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Messages - jn_xyp

Pages: 1 [2]
16
Hi! Hmm. I think if you change the "space" character (20, iirc) in the .fnt file to have a width and xadvance of 0, and then insert a space after every character, that should work - the game will see each character as a separate word, but the spaces will have zero width and will be effectively invisible. If you then need to use whitespace for something, you could probably repurpose the tab character, or something else.

Thanks for your reply!

This is an effective solution to this problem, I will try on my game.
However, in fact, I am not the people who responsible for the Chinese translation fonts :). And if we decide to add spaces in translations, we need to ask all mod translators and Chinese mod authors to change their texts, which will be a pretty big project...

Thank you again for your suggestion!

17
Hi everyone!

I am currently working on a mod translation project, to translate the text in an existing mod from English to Chinese.

You may know that in Chinese language, people do not insert spaces between words and after commas and periods, so when the in-game layout engine tries to render the text to the text field, it will identify the whole paragraph in Chinese as a single word. Which means if the length of the paragraph exceeds the length of one line on the screen (this always happen), the extra characters will not be displayed at the second and other lines below, and the player will not be able to see it because they are actually be rendered out of the text area. :P

Insert spaces between each Chinese characters work as a valid but terrible solution because the spaces between characters make paragraph hard to read and also unsightly. :-[

We also tried to insert an ASCII control character "FF" (Form Feed), which will not be displayed but help the system to recognize Chinese paragraph as separated words. However, these control characters cause unexpected random game crashes while playing.  :-\

So my question is, is there any measure we can use to give some hints to the typesetting system, in order to help it recognize Chinese word separation and display them correctly.

Thank you very much!

18
[UPDATE]
Problem solved by re-install the game and create new profile after download the ApproLight fix patch, sorry for the disturbance.
;) :)
It seems like we must create new profile after replaced the ExerelinCore.jar  :-\

Hi, I just downloaded the latest version of the Nexerelin, and launched the game with several mods (include ApproLight).
When I try to quit a faction by click at the commander in the space station, the following error occurs:

Code
1518501 [Thread-4] WARN  com.fs.starfarer.campaign.rules.A  - Problem with command of class null: null
java.lang.NullPointerException
at com.fs.starfarer.api.util.Misc$Token.getVarNameAndMemory(Misc.java:156)
at com.fs.starfarer.campaign.rules.A.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.A.isTrueFor(Unknown Source)
at com.fs.starfarer.campaign.rules.Rules.o00000(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine$4.getBestMatching(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:43)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:53)
at com.fs.starfarer.ui.newui.CommDirectoryDialog.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.j.super(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
1518502 [Thread-4] WARN  com.fs.starfarer.campaign.rules.A  - Problem with command of class null: null
java.lang.NullPointerException
at com.fs.starfarer.api.util.Misc$Token.getVarNameAndMemory(Misc.java:156)
at com.fs.starfarer.campaign.rules.A.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.A.isTrueFor(Unknown Source)
at com.fs.starfarer.campaign.rules.Rules.o00000(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine$4.getBestMatching(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:43)
at com.fs.starfarer.campaign.rules.A.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.ooOO.runScript(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:97)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:47)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:53)
at com.fs.starfarer.ui.newui.CommDirectoryDialog.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.j.super(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

(Same error repeats about 30 times)

And the screen shot:
Spoiler
[close]

Mods activated:
Code
17   [main] INFO  com.fs.starfarer.launcher.ModManager  -  mod: ApproLight [D:\Game\Starsector\starsector-core\..\mods\ApproLight]
18   [main] INFO  com.fs.starfarer.launcher.ModManager  -  mod: blackrock_driveyards [D:\Game\Starsector\starsector-core\..\mods\Blackrock Drive Yards]
18   [main] INFO  com.fs.starfarer.launcher.ModManager  -  mod: diableavionics [D:\Game\Starsector\starsector-core\..\mods\DIABLEAVIONICS]
19   [main] INFO  com.fs.starfarer.launcher.ModManager  -  mod: dynasector [D:\Game\Starsector\starsector-core\..\mods\DynaSector]
19   [main] INFO  com.fs.starfarer.launcher.ModManager  -  mod: foundation [D:\Game\Starsector\starsector-core\..\mods\Foundation Of Borken]
20   [main] INFO  com.fs.starfarer.launcher.ModManager  -  mod: shaderLib [D:\Game\Starsector\starsector-core\..\mods\GraphicsLib]
20   [main] INFO  com.fs.starfarer.launcher.ModManager  -  mod: Imperium [D:\Game\Starsector\starsector-core\..\mods\Interstellar Imperium]
21   [main] INFO  com.fs.starfarer.launcher.ModManager  -  mod: lw_lazylib [D:\Game\Starsector\starsector-core\..\mods\LazyLib]
21   [main] INFO  com.fs.starfarer.launcher.ModManager  -  mod: nexerelin [D:\Game\Starsector\starsector-core\..\mods\Nexerelin]
22   [main] INFO  com.fs.starfarer.launcher.ModManager  -  mod: shadow_ships [D:\Game\Starsector\starsector-core\..\mods\Shadowyards]
22   [main] INFO  com.fs.starfarer.launcher.ModManager  -  mod: swp [D:\Game\Starsector\starsector-core\..\mods\Ship and Weapon Pack]
23   [main] INFO  com.fs.starfarer.launcher.ModManager  -  mod: underworld [D:\Game\Starsector\starsector-core\..\mods\Underworld]
24   [main] INFO  com.fs.starfarer.launcher.ModManager  -  mod: valkyrian [D:\Game\Starsector\starsector-core\..\mods\Valkyrians]
24   [main] INFO  com.fs.starfarer.launcher.ModManager  -  mod: lw_omnifac [D:\Game\Starsector\starsector-core\..\mods\Omnifactory 2.2.7]

The error occurred when I click at any people in the communication list , except the mercenaries.
There's no other problems, but I just cannot switch my faction  :-\

Thank you for contributing on this great project, and Happy Christmas if you celebrate it~ :D

19
Mods / Re: [0.7.2a] ApproLight v0.4.6a(f1) -Prime-
« on: August 18, 2017, 02:20:55 AM »
I hope that the update that comes out after .81 gets translated then.

But to be quite honest, how much new text there actually is between the latest English release and the current Chinese one? I mean the last English release had most ship descriptions and a lot of the stations interactions already done. I'd also settle for a quick parity update with only core elements like hullmods descriptions done.

Actually there are much more work to do for Chinese translators, because they decided to re-translation almost all descriptions, especially these texts about the game background stories. They said they are trying to "show the true face of the star domain to the Chinese speakers", so it will be a heavy work for them. :)

20
Mods / Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« on: June 30, 2017, 09:00:23 AM »
I'm so excited to try the new upgrade, but it is pretty hard for me to access the download link from China. It seems like the *** blocked the Mediafire.com. :'(
If possible, can you provide a mirror of the mod file? Thank you very much. ;) ;)

21
You need some nuclear weapon to end all of this ;D
Or a super powerful point defense weapon

22
General Discussion / Re: Have anyone heard about Fairy Empire Mod?
« on: March 21, 2017, 11:08:17 PM »
Yeah, that's a TC mod from China and the moder still trying to update is but seems like it will not finish until 0.8. And unfortunately, there is no plan to translate it into English ATM.
IIRC the last version is 0.34 for SS 0.6.2a. And the only English translate one is 0.33 for SS 0.54.1a.

That's a really good news for me, maybe I can translate this mod for you guys at that time ::)
But as you can see, I still need to improve my English level before that :-\

23
General Discussion / Re: Have anyone heard about Fairy Empire Mod?
« on: March 21, 2017, 11:04:08 PM »
I remember in version 0.54 there was a mod called Fairy Empire, which has lots of giant ships and large ballistic weapons.
It is the best mod I have ever seen that achieved my dream about huge ships and large diameter cannons ;D
Someone said it is still updating, but I cannot find it on Internet :-\ There's only mod for Homeworld2

Spoiler
[close]

Maybe one of the ships in the mod?
http://fractalsoftworks.com/forum/index.php?topic=6155.0 might be what you are looking for
A note: Chrome is giving me a warning page from this mod page. Be careful
Sorry for the spoiler missing, this is the first time I use this kind of "plain text" editor

That is the mod I'm looking for, thank you very much ;D
When I used the search on upper right corner, it cannot give any result :P

By the way, I also received a lot of warnings when viewing other posts using Chrome, seems like something bad happend

24
Lore, Fan Media & Fiction / Re: Starsector meme converting
« on: March 21, 2017, 10:45:04 PM »
Haha, very interesting

25
General Discussion / Have anyone heard about Fairy Empire Mod?
« on: March 21, 2017, 10:29:19 PM »
I remember in version 0.54 there was a mod called Fairy Empire, which has lots of giant ships and large ballistic weapons.
It is the best mod I have ever seen that achieved my dream about huge ships and large diameter cannons ;D
Someone said it is still updating, but I cannot find it on Internet :-\ There's only mod for Homeworld2

Spoiler
[close]

Maybe one of the ships in the mod?

26
Blog Posts / Re: Building Better Worlds
« on: March 05, 2017, 08:14:45 AM »
Okay, this game is still alive......
People in Chinese forum were talking about the new version, and they said it would perhaps released before February.......
But I will still waiting, maybe I can let my grandson send me the new game to me.....

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