ARMA 2 [NR / 2008]
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Devi-Lee




Posts: 659
Location: Slovenia
PostPosted: Sat, 20th Jun 2009 00:00    Post subject:
Funny thing happened to me because I just ordered a chopper to pick my team up and was thinking I wonder if AI was stupid enough to crash on landing. BAM 1 minute later he did. LOL
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Hero98




Posts: 285

PostPosted: Sat, 20th Jun 2009 02:23    Post subject:
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ruud28




Posts: 215

PostPosted: Sat, 20th Jun 2009 06:12    Post subject:
someone with the english version of the game can post the english language files after patching to 1.02?

thanks.
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JBeckman
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Posts: 34968
Location: Sweden
PostPosted: Sat, 20th Jun 2009 07:29    Post subject:
Sure but the patch is universal isn't it? (Language option in the game menu being used instead.) or perhaps that's not how it works, will upload the files if they're required.

EDIT: Patch is well packed, comes with DX9 March 2009 redist and is still only 120 MB packed but the actual patch file is nearly 200 MB.
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ruud28




Posts: 215

PostPosted: Sat, 20th Jun 2009 07:35    Post subject:
yes the patch is universal but it does not add english language option to the german version. even the devs said that english is not added in this patch.
would appreciate if you can post the english language files after patching to 1.02.
thanks.
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JBeckman
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Posts: 34968
Location: Sweden
PostPosted: Sat, 20th Jun 2009 08:02    Post subject:
Of course, just finished installing it, here's the files set up as a game modification to avoid messing with any original data. Smile
(Wonder if chaning language=German to Language=English would have sufficed, it's the ArmA2.cfg file in the profile folder, usually placed in C:\Users\UserName\My Games\ or instead of the folders leading to my games it would be \Appdata\Local somewhere unless the -profile parameter is used with the game to dictate were such files go.)

http://www.sendspace.com/file/ryz0xb
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ruud28




Posts: 215

PostPosted: Sat, 20th Jun 2009 08:08    Post subject:
JBeckman wrote:
Of course, just finished installing it, here's the files set up as a game modification to avoid messing with any original data. Smile
(Wonder if chaning language=German to Language=English would have sufficed, it's the ArmA2.cfg file in the profile folder, usually placed in C:\Users\UserName\My Games\ or instead of the folders leading to my games it would be \Appdata\Local somewhere unless the -profile parameter is used with the game to dictate were such files go.)

http://www.sendspace.com/file/ryz0xb


sorry the files in here are still from the 1.01 version. can you upload those after patching to 1.02?
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JBeckman
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Posts: 34968
Location: Sweden
PostPosted: Sat, 20th Jun 2009 08:12    Post subject:
Actually those are the files I have after patching to 1.02 (See the filedate? all files processed by the patch wether they're updated or not, patch is cumulative, get updated dates.), perhaps they haven't changed since 1.01?
(English version is 1.01 beta so perhaps they were updated to 1.01 final assuming there were no changes in 1.02, it's also possible that the German language files were patched further than the English ones in 1.02 as this copy is multi-language but doesn't include German text.)

EDIT: Bonus, full changelog from the readme file.
Code:

CHANGELOG:
----------

Engine
------
    * Multiple savegame positions allowed.
    * Configuration fixes in radio protocol (including faster reaction to crew-related orders in vehicles).
    * Multiplayer server browser enlarged.
    * Improved steering for car.
    * Improved mobile artillery simulation.
    * Improved terrain shape beyond map borders.
    * Improved Micro AI tactics, attack in pairs, path limiting to avoid passing through walls.
    * Added UAV camera stabilization.
    * Indication of player connection status in list of players (Diary).
    * Possible to connect to server with template-based MP scenario.
    * Repeated weapon change command fixed in radio protocol.
    * Game no longer crashes when copying a linked trigger in the Mission Editor.
    * Different radio notification of multiple units attacking.
    * NAT negotiation issue removed (different negative sign cookie on client and server).
    * Fixed possible crash after or during Get In in multiplayer.
    * Improved transfer of building destruction in multiplayer.
    * Fine surface information are now properly used for surface properties.
    * Destroyed targets are no more massively reported after player has left the vehicle.
    * Proper update of AI pathfinding when new building is created in the landscape (new objects were ignored).
    * VON no longer crashes the game in certain circumstances.
    * AI sprinting on the spot removed if route was planned across the roof.
    * Server shown as passworded in Server Browser when passworded or locked.
    * Improved functionality of Get In command if player is vehicle commander.
    * Swimming soldiers no longer drop inventory items.
    * Swimming players cannot use Gear dialog.
    * New scripting function "GetPlayerId unit" available to help server admins better recognize teamKillers etc.
    * Fillrate optimization in Video Options is now defined via combo box.
    * Improved light count optimization (should help performance when many distant lights are present).
    * Low-frequency effect (subwoofer) improved.

Scenarios
---------
    * Added or fixed markers in pre-mission briefings in various scenarios.
    * "Eye for Eye" singleplayer scenario: Hostiles balanced and loadouts of playable units fixed.
    * "Counterattack" singleplayer scenario: Flow fix, player's group now properly advance from the harbour if strong enough to continue.
    * "Trial by Fire" script error fixed.
    * Campaign: Time flow screen added to scenario intros.
    * Campaign: "Murder" mission ends are now triggered also when firing from a vehicle.
    * Campaign: Multiplayer info for all campaign scenarios added.
    * Campaign: Scene-specific sound entities are deleted after end of a scene.
    * "First to Fight" campaign scenario:
          * Shooting range bug fixed.
          * Officer's speech has titles added.
    * "First to Fight" campaign scenario: O'Hara animation speed fixed.
    * "Into the Storm" campaign scenario: Conditions of interaction with civilians improved.
    * "Razor Two" campaign scenario:
          * Mission-failed end now performs correctly.
          * Razor members cannot use UAV during conversations.
    * "One Week Later" campaign interlude: Conversation more logical.
    * "Manhattan" campaign scenario:
          * Animations of ambient people improved.
          * Task waypoint for main task positioned better.
          * Insurgent animations after death disabled in scene.
          * Civilian woman stuck near transport prevented.
          * Reinforcements navigation fixed.
    * "Bitter Chill" campaign scenario:
          * Conversations and broken mission flow fixed.
          * Accidental death of Cpt. Shaftoe after a scene prevented.
          * Improved positions of several killed unit.
          * Radio chatter disabled where disturbing.
    * "Badlands" campaign scenario:
          * Ending and conversation flow fixes.
          * Scene of talking to locals improved.
    * "Dogs of War" campaign scenario:
          * Insurgent leader presence now logical.
          * Several story-related vehicles are now properly usable.
          * Initial conversation work in multiplayer.
    * "War That Never Was" campaign outro: Amount of units decreased, behaviour improved.
    * AI grouping prevented in team deathmatch and deathmatch scenarios.
    * Module for limiting area of operation script fixes.
    * Recomposed fortifications and minor fixes in Warfare.
    * First-aid module performance improvements.
    * Language and gameplay fixes in multiplayer and singleplayer templates.

Art/Environment
---------------
    * Changed lighting values for early morning and dusk.
    * Improved wheeled vehicles turning definitions.
    * Utes: Improved carrier deck collision shape and F-35B geometry.
    * Gas stations on map can now refuel nearby vehicles.
    * Minor object fixes on Chernarus map (traffic signs tweaks, small objects).
    * Added small signs to Chernarus map.
    * Less frequent occurence of thunderbolts.
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ruud28




Posts: 215

PostPosted: Sat, 20th Jun 2009 08:18    Post subject:
something is wrong with your patching.
after patching to 1.02. your arma2.exe file is suppose to change to 1.2 in the product version. and when you run the game bottom right shows 1.02 not 1.01.

and the languages files are also modified after patching. files that are modified are suppose to show updated filedate. but yours are all dated yesterday 19/6.

somehow your files are not patched.
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JBeckman
VIP Member



Posts: 34968
Location: Sweden
PostPosted: Sat, 20th Jun 2009 08:21    Post subject:
Aww crap I uploaded the wrong archive!
(There's not supposed to be a EXE or anything in there at all.)

EDIT: That's the previous language file actually, just delete it it's not useful at all.

EDIT: Here, sorry for the messup.
http://www.sendspace.com/file/ve9j2y
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Areius




Posts: 14851

PostPosted: Sat, 20th Jun 2009 08:27    Post subject:
Have I missed something, I thought this wasn't released yet?


PC: Yes. Console: No.
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JBeckman
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Posts: 34968
Location: Sweden
PostPosted: Sat, 20th Jun 2009 08:29    Post subject:
German version was released 29th May (And is what most uses as it was "uploaded") English version launched yesterday and US version will come soon as well.
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RobertHammer




Posts: 333

PostPosted: Sat, 20th Jun 2009 08:36    Post subject:
Strange , i got original german version , before patch 1.02 i used english beta and worked well, but now with patched + used JB english = still in german (a i switched english in ArmA2.cfg)
btw these files are same size when you patched 1.02 , i tryed to look inside theres Czech,Hungarian,Russian,Spain,French and English translated things ,but to switch is not working Sad
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JBeckman
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Posts: 34968
Location: Sweden
PostPosted: Sat, 20th Jun 2009 08:45    Post subject:
If you downloaded my archive then it's set up to work as a modification, place the folder in the root directory \ArmA2\ most often so it'll look like \ArmA2\@English\ with a Addons and Dta folder.

Then create a shortcut to the ArmA2.exe and add to the target field "-nosplash" and -mod=@English (*.*\ArmA2.exe -nosplash -mod=@English) this is to avoid messing with original files and as they're signed (The .bisign) file they will work in multiplayer. Smile

EDIT: Of course you can move the files and use it as a replacer as well, shouldn't cause any issues.
(Unless I misunderstood and this is what you've done in the first place.)
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RobertHammer




Posts: 333

PostPosted: Sat, 20th Jun 2009 08:52    Post subject:
JBeckman wrote:
If you downloaded my archive then it's set up to work as a modification, place the folder in the root directory \ArmA2\ most often so it'll look like \ArmA2\@English\ with a Addons and Dta folder.

Then create a shortcut to the ArmA2.exe and add to the target field "-nosplash" and -mod=@English (*.*\ArmA2.exe -nosplash -mod=@English) this is to avoid messing with original files and as they're signed (The .bisign) file they will work in multiplayer. Smile

EDIT: Of course you can move the files and use it as a replacer as well, shouldn't cause any issues.
(Unless I misunderstood and this is what you've done in the first place.)

I allready tryed that with mod folder , i still see the "stupid" german "Einen Moment" X(
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JBeckman
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Posts: 34968
Location: Sweden
PostPosted: Sat, 20th Jun 2009 09:01    Post subject:
Sounds exactly like the system used in ArmA 1 which is unfortunate as it's not something I can fix. Sad

Basically the patch is for all versions of the game so all languages are present but as with ArmA 1 the cd-key is locational so with a German release you get German language and so on, need a new serial basically.
(You could try to use the files as a replacer but it won't really make a difference if the above is correct.)

However thinking a bit about it perhaps using the beta files as a mod instead of a replacer might work as a form of temporary solution and I guess the .PBO files could be unpacked and "stripped" of other languages as a sort of extreme solution but I don't know how well that would work.

EDIT: I can do that after checking the PBO content, basically I'll switch the English and German tags to "swap" the languages.

EDIT: Experimental release, might work but it's not exactly a clean solution.
http://www.sendspace.com/file/moso3c
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RobertHammer




Posts: 333

PostPosted: Sat, 20th Jun 2009 09:34    Post subject:
Thx JB is works nicely Wink)
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VGAdeadcafe




Posts: 22230
Location: ★ ಠ_ಠ ★
PostPosted: Sat, 20th Jun 2009 09:38    Post subject:
1) Are the serials really localized ? Because I want to buy a cdkey for the game soonish.

2) The retail release has dvd-based securom, amirite ? Where's the clonedvd ?

By the way, again cool changes in the 1.02 patch, I hope they keep it up. I'm still waiting on the english rlz, haven't played the game yet Sad
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JBeckman
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Location: Sweden
PostPosted: Sat, 20th Jun 2009 09:56    Post subject:
I'm fairly certain the serial is what determines localization, game is identical across all versions as of 1.02 and the language files I uploaded contains a ton of different languages yet only a few can be selected from the actual game and with a German based serial only the German language is available.

Protection for the download edition and disc edition is SecuROM but there's a mini-image and with a serial number and a couple of extra files (Paul.dll, lang.ini and unicows.dll from the german digitial download.) you can skip the disc check and use digital activation, though for now a mini-image works OK (English download edition posted earlier doesn't include those files yet there's no disc check or similar either which made me initially believe that they were unprotected but SecuROM is still used with it.)

Unfortunately the serial number is in some sort of binary format (Registry value) so changing it by hand is difficult compared to just reinstalling.

The translation files I uploaded now differ from the retail ones and thus are no longer signed which means they can't be used for secure online play which is a bit of a downside but there was no other solution, at least until a English copy is released with a serial key.
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ruud28




Posts: 215

PostPosted: Sat, 20th Jun 2009 09:59    Post subject:
someone in the official forums said that you can tinker with the pbo files to get english language to work.
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ruud28




Posts: 215

PostPosted: Sat, 20th Jun 2009 10:15    Post subject:
ok i tried using pbo viewer program to open the language pbo files and there is a stringtable.xml file inside.
inside i see different languages.
i did a comparison between the earlier pbo file which you posted and there was english in the game and the later one.
the earlier one did not have <german> text in the stringtable.xml file but the other one had it.
my idea is trying to remove that <german> text from the xml file from the patched 1.02 pbo file.
maybe it works this way.


Last edited by ruud28 on Sat, 20th Jun 2009 10:19; edited 1 time in total
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JBeckman
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Posts: 34968
Location: Sweden
PostPosted: Sat, 20th Jun 2009 10:17    Post subject:
Four or five posts up I provided a file which will rather crudely turn all <German>Mein</German> and <English>My</English> (In those xml files) to German and as <English>TextHere comes after the <German>TextHere you somewhat force the game to display English subtitles. Very Happy
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ruud28




Posts: 215

PostPosted: Sat, 20th Jun 2009 10:22    Post subject:
in the xml file i think just remove the <german> text strings will be enough. because in the earlier pbo file you posted (the one which worked , english in the game) did not have the <german> text inside.
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JBeckman
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Posts: 34968
Location: Sweden
PostPosted: Sat, 20th Jun 2009 10:25    Post subject:
That's a interesting comment and it might work by forcing the game to only use what's available but carefully cutting out everything from those XML files (Largest one being 7MB, all text.) would be a bit difficult compared to the current solution where there's two German language headers that kinda conflicts.

Still it's a interesting idea. Smile
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ruud28




Posts: 215

PostPosted: Sat, 20th Jun 2009 10:30    Post subject:
i notice that only the languagecore.pbo file has those <german> text strings. and believe that this file is for the ingame menu language.
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bogo24dk




Posts: 3043

PostPosted: Sat, 20th Jun 2009 10:48    Post subject:
Damn the AA is disabled in 1.02. If any one finds a way to turn it on please post it.

http://forums.bistudio.com/showthread.php?t=75169


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macout




Posts: 14

PostPosted: Sat, 20th Jun 2009 11:12    Post subject:
look in your C:\Users\your_name\Documents\ArmA 2\ArmA2.cfg

there is string FSAA=0, edit it with 1,2,3 . Its low, med and high AA accordingly
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si110




Posts: 334
Location: Hobart,Australia.
PostPosted: Sat, 20th Jun 2009 11:17    Post subject:
You can force it on in your config file, set fsaa=0 to 1 or 2 or 3. set your config file to read only and should keep setting. Only prob is that shadows wont work, they will include properly later.


BF3 = Stompya
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bogo24dk




Posts: 3043

PostPosted: Sat, 20th Jun 2009 11:18    Post subject:
Guys please check the link which i post it.


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-=Cartoon=-
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Posts: 8823
Location: South Pacific Ocean
PostPosted: Sat, 20th Jun 2009 11:21    Post subject:
so i have to buy the english version aswell ?? (i bought the german version)

lulz


Last edited by -=Cartoon=- on Sat, 20th Jun 2009 11:21; edited 1 time in total
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