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vinanrra

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Posts posted by vinanrra

  1. On 2/1/2024 at 4:15 PM, Maharin said:

    If you see something specific that could be translated better then submit a bug report with updated wording.  I'm sure they would welcome it.

     

    Also keep in mind that for most languages there can be regional variations.  As an English speaker with access to people from the US, UK, and to a lesser extent Australia, it is very easy to find common "English phrases" that are very different between the three cultures.  I've also heard frequently, though can't confirm personally, that there are equivalent differences between Spanish used in Mexico, Peru, and Spain (just to name three).  I'm saying all of this because there are times TFP will need to pick translations that may not fit everyone's personal preferences (or face a much larger translation table).

     

    Some funny examples of regional variations in the US based off my two most recent places I've lived:  Where I was before we called shopping carts "carts", but where I'm at now they are frequently referred to as "buggies".  Winter hats that were called either "beanies" or "stocking caps" where I used to live are frequently called "toboggans" where I live now (which is exclusively used as a term for something like a sled where I used to live).  Same English, different words used to mean the same thing but confusing to someone not from the area they are used in.

     

    But, yeah, please submit better translations to TFP.  There are far more posters here from varying backgrounds than there ever could be employees of TFP.

     

    EDIT: If you're feeling really ambitious then you could take a look at the Localization.txt file and add what you want to it then submit that.  I wish it were XML so that someone could just come up with a mod for each new language they want supported.


    The issue here it's that it's translated using Google translate most of the strings are wrong because they are a copy-paste, and i'm just raising an issue here, not going to translate their game, I have translate mods for fun because they are free and aren't getting paid, but as advice using ChatGPT and copy-paste like they did will improve the translations 100%.

    I know translations aren't a priority because they keep adding things and maybe later they will improve it, but it really hurts to see tons of incorrect translations done by Google Translate 😂

  2. 8 hours ago, Jost Amman said:

    They may "skip" A22 and go directly to A23/B1.

    Can anybody stop them if they do? :rolleyes:


    The game still needs more content IMO so i don't expect a B1, unless this new release have like 10 new huge features.

  3. Hi,

    Right now the Spanish translations it's a mess, to be honest I think it's translated using Google Translate or something similar, it's there anything at the roadmap to improve the translations, also if you guys wants to improve the translation without paying someone use ChatGPT it's give better results, with some issues, but much better.

    Greetings.

  4. 8 hours ago, Wyrm said:

     

    I think I lowered them slightly. Good to know they take decimals. if I want to make further tweaks.  But at the moment I think I have found a level that works quite well for our little party.   :)

     

    Could you share your numbers? Becaure default it's imposible to play with 4 guys, we can't go into cities hahaha

  5. On 3/16/2022 at 6:57 PM, PJGHangouts said:

    Hey Vinanrra,

     

    First, thank you, new to dockers, new to 7d2d, following your instructions all nice and setup and working Vanilla.

     

    Have a question, I see on the Github, you have DarknessFalls (Planned), a friend of mine who plays on the server with me was asking about it.

     

    Did you have like an ETA etc, just so I can give him the info on it and I'll have a guesstimate when you look out for updating the server to have it running?

     

    I tried just downloading the MOD manually and putting it in the MODS folder (on the server) and even when I installed the same pack on my PC, when I tried to connect (even though the server log showed it was pulling the files for the mod) it said on my PC a server mismatch and wouldn't let me connect.

     

    Unsure if that was a 'me' thing, a server config thing I'd missed, or something else.

     

    I changed the config file (sdtdserver.xml) so it new it was using DF, and I used 7DaysToDie.exe (not 7DaysToDie_EAC.exe)


    It gave me

    Server Disconnected You:
    Unexpected data received. Server is either running an incompatible version of required the client to install mods.

     

    If you have any tips or pointers, I'd be greatly appreciative.

     

    Anyways, keep up the good wood, I look forwards to any updates.

    Regards

    PJ


    Hi,

    Sorry for the late response, I have been working in another project, but I'm planning to add DarknessFall, don't know ETA yet, maybe ChatGPT will do it for me 😂

    Now about your error, you should be able to drag and drop the mod inside Mods folder and be able to work, but maybe I need to adapt my project because they changed the mod folder, and it's insde appdata now, need to check how works in vanilla, because I normally play modded versions.

  6. 10 hours ago, ErrorNull said:

    i made some changes to the enZombies Undead Legacy patch just now. i disabled the UL wandering horde now so it will use the enZombie code for wandering hordes. i think that will work better. plz grab that lastest UL patch from github page

    https://github.com/ErrorNull0/enZombiesUndeadLegacyPatch

     

    ...and also grab the latest enZombies from gitHug while you're at it. i made some updates in the past few hours too:

    https://github.com/ErrorNull0/enZombies

     

    let me know how it goes.

    Thanks, going to test ASAP

  7. 31 minutes ago, ErrorNull said:

    i did some investigating and found that i did format some of the wandering horde code incorrectly. i updated both enZombies and enZombiesAddon1Snufkin just now, so you can download the latest files from the github page. let me know if that fixes those errors.

    https://github.com/ErrorNull0/enZombies

    https://github.com/ErrorNull0/enZombiesSnufkinAddon

     

    i'll do an official announcement once i release the next update.

    Hi, I'm having NullErrors, here is the server log and in-game console:

    https://gist.github.com/vinanrra/f4310685669879c45e7a38dfce5f79a7

     

    7DaysToDie_AOzqCdUT0n.thumb.jpg.2370bdbfeca0f888a2790c3d8bdb5500.jpg

     

    Should i update and test it?

  8. 43 minutes ago, Railu255 said:

    Hi I was wondering if this mod requires a new game and if it doesn't is it ok to replace the main (Robeloto) mod with your addon? Thank you

    You don't need a new game, and yes you can replace Robeloto mod with the Robeloto addon, and you will have both mods

  9. 9 minutes ago, ErrorNull said:

    ah ok. thanks for the server bootup log.. that's something i can understand. those are warnings that the Undead Legacy mod is unable to find specific gamestage levels for the hordenight spawning because my enZombies have modified those to allow custom spawning. and the warnings at the bottom half of the log that point out that Undead Legacy cannot find certain entitygroup names that my enZombies mod has renamed. this is happening because i've made changes to the gamestages.xml and spawning.xml files that other mods do not expect. this is likely the case with the wandering hordes as well - since i created custom wandering horde groups for enZombies.

     

    what i can do is create a patch that you can add into your Mods folder that updates Undead Legacy to be aware of those changes i did to those files. give me a few days and will have the patch available. 👍

     

     

     

    Thanks, awesome work :)

  10. I have here more info @ErrorNull, maybe there is conflict with Undead Legacy, because without your mod there aren't any of those errors, maybe this mod conflict with Undead Legacy :(

     

    https://pastebin.com/YdgNMad1 ← This is the log from a fresh server boot up

     

    I'm still debugging things, will bring more info, from in-game console

     

    Here are some errors while I'm playing from server console, there is a problem with Wandering Horde

    https://pastebin.com/nS6ETVLS ← Errors with wandering horde


    No errors in in-game console.

  11.  Hi,  @ErrorNull, by any chance can you upload your code to Github/Gitlab or any other, so it's easy to track versions, because I want to add the mods to my Docker Image, but if you use Google Drive, it's going to be a harder for me to track version and compatibility, because with the releases:

    Spoiler

    imagen.thumb.png.5cd7aa557f07bc96878860e7db8d1d5f.png

     

     

    It's easier to follow the changes and compatibility with 7 days to die Alpha versions.

     

    Thanks for the update, I'm going to add it to my server and will check if something fail.

  12. 22 minutes ago, ErrorNull said:

    Hi @vinanrra - all the enZombies are designed to blend in with similar difficulty as the vanilla zombies. for example their HP are around 125 for females and 150 for males. some of the slightly stronger zombies like the cowboys and miners can have HP around 170 to 200. but none have any super range attacks or buffs like many of the snufkin (or robelotto zombies). of course most of the enZombies also have Feral and Radiated versions, but then only appear when you are at higher level, like with the vanilla zombies. the giants are the only real strong enemies and they should be rare with HP around 1200 - 1400.. and they only have hand to hand attacks.

    the snufkin zombies are great but are intended for a higher challenge experience.. so that's why it's available as an optional add-on mod. same with the robelotto zombies, which will be available as an add-on anytime now......

    Thanks for the explanation, that is what i'm looking for, i will be waiting your new release to add to my server and my docker image :)

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