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English Stranded II English "Mod"

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old Re: Stranded II English "Mod"

Guest

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Sorry, but it doesn't even open. Aside from that, I looked at the files, and they were still in German. Did you upload the wrong thing?

old Re: Stranded II English "Mod"

EwokChieftain
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You just scared me to death. Don't you say such frightening things!
I checked it, and everything seems to be alright... I rather think that you did something wrong.
So, again: both pieces of text in brackets are links. First install the German game, then execute the mod's installer and tell it the same path.
edited 1×, last 30.05.07 03:22:36 am

old Re: Stranded II English "Mod"

Guest

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After running the install program a couple more times, it finally works, but only when I use the mod starter. Anyway, my apologies.

old Re: Stranded II English "Mod"

bizzl
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here

btw, did you run the file Stranded II.exe[/url] or [i]Stranded 2 English.exe? Because the later is the "on board"-starter for S2E

old Re: Stranded II English "Mod"

GolemCC
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Great work as always, but can I make a request? Either on here or included with the package, if you could translate the update list for the new version, it would be greatly helpful. It's always good to know what's different about this new version, and why it's worth getting, and god knows automated software translators will just rip the changelog to pieces.

old Re: Stranded II English "Mod"

Guest

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hey i have question about that Eng mod. i pasted the Starter MOD file into install directory. i make stranded II sa a default. i mean i done everything right but when i start a mod its in Deutsch language. whats wrong and have i downloaded the right thing. Pls answer. thx

old Re: Stranded II English "Mod"

EwokChieftain
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Did you actually execute the mod's installer? I didn't quite get that.
The other thing is that, in the Mod Launcher, it of course must appear as "Stranded II English", not just "Stranded II".

@ GolemCC: Alright. But I'll leave out the bugfixes. This is what's new:

Quote
### Beta 0.1.0.2 - 21.05.2007
CHANGED
Some little changes in the adventure
CHANGED
'Escape' now opens and closes the menu
CHANGED
Command "model" does not set the yaw rotation to 0 anymore
CHANGED
Command "projectile" improved
CHANGED
Command "terraintexture" improved (generating, grass)
CHANGED
Command "freeentry" improved (deleting of all entries)
CHANGED
Command "loadmap" improved (there are more transfers possible now)
CHANGED
Command "freevar" improved (multiple variables)
CHANGED
Command "getstored" improved (type of item is optional)
CHANGED
Command "areal_event" improved (event limit)
CHANGED
Command "storage" improved (weight of items)
CHANGED
Sheep model changed
CHANGED
Unlocking of buildings ("buildtree") changed
CHANGED
Improved some scripts, definitions etc.
CHANGED
Changes concerning the agriculture skill

ADDED
Screenshot function on F1
ADDED
More waves of attack for "Tower Defense" <20, with another s p e c t a c u l a r boss fight!>
ADDED
Items can now be stored in the sailraft <my idea, if I might add that :D>
ADDED
Compass in the interface to make orientation easier
ADDED
The player's direction of view can now be seen on the map
ADDED
Pipette tool in the heightmap and colourmap editor
ADDED
Idle animations for the lion
ADDED
Agressive units now play sounds when they spot the player <just like the lions in Stranded 1>
ADDED
Movement sounds for some units
ADDED
Objects/Scripts for reproduction are now included in the random maps <these spawn structures, nests and stuff>
ADDED
Object: Stance (buildable)
ADDED
Object: Kiwi breeding (buildable)
ADDED
Object: Trap (buildable)
ADDED
Object: Hut (buildable)
ADDED
Object: Herb garden (buildable)
ADDED
Object: Moss
ADDED
Object: Covering
ADDED
Object: Bird nest
ADDED
Unit: Firefly
ADDED
Unit: Claw monkey <agressive>
ADDED
Item: Bandage
ADDED
Item: First aid kit
ADDED
Definition value: buildingsite (buildings)
ADDED
Definition value: firelightsize (game)
ADDED
Definition value: firelightbrightness (game)
ADDED
Command: camfollow
ADDED
Command: ambientsfx
ADDED
Command: text3d
ADDED
Command: lensflares
ADDED
Command: savemap
ADDED
Command: locked
ADDED
Command: grasscolor
ADDED
Command: lastbuildingsite
ADDED
Command: getsetting
ADDED
Command: image
ADDED
Command: compass
ADDED
Command: skycolor
ADDED
Command: cscr
ADDED
Command: cscr_text
ADDED
Command: cscr_image
ADDED
Command: savemapimage
ADDED
Command: lockcombi
ADDED
Command: unlockcombi
ADDED
Command: lockcombis
ADDED
Command: unlockcombis
ADDED
Command: loadmaptakeover
REMOVED
Option for mouse smoothing (is not included)

old Re: Stranded II English "Mod"

bizzl
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if you're using the Stealths Mod Starter you have to set Stranded II English as default and always start with this app.
In S2E there is also a little starter app named Stranded II English.exe, which has the same icon as the main executable of S2.
You can use this to start S2E, too. Simple double click it.
To configure the startup (e.g. to run in fullscreen rather then in a window) goto mods/Stranded II English/tools and start startcfg.exe, which is a (more or less) selfexplanatory control panel for the starter.

old important No new version!

EwokChieftain
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Yeah, just seen it, too. Although it's already been up for three days. I think I will pause for this version and not do a translation. Don't be angry with me, there's just an exhausting last phase of tests coming in school, which I want to concentrate on.
I'll upload the last beta instead, which US doesn't host anymore, so that everybody can still play the English Mod (btw Stevie, already tried the link in my signature? ;)). I'll just hope dearly this doesn' exceed my webspace's traffic.

Here it is: < Stranded II 0.102 > [13 MB]
And S2E, again: < Stranded II English 0.102 > [2 MB]
And don't forget to get this one:
IMG:https://home.arcor.de/ewokchieftain/Bilder/modlauncher.png


DC has announced that Stranded II will go gold soon, one of the reasons besides being that he has to go to the compulsory military service in July (every male German has to; one can refuse from ethic reasons, but then you must do an alternative service).
If I look at the time that remains I guess that will be the next one or the version after it.
This is the changelog, to show you what you're missing:
Changelog has written
### Beta 0.1.0.3 - 06.06.2007

FIXED
Vehicle sounds had not always ended properly
FIXED
Flattening the terrain did not always work properly
FIXED
Error with the assignment of ammunition
FIXED
It had not been possible to edit the "exchance"-strings per strings.inf < It was this hardcode relic's fault that it always said "Austausch mit" in the English mod >
FIXED
Definition value "range" did not affect units
FIXED
Errors with the script and definition variables in the editor
FIXED
Errors with Umlauts < Ä, Ö, Ü > and the sharp S < ß > in definition and dialogue buttons
FIXED
Some error with negative values in the rucksack < didn't quite get what this meant >
FIXED
Items with invulnerability-state do not rot anymore
FIXED
Speed parameter for state "corona" had no affection
FIXED
"Loadvars" and "savevars" lead to an error popup
FIXED
Treehouse remained in the air when you felled the tree it was built on
CHANGED
Displaying order of script-interface-objects
CHANGED
Script command "image" (more IDs for displaying order)
CHANGED
Maximum sight range strongly increased
CHANGED
Kiwi breeding: increased building costs and frequency of spawing
CHANGED
Script command "skycolor" improved (mixture, fog)
CHANGED
Script command "loadfile" improved (output of the buffer)
CHANGED
Script command "store" improved (items are now attachable on the outside)
CHANGED
Script command "free" improved (deleting particles)
CHANGED
"Eat"-damage of units now depends on "damage"
CHANGED
No more dangerous animals at all in the easy endless game
CHANGED
Keine gefährlichen Tiere beim einfachen Endlosspiel mehr
CHANGED
Compass needle looks better now (broader)
ADDED
Adventure a bit improved, new quests etc.
ADDED
New single player map < the classical "mastermind" - you must memorise colours >
ADDED
Units do not attack through obstacles anymore (depends on the height of their eyes specified in the definition)
ADDED
New sounds for some of the units
ADDED
Wells can silt up with the time < you can remove the silt with the shovel again >
ADDED
Bow nets can go kaput with the time < pay a lump sum of building materials and they work again >
ADDED
Too much crop now leads to a plague of locusts
ADDED
Group separation in the editor (groups.inf)
ADDED
The script parser can now calculate with floats (values with commas)
ADDED
Variables can now also save floats and strings
ADDED
Subsequent motion / turning of infos in the editor
ADDED
Descriptions for all infos (editor)
ADDED
Extra window for reading descriptions ("i"-button)
ADDED
Unit: locust
ADDED
Definition value: group (objects, units, items, infos)
ADDED
Definition value: loopmoveani (units)
ADDED
Definition value: description (infos)
ADDED
Behaviour: plague (units)
ADDED
Behaviour: plague_target (objects, items)
ADDED
script command: buffer
ADDED
script command: extendscript
ADDED
script command: behaviour
ADDED
script command: name
ADDED
script command: debug
ADDED
script command: inputwin
ADDED
script command: length
ADDED
script command: trim
ADDED
script command: replace
ADDED
script command: split
ADDED
script command: extract
ADDED
Event: separate (items)

old Re: Stranded II English "Mod"

bizzl
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Good luck with the tests

EwokChieftain has written
every male German has to; one can refuse from ethic reasons, but then you must do an alternative service

There is always the chance of getting kicked (happened to me), though

old wont work

Guest

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sorry to say this but...I just cant get it to work. When i select the mod in mod started and I launch it, it says invalid firelight size.

old Re: Stranded II English "Mod"

EwokChieftain
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Quote
I think I will pause for this version and not do a translation.

Gold will come soon... and I'm a bit tired of this project, so I am looking forward to finally get a version that the mod will stay compatible to for a longer time.
No more copy-'n'-paste-drudgery! Woo-hoo!

old Re: Stranded II English "Mod"

EwokChieftain
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I'm glad I decided to pause, because now follows stroke upon stroke. Beta 0.104 is out. That would've been frustrating.
Let's see if I do this one... the tests are not over yet.
Quote
### Beta 0.1.0.4 - 14.06.2007

FIXED
Wrong path for the icon of the silted well.
FIXED
Mistake in the dialogue with one of the natives
FIXED
Seashells do not disappear anymore
FIXED
Herbs had sometimes sunken away into the herb patch
FIXED
Attempts to jump in the water do not increase hunger etc. anymore
FIXED
Errors with certain operations with negative values
FIXED
Mistakes with fishing and digging (event was not triggered)
FIXED
It said "-g" instead of "0g" in the rucksack
FIXED
script command "state" did not work
FIXED
script command "info_spawncontrol" did not work properly
FIXED
torches and campfire could be distroyed by fire
FIXED
problems with time trigger infos
CHANGED
kiwi breeding does not have a fence anymore (caused problems)
CHANGED
the radia (pl. of radius) of infos are now visible from greater distance than before in the editor
CHANGED
placing of objects with shift in the editor improved
CHANGED
durance of planting & seeding increased
CHANGED
fishing improved (only possible in the water, there are now baits)
CHANGED
planting skill changed
CHANGED
improvement of the "endless game" random map generation
CHANGED
combination of the crate in the village of the natives (adventure)
ADDED
placing script in the editor
ADDED
the machete is now especially good for cutting bark off trees
ADDED
some descriptions of certain objects in the editor
ADDED
infos for the usage of certain objects in the game
ADDED
Confirmation before packing a tent
ADDED
Object: coral (spawn point for fishes)
ADDED
Object: table
ADDED
Object: desk
ADDED
Object: poisonous flower
ADDED
Item: worm
ADDED
Behaviour: closetrigger (objects)
ADDED
Script command: mkdir
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