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Unhardcoding Custom Messages

Posted: Fri Jan 21, 2011 7:21 am
by Zoey76
Hello community!

Some of you may noticed I've been posting some messages updates.

One forum member made me notice that hardcoded messaged send to players are bad :twisted:

Of course if you have an English speaking community or your players use an English client all is fine.

I'd like to know who of you are interested on a system that allow you to set the custom system messages in different languages.

There is something half way done in core to replace SystemMessages for server's language.

I developed a system that allow server admins to set the custom messages present in L2J servers in their own language or even better in player's language choice.

We have to face the fact that there are many messages sent to player that are hardcoded and many of them are not even in proper English.

Also there are typos in the client and server side messages not present in NA client or other versions.

I know this may not sound nice for those who wrote those messages, but I'm not attacking anyone.

If you are interested you can help the following way (updated):
  • Reporting hardcoded messages in core and datapack (Very important don't flood with post use a txt file and attach it to your post)
  • Making translations of English version to your own language and sharing it (PM me).
  • Fixing or reporting typos in any language file (use diff/patchs).
  • Always using UTF-8.
  • Not using Goolge translator or any translator, only for one word or expression, not for whole file.
The following example are working fine.

Example of current code (updated):

Code: Select all

 CustomMessage cm = CustomMessages.getInstance().getCustomMessage(1225, activeChar.getHtmlPrefix());cm.addString(player);activeChar.sendPacket(cm); 
That would send "Agregada habilidad 444-1 al npc id 2000." which is "Added skill 444-1 to npc id 2000.".

es.xml example (updated):

Code: Select all

 <?xml version="1.0" encoding="UTF-8"?><list>    <cm id="1007" msg=""Agregada habilidad $skillId$-$lvl$ al Npc Id $npcId$." vars="$skillId$;$lvl$;$npcId$" /></list> 
--January 31, 2011
  • Core support done.
  • Datapack suport done.
  • All core custom messages replaced.
  • All datapack custom messages replaced.
Before posting any code, I need some fixes done and commited, because while replacing the messages I've noticed alot of errors, this fixed are present in my code already, I only have to port them to current l2j core/datapack version.

I'll update as soon as possible.

Re: Unhardcoding Custom Messages

Posted: Fri Jan 21, 2011 3:03 pm
by Copyleft
That is really cool actually, there are tons of custom messages in core, and like 20% of them have typos :p ... If we can get rid of all of them and add flexibility for multilanguage... I see only good things about it
Who would use it? well... probably everyone that already uses the lang system will use this too

Re: Unhardcoding Custom Messages

Posted: Fri Jan 21, 2011 6:17 pm
by tukune
Bad idea.
who translate? L2J develop team?

Re: Unhardcoding Custom Messages

Posted: Fri Jan 21, 2011 6:29 pm
by jurchiks
whoever needs it will translate it for himself. And, if others are lucky, share the results.

Re: Unhardcoding Custom Messages

Posted: Fri Jan 21, 2011 6:35 pm
by tukune
No!Opposition!

Re: Unhardcoding Custom Messages

Posted: Fri Jan 21, 2011 6:46 pm
by Zoey76
I thought that someone that has "I can NOT speak english." as signature would be agree on having the option of add his/her native language for messages. :roll:

At the moment I can only laugh :P

By the way, I'm trying to do something for the community, something that I don't need at all.

But all opinions are valid even those that are negatives. :twisted:

Re: Unhardcoding Custom Messages

Posted: Fri Jan 21, 2011 6:51 pm
by jurchiks
tukune wrote:No!Opposition!
Fine, don't share :D
P.S. it should be 'Objection' with a monkey face next to it :)

Re: Unhardcoding Custom Messages

Posted: Fri Jan 21, 2011 8:19 pm
by tukune
who translate japanese? you? :evil:
who translate taiwan? you? :evil:
who translate russia? you? :evil:
l2j is not only american ppl :evil:

Re: Unhardcoding Custom Messages

Posted: Fri Jan 21, 2011 8:35 pm
by jurchiks
Users who want it translated will translate it. It doesn't matter if they share or not, the support would be there. If you don't give a fuck then don't reply to this thread.

Re: Unhardcoding Custom Messages

Posted: Fri Jan 21, 2011 8:41 pm
by tukune
how share?

Re: Unhardcoding Custom Messages

Posted: Fri Jan 21, 2011 8:44 pm
by Zoey76
tukune wrote:who translate japanese? you? :evil:
who translate taiwan? you? :evil:
who translate russia? you? :evil:
lol, I wonder what the hell do you know about me to say I cannot translate for any of those languages? :P

Do you know how a community is supposed to work?
I give you a hint, everyone help everyone in they ways the can :wink:
As far as I can see you have never posted any contribution, test result, feedback, so in other words you are a leecher.

People like you, makes people that is willing to help go away.

Stay away from this topic, you already stated you don't like this.

Re: Unhardcoding Custom Messages

Posted: Fri Jan 21, 2011 9:16 pm
by tukune
"Who will bell the cat?"

Re: Unhardcoding Custom Messages

Posted: Sat Jan 22, 2011 3:31 pm
by macdonald12
You people sure this tukune person isn't just another semi-smart bot? :roll:

I like the idea, it actually makes sense to have configurable messages that are otherwise custom and hardcoded.

Re: Unhardcoding Custom Messages

Posted: Sun Jan 23, 2011 8:47 pm
by mgbhard
Nice idea, i can help with spanish.

Re: Unhardcoding Custom Messages

Posted: Mon Jan 24, 2011 7:24 am
by FreeD
tukune wrote:who translate russia? you? :evil:
i can :lol: