ALFA Books Reading & Writing

New models, textures, & integration of 3rd party content.

Moderators: ALFA Administrators, Staff - Technical

Locked
User avatar
AcadiusLost
Chosen of Forumamus, God of Forums
Posts: 5061
Joined: Tue Oct 19, 2004 8:38 am
Location: Montara, CA [GMT -8]
Contact:

Post by AcadiusLost »

Looks fantastic. How far along are you with the scripting side of things? I'd be keenly interested to get this in sooner than later if possible. If there are clientside files (XMLs, tgas, etc) that might be ready to slip into the haks, we can get them in place and polish the server-side scripting as we go along. I'm revisiting languages and starting regions alongside the Skills system right now, so it's a convenient time to try to merge content in.

You can find me in #alfa-builders to correspond on these matters if that is convenient.
User avatar
AcadiusLost
Chosen of Forumamus, God of Forums
Posts: 5061
Joined: Tue Oct 19, 2004 8:38 am
Location: Montara, CA [GMT -8]
Contact:

Post by AcadiusLost »

Bartleby: I saw you were looking for a list of languages earlier; didn't notice until after you were gone. These are the ones scripted in the DMFI:

Code: Select all

// LANGUAGE CONSTANTS
const string LNG_ANIMAL = "animal";
const string LNG_ASSASSIN = "assassin";
const string LNG_ABYSSAL = "abyssal";
const string LNG_ALZHEDO = "alzhedo";  
const string LNG_AQUAN = "aquan";
const string LNG_AURAN = "auran";
const string LNG_ALGARONDAN = "algarondan";
const string LNG_CANT = "cant";
const string LNG_CELESTIAL = "celestial";
const string LNG_CHESSENTAN = "chessentan";
const string LNG_CHONDATHAN = "chondathan";
const string LNG_CHULTAN = "chultan";
const string LNG_DWARF = "dwarf";
const string LNG_DROW = "drow";
const string LNG_DROWSIGN = "drowsign";
const string LNG_DRUIDIC = "druidic";
const string LNG_DRACONIC = "draconic";
const string LNG_DAMARAN = "damaran";
const string LNG_DAMBRATHAN = "dambrathan";
const string LNG_DURPARI = "durpari";
const string LNG_ELVEN = "elven";
const string LNG_GNOME = "gnome";
const string LNG_GOBLIN = "goblin";
const string LNG_GIANT = "giant"; 
const string LNG_GNOLL = "gnoll";
const string LNG_HALFLING = "halfling";
const string LNG_IGNAN = "ignan";
const string LNG_HALARDRIM = "halardrim";
const string LNG_HALRUAAN = "halruaan";
const string LNG_ILLUSKAN = "illuskan";
const string LNG_IMASKAR = "imaskar";
const string LNG_INFERNAL = "infernal";
const string LNG_LEETSPEAK = "leetspeak";
const string LNG_LANTANESE = "lantanese";
const string LNG_MIDANI = "midani";
const string LNG_MULHORANDI = "mulhorandi";
const string LNG_RASHEMI = "rashemi";
const string LNG_RAUMVIRA = "raumvira";
const string LNG_SERUSAN = "serusan";
const string LNG_SHAARAN = "shaaran";
const string LNG_SHOU = "shou";
const string LNG_SYLVAN = "sylvan";
const string LNG_TERRAN = "terran";
const string LNG_TREANT = "treant";
const string LNG_TALFIRIC = "talfiric";
const string LNG_TASHALAN = "tashalan";
const string LNG_TUIGAN = "tuigan";
const string LNG_TURMIC = "turmic";
const string LNG_ORC = "orc";
const string LNG_NEXALAN = "nexalan";
const string LNG_OILLUSK = "oillusk";
const string LNG_UNDERCOMMON = "undercommon";
const string LNG_ULUIK = "uluik";
const string LNG_UNTHERIC = "untheric";
const string LNG_VAASAN = "vaasan"; 
Of these, Assassin, Cant, Halardrim, Leetspeak, Oillusk, Raumvira, Serusan, and Talfiric are the only ones unlikely to show up in ALFA as potential languages; the rest all appear as automatic or bonus languages for at least one of the FRCS starting regions. Also, Drowsign and Animal shouldn't really be write-able IMHO. Seems like they missed out Netherese, likely because they were scripted before the Archwizards series returned the Shades to Faerun. We could add it back in, I suppose.

For now, most of those languages aren't selectable by PCs (except via DM assist); but they will be once we enable starting region selection. (this will likely be alongside custom skills).

Hope this is helpful.
User avatar
bartleby
Brown Bear
Posts: 276
Joined: Fri Apr 16, 2004 10:01 pm
Location: New York

Post by bartleby »

This is extreamly helpfull I have almost all of them i just wanted to make sure i wasnt claiming to have content we dont and or will not have. Im also at the point where i could use a hand determining how the scripts know if a player knows a language or not I would guess a varaible stored on teh player but dont know exactly. If you could lend me a hand with that it woudl greatly speed things along thanks for the help.
User avatar
AcadiusLost
Chosen of Forumamus, God of Forums
Posts: 5061
Joined: Tue Oct 19, 2004 8:38 am
Location: Montara, CA [GMT -8]
Contact:

Post by AcadiusLost »

Technically, languages known are stored as a set of variables on the DMFI tool in a PC's inventory. The direct function to access whether a PC speaks them or not is:

Code: Select all

//FILE: dmfi_inc_langexe
//Purpose: Returns TRUE / FALSE whether sLang is known by oPC
int DMFI_IsLanguageKnown(object oPC, string sLang);
Which you can get in an ACR/DMFI module by #including "dmfi_inc_langexe", and where sLang is one of the constants defined above. Once we get your content ready to merge in (or once we move to custom skills, whichever comes first) I'll bring in a new acr include, acr_language_i.nss, which will include a more general-use function which should allow more varied input. The above should work in the interim, though.

return is, naturally, 1 for TRUE (speaks the language), 0 for FALSE.
User avatar
bartleby
Brown Bear
Posts: 276
Joined: Fri Apr 16, 2004 10:01 pm
Location: New York

Post by bartleby »

That is absolutely great thank you very much very easy to implement and fake settings for testing thank you very much!
User avatar
Teric neDhalir
Githyanki
Posts: 1495
Joined: Mon Jan 05, 2004 10:04 pm
Location: Manchester UK

Post by Teric neDhalir »

Just a note to say that that function works ok. This is the script I use for making inscriptions and so on that can be read by PCs:
////////////

///////////
#include "dmfi_inc_langexe"
void main()
{
string sLang = GetLocalString(OBJECT_SELF, "SJC_PLC_LANG");
string sSuccess = GetLocalString(OBJECT_SELF, "SJC_TRANSLATED_TEXT");
string sFail = GetLocalString(OBJECT_SELF, "SJC_FAILED_TEXT");
object oPC = GetLastUsedBy();

if (DMFI_IsLanguageKnown(oPC, sLang) == TRUE)
{SendMessageToPC(oPC, sSuccess);}
else
{SendMessageToPC(oPC, sFail);}
}
User avatar
bartleby
Brown Bear
Posts: 276
Joined: Fri Apr 16, 2004 10:01 pm
Location: New York

Post by bartleby »

Posting an update got a lot done actualy Images working 100% translations working parsing working go to pages 4 book marks added toggleable page numbers added

and if you do this

Image

you get this

Image

Image

Image

so we can now have our player manuals DM manuals or what ever we like in game fairly easily now and they could look better i just did a quick copy and paste from the pdf online
User avatar
Teric neDhalir
Githyanki
Posts: 1495
Joined: Mon Jan 05, 2004 10:04 pm
Location: Manchester UK

Post by Teric neDhalir »

:eek: :eek: :eek:
User avatar
darrenhfx
Beholder
Posts: 1982
Joined: Fri Jul 30, 2004 5:35 pm
Location: Halifax, Canada GMT -4 (AST)

Post by darrenhfx »

that's awesome!
User avatar
Keryn
Ogre
Posts: 678
Joined: Sat May 24, 2008 7:17 pm

Post by Keryn »

:eek: :eek: :eek: :eek:
User avatar
Kest
Builder
Posts: 794
Joined: Sat May 22, 2004 9:20 pm
Location: Flint, MI

Post by Kest »

Ugh. Seeing my dragon makes me want to redo it. The 3D artwork looks especially bad. At least the equipment on the shelf is okay.

Books are coming along nice. Is this going to be ALFA exclusive?
User avatar
hollyfant
Staff Head on a Pike - Standards
Posts: 3481
Joined: Mon Oct 24, 2005 3:33 pm
Location: the Netherworl... lands! I meant the Netherlands.

Post by hollyfant »

Nice! :wtg:
User avatar
bartleby
Brown Bear
Posts: 276
Joined: Fri Apr 16, 2004 10:01 pm
Location: New York

Post by bartleby »

Kest wrote:Ugh. Seeing my dragon makes me want to redo it. The 3D artwork looks especially bad. At least the equipment on the shelf is okay.

Books are coming along nice. Is this going to be ALFA exclusive?
I basicly planned to hand them over to alfa in general and let it decide what it wanted to do with them. If it was decided that it would be in alfas best intrest to release them in a PR campagn in an effort to draw more players i would be all for it. If it was decided that alfa could draw more players by keeping it exclusive custom content i am all for that too what ever gets people here and playing.
User avatar
Wynna
Dungeon Master
Posts: 5734
Joined: Sat Jan 03, 2004 10:09 am
Location: Seattle, WA (PST)

Post by Wynna »

I love that dragon, Kest. Wouldn't have put him on the contents page if not.

Bartleby...this is some world-class work. This has gone beyond a cool addition to ALFA. In my opinion, this should be included with the official release of the game and should certainly be given to the community. It's fabulous. Thank you for your creativity and the time you've given this project.
Enjoy the game
Thangorn
Haste Bear
Posts: 2081
Joined: Fri Oct 01, 2004 1:00 pm
Location: Queenstown, New Zealand

Post by Thangorn »

:w00t: :w00t:
On indefinite real life hiatus

[22:52] <Veilan> obviously something sinister must be afoot if a DM does not have his social security number in his avatar name!
Locked