P.S. The script and the map had some bugs so I fixed them. Just in case you
were wondering.

2009/12/9 Majid AL-Dharrab <[email protected]>

> OK I managed to get how it works. So you mean the "scripts" folder has no
> importance at all and it doesn't effect the game? Oh well.
> Well then, as this will involve changing both the tutorial_part#.sgsl files
> AND the tutorial-part#.map files, should I say in the wiki that you will
> need to send the script .sgsl files or send the .map files after completing
> the translation?
> For now I have prepared the severe update of the Arabic translation along
> with  the script file and the map file for tutorial part 1. They're in the
> attachments.
>
> 2009/12/8 Leo Wandersleb <[email protected]>
>
> Hi
>>
>> thanx Stephane for shedding some light on that issue.
>>
>> > > Oh yes, I forgot about this. The map editor has a "load script"
>> button. One
>> > > should do this with the .sgsl file and then save the map.
>>
>> o ... k ...
>> Majid would you mind putting this info in the Translations Guid? Guess
>> else this
>> will come up again and again.
>>
>>
>> >> >> campaigns handling is horrible in my eyes. did not yet find out how
>> to do
>> >> >>  them without moving the map files to the maps folder to edit and
>> back to
>> >> >>  the campaign editor to use in campaigns. ...
>> > >
>> > > Yes, all this is quite bad. A lot of years ago, I propose to use zip
>> file as
>> > > the map container and to put the script inside as a file. I also
>> designed
>> > > Libgag's virtual filesystem in this direction, but we never saw the
>> need nor I
>> > > found the time to implement zip-based maps. However, I'm still
>> convinced that
>> > > is the correct way to go, most serious game have this in a way or in
>> another.
>>
>> ... what would not solve the problem that campaigns are only editable to
>> geeks
>> right now.
>>
>> Regards,
>>
>> Leo Wandersleb
>>
>>
>>
>> _______________________________________________
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>>
>
>
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