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bis_senchi

Joined: 08 Jun 2004 Posts: 460 Location: Reims, France
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Posted: Fri Mar 17, 2006 1:04 am Post subject: problems with the remaning game |
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As Mike Carton has made noticed
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With all due respect, two things:
A) I can't really understand what your problem is.
B) This is the wrong place for it (OHR General would be more appropriate)
I think this is what you're saying: |
My question is now well placed
My problem is the following. When I want to rename my game I don't managed to do it because the new name I've just keyed in is not saved.
I wanted to know if there weren't any solutions I could try to solve this problem. What I could do is using my first old name but I would like to change it so...
When I came under the menu just after renaning, I can see the old name of my game |
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bis_senchi

Joined: 08 Jun 2004 Posts: 460 Location: Reims, France
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Posted: Thu Mar 23, 2006 11:29 pm Post subject: Let's talk about something important! |
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As I was playing under custom I was thinking on something important. I concerns foreign languages under custom.exe . As we all know we can customize the fonts there are still problems with Chinese and Japonese.
I explain myself. They are many kanjis in Chinese language more than the number of fonts so that you can't make an ohr game in Chinese (I mean by this by dialogues in chinese all along the game) About 20 000
fonts shall be all right.
More over even if russian and arabian have about 30 letters which is Ok (under custom) the change of alphabet completely change orh internal menu names. And as an english is not necessarily equal to an russian a you obtain phonetic translation of the menu which make them not very easy to use.
To solve this problem
Would it possible to give custom it own ohr file so that it can let the internal menu names in english (and later in foreign language when Custom could have been translated in other languages)
Would it possible to implement a chinese language menu so that Chinese people can put all the kanjis they need to make speak their heroes and npcs?
If there are any tecnical limitations please let it know! |
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Artimus Bena Admiral

Joined: 17 Aug 2004 Posts: 637 Location: Dreamland.
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Posted: Fri Mar 24, 2006 12:08 am Post subject: |
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Are you sure you're pressing "enter" or "return" after typing the new name, instead of "escape"? _________________ SACRE BLEU!
|||Compositions!
|||Eldardeen Soundtrack!
|||Red Mercury! |
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The Drizzle Who is the Drizzle?

Joined: 12 Nov 2003 Posts: 432
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Posted: Fri Mar 24, 2006 2:37 am Post subject: |
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If you don't save after renaming then it won't work. _________________ My name is...
The shake-zula, the mic rulah, the old schoola, you wanna trip? I'll bring it to yah... |
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PlayerOne

Joined: 07 Sep 2005 Posts: 143 Location: UK
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Posted: Fri Mar 24, 2006 3:58 am Post subject: |
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Most Chinese characters are going to be impossible to reproduce in an 8x8 font anyway. I guess you could try using 4 characters in a block, but even 16x16 is going to struggle with some. You might just about get away with Japanese if you stuck with hiragana and katakana, and there should even be enough space for all the characters you'd need.
Typing them in would be the tricky part. The keyboard handler doesn't even handle my UK keyboard properly (" is in the wrong place) so I can imagine it will get very tricky with other languages.
Allowing translated menus in Custom is not such a bad idea, though. |
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Mike Caron Technomancer

Joined: 26 Jul 2003 Posts: 889 Location: Why do you keep asking?
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Posted: Fri Mar 24, 2006 9:18 am Post subject: |
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PlayerOne wrote: | Most Chinese characters are going to be impossible to reproduce in an 8x8 font anyway. I guess you could try using 4 characters in a block, but even 16x16 is going to struggle with some. You might just about get away with Japanese if you stuck with hiragana and katakana, and there should even be enough space for all the characters you'd need.
Typing them in would be the tricky part. The keyboard handler doesn't even handle my UK keyboard properly (" is in the wrong place) so I can imagine it will get very tricky with other languages.
Allowing translated menus in Custom is not such a bad idea, though. |
However, what PlayerOne forgot to mention is that we can't support more than 256 characters without *major* rewrites to the engine. If Unicode was more standard 9 years ago, perhaps. But, we have to stick with ASCII for now. _________________ I stand corrected. No rivers ran blood today. At least, none that were caused by us.
Final Fantasy Q
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Fri Mar 24, 2006 11:07 am Post subject: bug 172 |
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This will be solved withbug 172
Then that bug is fixed, the internal lump name will always be OHRRPGCE, no matter what the filename is. When creating a new game in CUSTOM you will be able to give it a long name in english letters under 256 characters.
The "Rename Game" submenu in CUSTOM will disappear completely.
But you will be able to re-name your game just like you rename any file, and you will be able to use any international alphabet and any length supported by your operating system, and custom will be smart enough to save your changes back to the file correctly. |
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bis_senchi

Joined: 08 Jun 2004 Posts: 460 Location: Reims, France
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Posted: Sat Mar 25, 2006 1:25 am Post subject: Well it's not really that.... |
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To Artimus Bena and The Drizzle I indeed press enter after renaming my game but it does save it. I think it is due to the fact that I sometimes have to press several time the same key to make an action when I'm under custom.exe. (I had plenty keyboard bugs under dos.)
The problem may also be due to the fact that I renamed under windows instead of renaming under custom.exe.
Anyway, I put back the original names and hsimport does not complain about internal names missmatching... I will rename correctly the game when I will link an game.exe file with my .rpg file.
Be ready Mike Caron I was thinking that we could save some fonts by cancelling the capital letters in the menu. I explain myself. As the custom english menu such Edit Graphics Edit Heroes or Edit Attacks have capital letters aren't they?
Such as CREATE GAME or EXIT PROGRAMM
It would be a good thing (or may be not) to put all this in little letters.
This way we would save 28 "new" fonts ready to be customizable.
Russian people and Japonese people will be able to make their game in their mother tongue AND in the same time work under Custom.exe with menus and sub menus in english like all OHr game makers..
So? What do you think about it?
As always thanks for the help! |
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bis_senchi

Joined: 08 Jun 2004 Posts: 460 Location: Reims, France
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Posted: Sat Mar 25, 2006 1:28 am Post subject: Whoops another mistake again |
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Whoops! By
Quote: | As the custom english menu such Edit Graphics Edit Heroes or Edit Attacks have capital letters aren't they? |
I obviously (or may be not) mean" The custom menus such: Edit Graphics Edit Heroes or Edit Attacks are capital letters aren't they?
So what about putting them in little letters?
Sorry for posting messages with misspells and grammar faults on it! |
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Mike Caron Technomancer

Joined: 26 Jul 2003 Posts: 889 Location: Why do you keep asking?
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Posted: Sat Mar 25, 2006 10:04 am Post subject: |
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(you mean 26, don't you?)
Well, putting the menus in all lower case won't help in terms of translating them. As far as fonts go, there's plenty of room to add all sorts of accented characters and cyrillic characters and what have you. The problem is making it translated.
The first problem is customizing the menus themselves. Where would we store it? Would we have something like "French.lng" or "Russian.lng", or would we have seprate copies of Custom, like custom-french.exe?
The other problem is that while there's room for all the characters in a given character set, we can't fit all the characters in all the sets into one font, and still leave room for custom characters. There simply isn't enough room. So, we'd have to have multiple fonts. The default font is stored in ohrrpgce.new, so we'd have to have multiple copies of that, and...
Yeah.
However, what you could do it have your one font (say, cyrillic.ohf), and the default one, and while you're making text boxes or whatnot, import the cyrillic font, and when you're doing general work, put in the default one.
Or, just put cyrillic characters in the empty spots, and use Ctrl-Space or the key-combo. _________________ I stand corrected. No rivers ran blood today. At least, none that were caused by us.
Final Fantasy Q
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bis_senchi

Joined: 08 Jun 2004 Posts: 460 Location: Reims, France
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Posted: Sun Mar 26, 2006 10:15 pm Post subject: problem with placing vehicules on the map |
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Well I guess I shall do as you say. Have two .hf file on this hardrive and import the one I need when I work on grafics, on heroes datas and another on when I write the dialagues...
Thanks for noticing the tecnical problems in translating custom.exe menus.
Anyway I have another problem. When I try to place "a" and "b" after my vehicule-npc nothing happens. Would somoene have suggestion that could explain why? May be there is are new bitsets to active.
As always thanks in advance for help and suggestions! |
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JC
Joined: 25 Mar 2006 Posts: 8
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Posted: Sun Mar 26, 2006 10:53 pm Post subject: |
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What do you mean?
In your vehicle settings, select whether you want it to pass through A tiles or B tiles (or both).
Then, on your map's Wallmap , press A or B in order to designate a given co-ordinate as an A tile or B tile, respectively.
A-type vehicles ignore walls placed on A tiles, and B-type vehicles on B tiles.
So if you make a low-flying blimp that can cross water, but not mountains, just make all of your coastlines as A tiles, and set it as an A tile vehicle.
Then, you can make a high-flying spaceship that can also cross mountains, and make all of your mountains B tiles, and set it as a B and A tile vehicle, as it could cross water, too, then. |
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Gizmog1 Don't Lurk In The Bushes!

Joined: 05 Mar 2003 Posts: 2257 Location: Lurking In The Bushes!
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Posted: Sun Mar 26, 2006 11:30 pm Post subject: |
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You know, when you rename an RPG file, if I understand, it just creates a new RPG file with the new name? You can still edit and modify that old one, which might confuse you?
EDIT: If I'm thinking right, the new file is just a copy of the old file as it existed at the moment you hit the button. You still have OLDFILE.RPG and NEWFILE.rpg, and can edit and modify both. |
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bis_senchi

Joined: 08 Jun 2004 Posts: 460 Location: Reims, France
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Posted: Sat Apr 01, 2006 3:11 am Post subject: Whoops.... |
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It appears that I haden't noticed that A and B could only be pressed as the wallmap is edited which is rather logical. ^_^|
Anyway could someone confirm me that you have to press "enter" after you renamed you game? (May be this kind of stupid problem can explain why I couldn't rename my game)
Thanks for taking time to read the message and sorry for posting once more a useless post! |
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Mike Caron Technomancer

Joined: 26 Jul 2003 Posts: 889 Location: Why do you keep asking?
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Posted: Sat Apr 01, 2006 4:19 am Post subject: |
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Last time I checked, you have to do this:
1. Open your game in Custom.
2. Scroll down to "General Game Data"
3. Scroll down to "Rename Game"
4. Type in the new name
5. Press Enter <-- Point of no return
After you press enter, there will be a new RPG with the name you specify. Note that the old one will still be there. _________________ I stand corrected. No rivers ran blood today. At least, none that were caused by us.
Final Fantasy Q
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