Next ALLin1 Launcher will auto-fix your Map Localization issues for you!
hi guys
i have tried to play lots of custom and UMS maps, but most of the time i have annoying strings seen in my game, after few reads i found that people found what is causing those "localization" after all problems, and i decided that i will include that in my next version of the ALLin1 Launcher tool.
if you set the game type to: "Use Map Settings" it will try to read GB or US strings from your map and load then correctly to the user ingame automatically FOR you.
so map creators i hope you spend more time in map creation rather than moding (extract/import)around your map files that Leeds to huge sizes sometimes or just wastes your creative time.
thank you.
hope the mods around here like that and sticky it. ;-)
at the end of this all 13 map editor lang will be supported.
This Business Is Binary. You are a 1 or a 0. Alive or Dead.-
Play SC2 Offline with StarTCraft Loader:
http://adf.ly/M0bMj
Fantastic! i am really happy to hear this. Now about the map file sizes i just downloaded a map that was 51.3 mb. Did this person do something wrong or is this just alot of information added? It's called Boss Fortress i tried to upload it to our maps and it would not let me. I am wondering if there is a max file size for maps?
"I'm gonna save ace at any cost! Wash your potatoes and be ready for us!" - Monkey D. Luffy
The global method for translate any map is: Open the map with MPQeditor. Go to the LocalizedData (subfolder in the folder ''EnGb'' or ''EnUs''. Copy all the txt files in, and paste it in new folder called LocalizedData that you create in root directory.
With this, dont worry about what localized version you have, text will show correctly. I usually do this with any map before to load this with sc2.exe (original launcher by blizzard).
Vernam, if you program can found and load LocalizedData folder, there will be no problem with localized maps. If it allways search for EnGb or EnUs folders, maps created in other languages will show the problem.
matchetThe global method for translate any map is: Open the map with MPQeditor. Go to the LocalizedData (subfolder in the folder ''EnGb'' or ''EnUs''. Copy all the txt files in, and paste it in new folder called LocalizedData that you create in root directory.
With this, dont worry about what localized version you have, text will show correctly. I usually do this with any map before to load this with sc2.exe (original launcher by blizzard).
Vernam, if you program can found and load LocalizedData folder, there will be no problem with localized maps. If it allways search for EnGb or EnUs folders, maps created in other languages will show the problem.
Cheers, -- Matchet
the guy who made the map 52MB possible did add and export lots of times and didnt recompress the map and got to that huge size!
thats why i want to make it automatically in my launcher! because i can make it SAFE, FAST, SMALL!
now matchet i do agree with you, but i am starting with ENGB and ENUS and i will supporte at the end all 13languages like i do now with hotkeys in our private build.
dont worry if i am saying i want to do this i am gonna do it perfect :P, sure your experience would be much appreciated ;-) and i will add you to me Private Build Team if you wish just pm me.
This Business Is Binary. You are a 1 or a 0. Alive or Dead.-
Play SC2 Offline with StarTCraft Loader:
http://adf.ly/M0bMj
I never had to do any of this "localization". Not sure why but i have not had a issue with any UMS map using the Editor. Once or twice i had to edit a map because players were not setup right but whatever. i am more concerned about file sizes and where it will stop?
"I'm gonna save ace at any cost! Wash your potatoes and be ready for us!" - Monkey D. Luffy
Very cool to hear, i love all the work that you have done with this tool man. Really the only thing i hate is using the editor to play some UMS, you have fixed that it seems! I do not know how you guys code such complex things so fast. :X
"I'm gonna save ace at any cost! Wash your potatoes and be ready for us!" - Monkey D. Luffy
matchetThe global method for translate any map is: Open the map with MPQeditor. Go to the LocalizedData (subfolder in the folder ''EnGb'' or ''EnUs''. Copy all the txt files in, and paste it in new folder called LocalizedData that you create in root directory.
With this, dont worry about what localized version you have, text will show correctly. I usually do this with any map before to load this with sc2.exe (original launcher by blizzard).
Vernam, if you program can found and load LocalizedData folder, there will be no problem with localized maps. If it allways search for EnGb or EnUs folders, maps created in other languages will show the problem.
Cheers, -- Matchet
the guy who made the map 52MB possible did add and export lots of times and didnt recompress the map and got to that huge size!
thats why i want to make it automatically in my launcher! because i can make it SAFE, FAST, SMALL!
now matchet i do agree with you, but i am starting with ENGB and ENUS and i will supporte at the end all 13languages like i do now with hotkeys in our private build.
dont worry if i am saying i want to do this i am gonna do it perfect :P, sure your experience would be much appreciated ;-) and i will add you to me Private Build Team if you wish just pm me.
Its ok. You posted another form to solve it :P Also, you have a PM ;)
the string/value/locz/131231/ is now ready and after preliminary test working 100% for ALL languages! what ever string it finds from different languages it tries to load that, BUT if there are multi lang strings, then it gives a priority to enGB > and enUS
for example let say a Russian Map creator made a map in Ru loclz.
and he had created strings for Russian AND USenglish, but you the user, that wishes to play the map have a GBEN version, it will give you an error
but now the tool, will rad the map, and find Ru and US, will ignore the RU and give priority to USen and make it load For your enGB version without problems!
now if the map creator wants only Russina to be his languages strings (for some weird reason) he should NOT make any US or GB local string into his map! thats all and thats how it will work under the hood.
oh i forgot this Version is coming live Friday Night GMT (aka Today) i am just waiting for patch 13 to verify few stuff and the new Map Transfer.
This Business Is Binary. You are a 1 or a 0. Alive or Dead.-
Play SC2 Offline with StarTCraft Loader:
http://adf.ly/M0bMj
v9.6.6 is out it includes the UMS fix as promised, all in-house testes were successful. i hope users will enjoy that and developers will spend less worries on that.
This Business Is Binary. You are a 1 or a 0. Alive or Dead.-
Play SC2 Offline with StarTCraft Loader:
http://adf.ly/M0bMj
hi guys
i have tried to play lots of custom and UMS maps, but most of the time i have annoying strings seen in my game, after few reads i found that people found what is causing those "localization" after all problems, and i decided that i will include that in my next version of the ALLin1 Launcher tool.
if you set the game type to: "Use Map Settings" it will try to read GB or US strings from your map and load then correctly to the user ingame automatically FOR you.
so map creators i hope you spend more time in map creation rather than moding (extract/import)around your map files that Leeds to huge sizes sometimes or just wastes your creative time.
thank you.
hope the mods around here like that and sticky it. ;-)
at the end of this all 13 map editor lang will be supported.
Fantastic! i am really happy to hear this. Now about the map file sizes i just downloaded a map that was 51.3 mb. Did this person do something wrong or is this just alot of information added? It's called Boss Fortress i tried to upload it to our maps and it would not let me. I am wondering if there is a max file size for maps?
The global method for translate any map is: Open the map with MPQeditor. Go to the LocalizedData (subfolder in the folder ''EnGb'' or ''EnUs''.
Copy all the txt files in, and paste it in new folder called LocalizedData that you create in root directory.
With this, dont worry about what localized version you have, text will show correctly.
I usually do this with any map before to load this with sc2.exe (original launcher by blizzard).
Vernam, if you program can found and load LocalizedData folder, there will be no problem with localized maps. If it allways search for EnGb or EnUs folders, maps created in other languages will show the problem.
Cheers,
-- Matchet
the guy who made the map 52MB possible did add and export lots of times and didnt recompress the map and got to that huge size!
thats why i want to make it automatically in my launcher! because i can make it SAFE, FAST, SMALL!
now matchet i do agree with you, but i am starting with ENGB and ENUS and i will supporte at the end all 13languages like i do now with hotkeys in our private build.
dont worry if i am saying i want to do this i am gonna do it perfect :P, sure your experience would be much appreciated ;-) and i will add you to me Private Build Team if you wish just pm me.
OMG this is awesome, I'm sooo tired to MPQ patch manually a lot of UMS maps because of locales ! Thanks again Vernam for all the wonderful job !
I never had to do any of this "localization". Not sure why but i have not had a issue with any UMS map using the Editor. Once or twice i had to edit a map because players were not setup right but whatever. i am more concerned about file sizes and where it will stop?
a normal melle map should not be more than 5MB! even less!
dont worry my tool will try to fix even huge maps. 52>3Mb maybe?.... depends on the map content.
Very cool to hear, i love all the work that you have done with this tool man. Really the only thing i hate is using the editor to play some UMS, you have fixed that it seems! I do not know how you guys code such complex things so fast. :X
i am a machine :P
Its ok. You posted another form to solve it :P
Also, you have a PM ;)
Cheers, machine-man,
-- Matchet
the string/value/locz/131231/ is now ready and after preliminary test working 100% for ALL languages!
what ever string it finds from different languages it tries to load that, BUT if there are multi lang strings, then it gives a priority to enGB > and enUS
for example let say a Russian Map creator made a map in Ru loclz.
and he had created strings for Russian AND USenglish,
but you the user, that wishes to play the map have a GBEN version, it will give you an error
but now the tool, will rad the map, and find Ru and US, will ignore the RU and give priority to USen and make it load For your enGB version without problems!
now if the map creator wants only Russina to be his languages strings (for some weird reason) he should NOT make any US or GB local string into his map! thats all and thats how it will work under the hood.
oh i forgot this Version is coming live Friday Night GMT (aka Today)
i am just waiting for patch 13 to verify few stuff and the new Map Transfer.
v9.6.6 is out it includes the UMS fix as promised, all in-house testes were successful. i hope users will enjoy that and developers will spend less worries on that.
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