Hard Light Productions Forums
General FreeSpace => FreeSpace Discussion => Topic started by: Komet Jpn on September 16, 2009, 02:05:59 pm
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Japanese Localization Patch for FreeSpace 2 is released:
http://stardogs.netgamers.jp/index.php?FreeSpace%20Series%2FFreeSpace%202%2F%C6%FC%CB%DC%B8%EC%B2%BD%A5%D7%A5%ED%A5%B8%A5%A7%A5%AF%A5%C8
It is not based on SCP and implementation is somewhat dirty, and there seems to be compatibility issue on Vista, but you can play full FS2 single missions on Japanese language. GoG version FS2 is supported.
In addition to Japanese exe, It also include visual effect upgraded exe (both English and Japanese). Visual effect upgraded version is also known as Komet's Mod.
Features of Komet's Mod:
- Upgraded explosions.
- Upgraded weapon hit effects. Beam hit effect is really cool.
- Enhanced lead indicator.
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:eek2:
Interesting. Very, very interesting indeed. What did you do to produce the Japanese engine? What enhancements did you make? Subquestion: Is this SCP-compatible? And if not, why not?
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Just added multi-byte (Shift-JIS) support to text processing, and also added to ability to render bitmap based Japanese fonts. It was relatively easy to do, approx a week of work for me.
However, it is far from ideal. Ideally, UTF-8 support is recommended, instead of Shift-JIS, to have better possibility to create versions for more languages. Also, current Japanese build requires mission files written in Japanese. Ideally, support of multilingual mission files is recommended.
Also, font size is too small. It is readable, but very minimum readability. Ideally, larger font size (including English font) is recommended. But it will be a big change.
I'm dreaming to see UTF-8 supported SCP version with using bigger font for 1024x768 or higher resolutions in the future.
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I started this project just after FS2 Source Code was published. Thus it could not be based on SCP.
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Can the source of this patch be merged into the SCP?
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Can the source of this patch be merged into the SCP?
About Japanese support, I don't think so. It is nothing but a kind of quick-and-dirty modification, thus not enough smart to be marged into the SCP.
Complete rework is recommended to create Japanese supported SCP.
Although I built the new package recently, it was long before that I did coding for thus project. Thus I don't remember well how I did it. Also because it will not be a small work, I hope that someone other than me can do this work for SCP. In that case, I can help.
About upgraded visual effects, it is possible to marge it into SCP. It is relatively small changes.
Although visual effects of SCP is already upgraded, my version has some features that is not implemented on SCP. Like flash for explosions, movements of explosions (please observe flak explosions with keeping speed zero) and also directional particle generation for beam hit effect (particles are generated to backward direction of beam).
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You know, if those are code changes, you should generate a .patch and show it to us. If they are mere tbl changes, well......we'll have to check them out in-game.
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Source Code is now available on the project page.
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I started this project just after FS2 Source Code was published. Thus it could not be based on SCP.
Wow! so you have been working on this for years!
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Someone. Please.
Merge the effects into the SCP.
I'll download a nightly if you do :nervous:
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Yes, I think SCP can use those upgrades, especially beam hit particles.
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Nice work Komet Jpn. I like the additional gunsight/pipper; it's close to what modern day fighter pilots have displayed on their HUDs when using a cannon.
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Komet, do you happen to have any screenshots of these new effects in action? If you have some already up on your site, I haven't been able to track them down. Just from the descriptions, it sounds like some cool stuff. :)
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Gameplay movies are now available. You can watch a high quality version on Veoh.
Veoh: Mission 1-01, 1-02: http://www.veoh.com/browse/videos/category/technology_and_gaming/watch/v190892997MRB2jHM
YouTube: Mission 1-01: http://www.youtube.com/watch?v=vGcNa5OMGuM
YouTube: Mission 1-02: http://www.youtube.com/watch?v=WflIk_9580Y
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Yeah, I really like that lead indicator. Should be possible to script that....
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Not only that, but the flash on explosion coupled with the beam particle spew is rather nice looking. Proper Media VPing would make it look orgasmic.
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Well, there is a flashy explosions script somewhere....
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I can't exactly puzzle out what's going on with that lead indicator, but it definitely looks cool. Is it basically showing where your shots would hit if you started firing at that exact moment?
Oh, and I absolutely love those beam impact effects. We really have to get those implemented. :D
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One thing I have to comment on, unlike others here have, is the localization and the time and effort put into this.
I have to say, this is extremely well done--both the effects and the localization.
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I can't exactly puzzle out what's going on with that lead indicator, but it definitely looks cool.
It's like a real-world lead-computing gunsight. Instead of putting your crosshairs on an indicator ahead of the target, you put your gunsight directly on the target. Kind of like THAC0 versus Base Attack Bonus in D&D, the same principle is at work, but the calculation is a little different.
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Ah, I see. Cool stuff.
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Yeah those particles from the beam impact look cool. I dunno how it compares to the default (as I've never botehred to notice)
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I can't exactly puzzle out what's going on with that lead indicator, but it definitely looks cool.
It's like a real-world lead-computing gunsight. Instead of putting your crosshairs on an indicator ahead of the target, you put your gunsight directly on the target. Kind of like THAC0 versus Base Attack Bonus in D&D, the same principle is at work, but the calculation is a little different.
WHAT?
Holy **** that is awesome.
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Would there happen to be a patch of the changes against some FS Open revision?
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Another feature was missing in the features list:
- HUD now indicates positions of incoming missiles by yellow circles.
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Well done! :) This is an excellent feature -- not just the translation, but the character and font support.
We will need to figure out how to add this to FSO. :)
Enjoy your highlight. :D
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Wow.
Feels so anime-like already with all the Japanese fonts there.
Not so much on the beam impact effect and all that stuff when the Deimos exploded, but if effect and sound artists were to go extreme with it or something... would be something really cool there now, wouldn't it. :drevil:
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Another feature was missing in the features list:
- HUD now indicates positions of incoming missiles by yellow circles.
I'd read about this feature some time ago in a thread about a build or mediaVP set that someone made a long time ago, it sounds really cool. I've been hoping someone would re-implement this or do something similar.
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Another feature was missing in the features list:
- HUD now indicates positions of incoming missiles by yellow circles.
I'd read about this feature some time ago in a thread about a build or mediaVP set that someone made a long time ago, it sounds really cool. I've been hoping someone would re-implement this or do something similar.
Simple thing to do via lua scripts (the sample pic highlights all weapons, not just the ones fired at the player)
(http://koti.mbnet.fi/vekkup/FS2/FSPage/Pics/screen0017.jpg)
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Could you show some screenshots of your effects upgrades?
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Could you show some screenshots of your effects upgrades?
The youtube videos show it pretty well, the slight glow inside the Deimos when the beam hits it, and the explosion flashes, can't say I saw anything for the missiles in the video though.
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Another feature was missing in the features list:
- HUD now indicates positions of incoming missiles by yellow circles.
Ha! I've been wanting that!! Sweet! Have any of the developers looked at Komet Jpn's code and estimated how easy it would be to integrate this? Or are we waiting for said .patch file or whatever the most highly esteemed coder guys call it? xD
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The problem is that this was hacked on using the retail source code, not the FSO codebase. Figuring out how to integrate this into the FSO codebase without breakage will probably take some doing.
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the moving crosshair remind me the one you have on the planes in lock on and on starshatter sim too... that's something I'd like to see in freespace, i think lua script can do that :p
Too bad I'm a wacko at lua.
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Could you show some screenshots of your effects upgrades?
Ermm... WHat youtube videos? :wtf:
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Gameplay movies are now available. You can watch a high quality version on Veoh.
Veoh: Mission 1-01, 1-02: http://www.veoh.com/browse/videos/category/technology_and_gaming/watch/v190892997MRB2jHM
YouTube: Mission 1-01: http://www.youtube.com/watch?v=vGcNa5OMGuM
YouTube: Mission 1-02: http://www.youtube.com/watch?v=WflIk_9580Y
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I don't have Flash on this computer. Some screenies would be nice.
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Waow... seeing that mission in (mostly ;) ) retail quality... Nostalgia...
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I wonder if with utf-8 support the Japanses fans would redub the game.
FSO has a number of features that makes voice over production easier.
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why does it forbid me from getting on the site were the mod is?
ok lol why dont it allow me to enter the site to get the patch?
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I'm blocking access from some ISPs to avoid spam edit of the Wiki. Maybe it is blocking you.
Please PM me your IP addy, I may be able to allow you.
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New version released! (both EXE and source code)
- Fixed a but that causes crash to desktop on Vista (Japanese EXE).
- Upgraded explosion effects for big ships.
- Additional effect when beam is penetrating an object.
- Small explosions are now generated for laser impact on hull.
- Weapon impact against big ships now randomly generates larger explosions than standard impact effects. This simulates explosions of ship's surface. Less hull strength of a ship results in more frequent generation of larger explosions.
- Explosions of bombs are now bigger than before.
- Spark particles are now motion blurred.
- A fix to prohibit that far missile trails are rendered as dashed line.
- Some misc adjustments of visual effects.
Effects are now much better! Now I have done almost everything I wanted to do for effect upgrade :D
I will post a movie later.
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A note about source code:
This code can generate 4 different versions:
- Standard English version
- Effect upgraded English version
- Standard Japanese version
- Effect upgraded Japanese version
Thus, it is relatively easy to find changes between original source codes and modified codes:
Grep AFX_TARG_JPN for Japanese localization changes
Grep KOMET_EXT for visual effect changes
Also, some more comments are added in source codes to help understanding of my changes.
I hope that someone can marge my effect changes into SCP.
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A gameplay clip of Mission 1-04: "A Lion at the Door" on new version!
http://www.youtube.com/watch?v=qH-ZQd6vwzI (http://www.youtube.com/watch?v=qH-ZQd6vwzI)
Some screen shots:
http://stardogs.netgamers.jp/bbs_main/starbbs.cgi?mode=thr&no=1090 (http://stardogs.netgamers.jp/bbs_main/starbbs.cgi?mode=thr&no=1090)
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Nice new effects! :eek2:
Sugoi sugoi :P
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A note about source code:
This code can generate 4 different versions:
- Standard English version
- Effect upgraded English version
- Standard Japanese version
- Effect upgraded Japanese version
Thus, it is relatively easy to find changes between original source codes and modified codes:
Grep AFX_TARG_JPN for Japanese localization changes
Grep KOMET_EXT for visual effect changes
Also, some more comments are added in source codes to help understanding of my changes.
I hope that someone can marge my effect changes into SCP.
Tags are very helpful, thank you. Can't really say anything about the Japanese localization (havent yet taken a look at it) but at least some of the visual effect changes seem readily portable.
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- Small explosions are now generated for laser impact on hull.
- Weapon impact against big ships now randomly generates larger explosions than standard impact effects. This simulates explosions of ship's surface. Less hull strength of a ship results in more frequent generation of larger explosions.
Awesome! This is one step closer to what I was requesting here: http://www.hard-light.net/forums/index.php?topic=63435.0
And the bigger explosions becoming more frequent as damage piles up is a great touch too. That and the beam impact effects look very cool in the video you posted. :yes: Can't wait for some of this stuff to get into trunk.
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It was implemented before the latest build, but on my EXE, there is another effect difference between shield hit and hull hit, in addition to random explosion radius magnifying for hull hit:
- Shield hit: No sparks are generated
- Hull hit: Sparks are generated
I read your thread and you are talking about Star Wars Conversion.
In original trilogy of SW, laser hull impact effects consist of full of sparks. So I think that it is possible to create impact effects that look very similar to the SW movies with my approach, of course with further coding adjustments and ability to
customize it for MODs.
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Some notes to marge my effects into SCP:
In my source code, it magnifies basic radius of weapon impact explosions, in addition to random magnifying (to simulate explosion of ship's surface).
About random magnifying (to simulate explosion of ship's surface), it is no problem to be hard coded.
However, magnifying of basic radius by hard cording is not a good way, especially for MODs. It should be done by modifying weapon tbl file instead of hard coding in source code. Also, I gave long lifetime for bomb explosions by hard coding, this is also not good. Lifetime of impact explosions should be written on weapon tbl file, as optional param.
You should also consider about impact flash textures. I did selection of flash textures in dirty way. But it should be set by weapon tbl file as optional param.
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Nice work Komet Jpn. I like the additional gunsight/pipper; it's close to what modern day fighter pilots have displayed on their HUDs when using a cannon.
Actually, modern US fighters use something that is more like a moving funnel rather than the "top gun" crosshairs you see in the video. Now, don't get me wrong, they do have a gunsight that is simliar that has an outer circle which changes depending on range but typically the funnel is far more intuitive to use once you get used to it. You simply match the fighter's wingtips to each side of the funnel to determine the proper lead.
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arigato gozaima****a!
now i can show my japanese friends freespace!
*if you can translate that to korean... starcraft is toast.
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It is not based on SCP and implementation is somewhat dirty, and there seems to be compatibility issue on Vista, but you can play full FS2 single missions on Japanese language. GoG version FS2 is supported.
actually I don't really understand... what did they do to it, translate it to japanese? As in I don't get it it says its NOT running SCP...?
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KometJPN used the freely available original sourcecode (The one released by Volition back in the day) to hack in support for UTF fonts, UTF text tables, and a few custom effects.
He then used these abilities and translated the in-game text to japanese. Epic achievement if there ever was one.
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KometJPN used the freely available original sourcecode (The one released by Volition back in the day) to hack in support for UTF fonts, UTF text tables, and a few custom effects.
He then used these abilities and translated the in-game text to japanese. Epic achievement if there ever was one.
Saddly, it does not currently support UTF. It is currently based on Shift-JIS.
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well, the translating of THE ENTIRE TEXT OF THE GAME is fairly impressive in it's own right, even if the coding side of it could have been done better.
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Sorry but ut..w.hat? sorry I'm a complete tech noob, but from what I understand, besides changing the text to japanese (and voiceacting? what about that?) they also messed around with the official V code as well?
Also, which code is better for what now? Theirs or SCP, what are each good for? I hate to make such a comparison but pretty sure both has its good and bad points. But why not just use SCP and edit based on that? Better graphics and everything? Just wondering what you modders are going to do with this? Are we gona see new features in upcoming campaigns allowed using this code? Or different flight physics, diff ai...? What makes it diff?
Or is it just the language component thats changed to allow for japanese text (which I'm surprised theres actually people from my side of the globe playing this? *no longer lonely :P*)
BTW, suppose all I have to say is GRATS!! Big achievement for small team no doubt.
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The original Volition code is the one that was released by Volition back in 2002. It can only be used to build retail exes, minus the movie player and network code. So, FSO is superior in nearly all aspects.
If you had looked at the videos, you would have noticed that the VA is unchanged.
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mmhm allright so is it just the language stuff thats changed, and can those japanese be able to use the enhancements made by SCP? As in can they be run together for cummulative effect?
EDIT: Guess not from what I read but please correct me if im wrong.
Also, sorry for the... unintentional slightly offensive slang. Thanks mods for changing it.
Quote wiki:
In Singapore[9] and Hong Kong,[10] the term is used freely as a contraction of the adjective "Japanese". The Australian news service Asia Pulse also uses the term.[11] In 1970, the Japanese fashion designer Kenzo Takada opened the "Jungle Jap" boutique in Paris.[12] In Japan itself, most Japanese are apathetic about the term, according to a 2004 study.[1]
I'm from singapore and recently moved to melbourne. Sorry, will be... more careful in future if thas possible. Sorry for going off topic just wanted to apologise. And sorry for starting a PC flamewar.
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But why not just use SCP and edit based on that?
As I alreadly said, just because SCP did not exist when I did coding work for localization. I started it just after the original source code was released. Then project was forgotten for a long time because there was no way to purchase retail copy of FS2. And after GoG started to sell FS2, I'm finally back to the project.
I do not have a plan to create Japanese version of voices. It is almost impossible to find enough volunteer voice actors, especially with professional level of quality. In Japan, although qualities of Japanese voice actors are excellent, convination of English voices and Japanese subtitles are more popular to watch English movies, rather than replacing voices with Japanese ones. If quality of voice acting is not good enough, no one will like it and everyone will choose to play with English voices with Japanese subtitles.
About "japs", I don't feel very good about it. But I know that many people do not know bad meaning of this word and just considering it as a simple abbreviation like yanks and brits.
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Apart from the slyrs, this thread is a great read.
Excellent work, Komet. Very impressive!
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A few off-topic posts have been pruned to another thread. Sorry about the interruption, Komet.
This is really great stuff. :) Not only is the entire translation and character usage a feat in and of itself, but those are some really cool visual effects that I'm really hoping the team will be able to merge into the SCP codebase. With any luck, someone will eventually be able to implement true UTF-8 support, so that this and any other future translations can be handled natively.
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New version is released. No new features but rendering bug fixes.
- Fixed a bug that fonts are not rendered properly on Radeon.
- It now works fine with anti-aliasing enabled on your video driver.
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I ported the some of the beam effects from to the fs open. Next probably taking look at the lead indicator or hull explosions on bigger ships.. or flash, but then again to me the flash just seems just another standard particle effect (only with predefined name)
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I ported the some of the beam effects from to the fs open. Next probably taking look at the lead indicator or hull explosions on bigger ships.. or flash, but then again to me the flash just seems just another standard particle effect (only with predefined name)
ty for porting!
Flash is not really a standard particle: radius is reduced as it fades. It is a small thing but it makes flash look good.
About flash and hull explosions, it would be good to have them as optional params in weapons.tbl, rather than hard coding.
It might be good to do further discussion about impact explosions in this topic:
http://www.hard-light.net/forums/index.php?topic=63435.0
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So what happened with this? Any related builds come out of it? Any progress being done?
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i wonder if japanese people play freespace?
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:rolleyes: Obviously, or we wouldn't have this.
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i wonder if japanese people play freespace?
Sadly, not many of Japanese people play space sims. Space sims have never been popular in Japan.
Unlike PC-AT in world wide, main stream PC in Japan was PC-9801 series for a long time. This PC was not good for action games and thus games like Wing Commander and X-Wing were not ported. Japanese people did not have good chance to play those games when those games were very popular outside of Japan.
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Well hopefully, your efforts will enable a few Japanese speakers out there to find out what they've been missing. :)
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Yeh unfortunately this game was never really popular in Japan... those who played it loved it, but otherwise it was not really well known :/