
I have Polish versions of both games (G1 & G2 NotR).

When I install Gothic I 1.0 patch it turns all game (except for speech) into English! I thought backuping ou.bin before installation of the patch will fix it but that's not true. After replacing English ou.bin by Polish one all menu and subtitles during speech of characters are in Polish but rest of the game such as names of items, characters, journal/diary entries and even dialog options are in English. It really disturbs during the gameplay, when half of the game is in another language.

Same refers to Gothic 2 Gold Edition, exept there is no need to backup ou.bin as the installer have option of not replacing it with a new one. Still, half of the game is in English...

I did some research and found out that's because of gothic.dat file, which contains translations of previously mentioned parts of the game. However it is almost impossible to fix it without knowledge which *.d files inside gothic.dat were modified. If I knew this I would just copy translation strings from Polish unpatched gothic.dat to patched *.d files and merge it into new patched Polish version of gothic.dat.

I hope you will let me fix it, just send me list od modified *.d files in gothic.dat for both games.

Regards,
Tony

Tratos
16.04.2011, 17:03
Not quite possible, several reasons.

When ou.bin and gothic.dat are compiled, the "last modified" date is changed and unless one kept the pre-compile files separate (which we didn't), you can't tell the changed ones from the rest, from date alone.

The compile/decompile process is not without bugs and should not be used often.

Dialogues and scripts go together. When you compile the .d files, dialogues go into ou.bin and everything else goes into gothic.dat. Conversely, when you decompile them, both files are read and the decompiled scripts contains data from both the .dat and the .bin file.

Two possible solutions: decompile a polish gothic.dat and apply the bug-fixes anew or decompile our fixed gothic.dat and translate everything to polish. First option is easier.

TonyG
16.04.2011, 18:04
I thought you kept pre-compiled *.d files... or anything that would make editing easier. You say that compiling should not be used often, but now to apply next patch you'd have do that. Decompile first, edit and compile again. Are you completely sure that anyone from ICP don't have a backup? Or maybe some documentation that would help to go with the first solution you proposed?

Or maybe you meant completely rewriting patch from a scratch?

Tratos
16.04.2011, 22:34
I am the one keeping backups and I have indeed backed up every version of every patch, but only in their compiled form. It wasn't until recently that I realised that those occasional inexplicable bugs aren't so occasional and random at all.

Often, we have to do several compilations and test them out, until we get something with most if not all bugs out.

TonyG
16.04.2011, 23:53
It wasn't easy but I managed to get list of *.d files that were edited. I'm not sure if it's correct, though.

updated:

AI\B_Human\B_CombatAssessMurder.d"
AI\B_Human\B_SpecialCombatDamageReaction.d"
AI\B_Human\C_CanNewsBeSpread.d"
AI\Orc\ZS_Orc_TA.d"
AI\Test_Scripts\CharacterHelper.d"
AI\Test_Scripts\StoryHelper.d"
AI\Test_Scripts\TestModelle_Markus.d"
AI\ZS_Babe\ZS_Babe_Flee.d"
AI\ZS_Human\ZS_AssessQuietSound.d"
AI\ZS_Human\ZS_Unconscious.d"
AI\ZS_Human\ZS_WaitForPassage.d"
AI\ZS_Monster\ZS_MM_Master.d"
Items\MissionItems_3.d"
Items\MissionItems_5.d"
Magic\Spell_ProcessMana.d"
Magic\ZS\ZS_Berzerk.d"
Magic\ZS\ZS_MagicFreeze.d"
Magic\ZS\ZS_MagicShrink.d"
Magic\ZS\ZS_MagicSleep.d"
Magic\ZS\ZS_Pyro.d"
Magic\ZS\ZS_ShortZapped.d"
Magic\ZS\ZS_Zapped.d"
Story\Log_Constants.d"
Story\Story_Globals.d"
Story\B\B_AssignAmbientInfos.d"
Story\B\B_GiveSkill.d"
Story\B\B_SetDayTolerance.d"
Story\B\Info_SFB_5_Pre.d"
Story\B\Info_Tpl_8_EXIT.d"
Story\CHAPTERS\B_Kapitelwechsel.d"
Story\Events\MOB.d"
Story\MISSIONS\DIA_Bau_900_Ricelord.d"
Story\MISSIONS\DIA_EBR_106_Bartholo.d"
Story\MISSIONS\DIA_GRD_200_Thorus.d"
Story\MISSIONS\DIA_Grd_201_Jackal.d"
Story\MISSIONS\DIA_GRD_210_Scatty.d"
Story\MISSIONS\DIA_Grd_212_Torwache.d"
Story\MISSIONS\DIA_Grd_213_Torwache.d"
Story\MISSIONS\DIA_GRD_216_Torwache.d"
Story\MISSIONS\DIA_Grd_218_Gardist.d"
Story\MISSIONS\DIA_GRD_233_Bloodwyn.d"
Story\MISSIONS\DIA_GRD_237_Gardist.d"
Story\MISSIONS\DIA_GUR_1201_CorKalom.d"
Story\MISSIONS\DIA_GUR_1204_BaalNamib.d"
Story\MISSIONS\DIA_GUR_1211_BaalLukor.d"
Story\MISSIONS\DIA_NOV_1320_Novize.d"
Story\MISSIONS\DIA_NOV_1358_Harlok.d"
Story\MISSIONS\DIA_Org_801_Lares.d"
Story\MISSIONS\DIA_ORG_804_Organisator.d"
Story\MISSIONS\DIA_ORG_826_Mordrag.d"
Story\MISSIONS\DIA_ORG_833_Buster.d"
Story\MISSIONS\DIA_ORG_840_Roscoe.d"
Story\MISSIONS\DIA_ORG_841_Silas.d"
Story\MISSIONS\DIA_ORG_876_Tuersteher.d"
Story\MISSIONS\DIA_PC_Fighter.d"
Story\MISSIONS\DIA_SLD_701_Orik.d"
Story\MISSIONS\DIA_SLD_723_Soeldner.d"
Story\MISSIONS\DIA_SLD_732_Soeldner.d"
Story\MISSIONS\DIA_TPL_1441_Templer.d"
Story\MISSIONS\DIA_TPL_1442_Templer.d"
Story\MISSIONS\DIA_Vlk_580_Grim.d"
Story\NPC\PC_Hero.d"
Story\ZS\ZS_Firespit.d"
Story\ZS\ZS_GuidePC.d"
Story\ZS\ZS_WatchInExtremo.d"
Story\ZS\pers\GateTriggers.d"
Story\ZS\pers\ZS_TestBully.d"

added:

_misk_\MOBNAME_CLEAR.d

deleted:

Story\Text.d"
Story\B\info_orc_17_exit.d"
Story\MISSIONS\DIA_IEFan1.d"

How do you think? If it were right files I would translate them and compile with Polish ones into new gothic.dat. But then there should be some beta tests, right?

Tratos
17.04.2011, 10:30
I guess so. Translate them, add them to the pool of Polish .d files and it should work. Let us know how it went. :)

Korianous
23.04.2011, 21:07
Last post moved to thread here (http://forum.worldofplayers.de/forum/showthread.php?t=986337), as I felt it could be of use for the general community.

TonyG
24.04.2011, 17:58
Thank you very much for help! I compiled it and all seems to be working now. I also fixed the Bloodwyn bug ;)

I did not see any bugs occurred because of compilation but I was testing it just for a while. Me and my friend are planning some beta testing but we're not sure if not to start with G2 NotR 2.10.

Kind regards,
Tony

Onisuzume
17.08.2011, 09:51
Yeah... and how about some support for the ever-popular german version?