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- Testers and Translators Wanted - VanishingObject Scripts for OMSPs
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- Testers and Translators Wanted - VanishingObject Scripts for OMSPs
#51
12th Jun 2010 at 8:18 PM
Quote: Originally posted by orangemittens
Did you happen to see my post in the downloads thread... |
I'm working on it as we speak. I already added all the requested classes. I just have to finish and test the stuff that's necessary to support modular objects, i.e. objects that already use the IBuildBuyListener interface. Give me another hour at the most.
If gotcha is all you’ve got, then you’ve got nothing. - Paul Krugman
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#52
12th Jun 2010 at 8:50 PM
Posts: 205
Too bad for the picnic basket
Here is the translation
Here is the translation
Attached files:
VanishingStrings FRENCH.txt (1.4 KB, 18 downloads) |
#53
12th Jun 2010 at 9:40 PM
Last edited by Buzzler : 12th Jun 2010 at 10:02 PM.
Quote: Originally posted by babboo
Too bad for the picnic basket |
Quote:
Here is the translation |
ETA: I capitalized the interaction names. I assume the original interactions names are all capitalized in French too. Also you wrote "de ce terrain" once. Since it's a been a long time since I last spoke French, I forgot most of it and only understand a little now. Yet "sur ce terrain", what you wrote the other times, sounds more suitable to me. I'll change it to "sur ce terrain" if you don't mind.
If gotcha is all you’ve got, then you’ve got nothing. - Paul Krugman
Alchemist
#54
12th Jun 2010 at 10:52 PM
Posts: 2,932
Thanks: 15576 in 28 Posts
Thanks again for making the script. I just finished some OMSP's using it And thanks also for adding that object to the script package
#55
12th Jun 2010 at 10:54 PM
Posts: 205
Quote: Originally posted by Buzzler
I'll change it to "sur ce terrain" if you don't mind. |
both work, so I don't mind
#56
12th Jun 2010 at 11:18 PM
Posts: 291
Thanks: 11531 in 41 Posts
Quote: Originally posted by Buzzler
Did you buy the mirrors just before looking for the interactions by any chance? |
Yes, that's probably what happened. I'll check again by reloading.
Also, I was going to propose translation in French, but I see it's already done, so, good .
#57
13th Jun 2010 at 10:12 AM
Posts: 153
Thanks: 1363 in 28 Posts
I think I've found a mod that conflicts with this; ChaosMageX's Chaos Mod painting>http://www.modthesims.info/download.php?t=356513...It seems that it sort of 'overrides' the vanishing script mod, because when I start my game with both vanishing script mod and ChaosMageX's mod installed, the 'invisibility' menu won't appear. However, it could just be my game going crazy, because I can't be the only one with this mod...and I seem to be the only one with this problem.
P.S My game version is 4.0, and I'm also including translation.
P.S My game version is 4.0, and I'm also including translation.
Attached files:
Translation_Korean.txt (1.3 KB, 10 downloads) |
#58
13th Jun 2010 at 10:53 AM
Quote: Originally posted by sims_reality
I think I've found a mod that conflicts with this; ChaosMageX's Chaos Mod painting{...}P.S My game version is 4.0, and I'm also including translation. |
The ChaosMod painting has not yet been updated to be compatible with the 1.12/2.7/3.3/4.0 code base. That's the only reason I can think of. For scripting mods to conflict there would have to be namespace or instance conflicts. Both are equally unlikely, and there aren't any. I just checked it just to make sure.
I'm suprised that the game will even load with an outdated mod such as that. Even a couple of my small mods caused the game to stall on loading a savegame, and the ChaosMod isn't small.
If gotcha is all you’ve got, then you’ve got nothing. - Paul Krugman
#59
13th Jun 2010 at 11:00 AM
Posts: 153
Thanks: 1363 in 28 Posts
Quote: Originally posted by Buzzler
Thanks for the translation. The ChaosMod painting has not yet been updated to be compatible with the 1.12/2.7/3.3/4.0 code base. That's the only reason I can think of. For scripting mods to conflict there would have to be namespace or instance conflicts. Both are equally unlikely, and there aren't any. I just checked it just to make sure. I'm suprised that the game will even load with an outdated mod such as that. Even a couple of my small mods caused the game to stall on loading a savegame, and the ChaosMod isn't small. |
Oh...ok...I guess I'll just delete it...........it's a bit sad, because ChaosMageX's painting carries some really nice features...
#60
13th Jun 2010 at 11:22 AM
Last edited by Buzzler : 8th Nov 2010 at 11:22 PM.
Reason: Going through old posts, removing outdated/borked scripts/objects.
Quote: Originally posted by sims_reality
Oh...ok...I guess I'll just delete it...........it's a bit sad, because ChaosMageX's painting carries some really nice features... |
Well, I think it's a tad too soon to consider it abandoned.
Can you do me a favor? Or two? Can you test the linked package if the Korean translation shows up correctly? I don't have support for Asian characters installed right now, and even if I had, it's pretty much impossible to tell if I accidently messed up the character set. BTW: You didn't translate the menu name ("Invisibility" - I forgot to delete the "TESTING".). Is that on purpose?
And since you have Ambitions, can you look for the class name of the consignement cash register using the little mod I posted here? TIA
If gotcha is all you’ve got, then you’ve got nothing. - Paul Krugman
Alchemist
#61
13th Jun 2010 at 11:22 AM
Posts: 2,932
Thanks: 15576 in 28 Posts
I checked the mirror interaction with a mirror that I already had placed in the house (just not in the same room) and it works just fine So the timing of placement thing was the issue I was having.
Also, I have the ChaosMage painting mod in my game...you can just see the painting at the corner of the picture I posted on the first page of this thread. I'm able to use both mods at the same time.
Also, I have the ChaosMage painting mod in my game...you can just see the painting at the corner of the picture I posted on the first page of this thread. I'm able to use both mods at the same time.
#62
13th Jun 2010 at 11:58 AM
Quote: Originally posted by orangemittens
I checked the mirror interaction with a mirror that I already had placed in the house (just not in the same room) and it works just fine So the timing of placement thing was the issue I was having. |
Quote:
Also, I have the ChaosMage painting mod in my game...you can just see the painting at the corner of the picture I posted on the first page of this thread. I'm able to use both mods at the same time. |
If gotcha is all you’ve got, then you’ve got nothing. - Paul Krugman
Alchemist
#63
13th Jun 2010 at 12:48 PM
Posts: 2,932
Thanks: 15576 in 28 Posts
NP about confusion...that's what the testing part is about I guess
No, my game isn't patched at all. I posted that so people who aren't patched to the most recent patches can be sure that this issue isn't one of conflicting mods
No, my game isn't patched at all. I posted that so people who aren't patched to the most recent patches can be sure that this issue isn't one of conflicting mods
#64
13th Jun 2010 at 6:35 PM
Posts: 153
Thanks: 1363 in 28 Posts
Quote: Originally posted by Buzzler
Can you do me a favor? Or two? Can you test the linked package if the Korean translation shows up correctly? I don't have support for Asian characters installed right now, and even if I had, it's pretty much impossible to tell if I accidently messed up the character set. BTW: You didn't translate the menu name ("Invisibility" - I forgot to delete the "TESTING".). Is that on purpose? And since you have Ambitions, can you look for the class name of the consignement cash register using the little mod I posted here? TIA |
It's Sims3.Gameplay.Objects.Register.ConsignmentRegister
Oh, and sorry about the translation...I somehow missed the 'Visibility' part... I'm posting a new version. Sorry for bothering you
Attached files:
Translation_Korean.txt (1.3 KB, 10 downloads) |
#65
14th Jun 2010 at 3:55 PM
Quote: Originally posted by orangemittens
I posted that so people who aren't patched to the most recent patches can be sure that this issue isn't one of conflicting mods |
Quote: Originally posted by sims_reality
I somehow missed the 'Visibility' part... I'm posting a new version. |
If gotcha is all you’ve got, then you’ve got nothing. - Paul Krugman
Lab Assistant
#66
17th Jun 2010 at 1:05 AM
Last edited by Shykary : 17th Jun 2010 at 2:53 AM.
Posts: 65
Well, the translation is here. (:
Attached files:
VanishingStrings_PT-BR.txt (1.5 KB, 8 downloads) |
Alchemist
#67
17th Jun 2010 at 1:19 AM
Posts: 2,932
Thanks: 15576 in 28 Posts
Well...I'm not going to say you're oblivious. I'll just say that this, "...It's damn near impossible for scripting mods to conflict...." isn't in the general fund of knowledge a lot of meshers have.
It isn't a bad thing to spell it out with a demonstration of veracity. Sorta as in, it isn't only a "works on my computer" kinda thing
What does the current version do...and did you update your page to describe the new function?
It isn't a bad thing to spell it out with a demonstration of veracity. Sorta as in, it isn't only a "works on my computer" kinda thing
What does the current version do...and did you update your page to describe the new function?
Test Subject
#68
17th Jun 2010 at 4:54 AM
Posts: 10
Thanks: 282 in 19 Posts
Quote: Originally posted by Buzzler
I'm suprised that the game will even load with an outdated mod such as that. Even a couple of my small mods caused the game to stall on loading a savegame, and the ChaosMod isn't small. |
Interestingly enough my game stalls on loading a savegame with the PatchIndependent version of the VanishingObject Scripts in my mods folder. I'm running a WA & HELS game patched to 3.2 but not to 3.3 yet, as I don't have the time to redownload and rehack the core mod package I use at the moment. I do have a couple other script mods installed that work just fine...
#69
17th Jun 2010 at 6:22 AM
Quote: Originally posted by orangemittens
Well...I'm not going to say you're oblivious. I'll just say that this, "...It's damn near impossible for scripting mods to conflict...." isn't in the general fund of knowledge a lot of meshers have. |
Quote:
What does the current version do...and did you update your page to describe the new function? |
Quote: Originally posted by fogelj256
Interestingly enough my game stalls on loading a savegame with the PatchIndependent version of the VanishingObject Scripts in my mods folder.{...} |
If gotcha is all you’ve got, then you’ve got nothing. - Paul Krugman
Test Subject
#70
17th Jun 2010 at 6:57 AM
Posts: 10
Thanks: 282 in 19 Posts
That fixed it, works perfectly for me now. I don't suppose there's a way to check for patch version before running the register code?
I suppose it doesn't matter in the long run though, eventually everyone will have to patch if they want the newest objects and toys in their game anyway.
I suppose it doesn't matter in the long run though, eventually everyone will have to patch if they want the newest objects and toys in their game anyway.
#71
18th Jun 2010 at 9:17 AM
Quote: Originally posted by fogelj256
I don't suppose there's a way to check for patch version before running the register code? |
I could "outsource" the patch-dependent classes to another assembly, but I don't think there's a way to create something like a "soft reference" to them, that gets only invoked after a version check.
If gotcha is all you’ve got, then you’ve got nothing. - Paul Krugman
#72
13th Jul 2010 at 1:46 AM
More translations!
Attached files:
VanishingStrings_SPA_ES.txt (1.6 KB, 6 downloads) | ||
Description: Spanish Translation | ||
VanishingStrings_SPA_MX.txt (1.6 KB, 7 downloads) | ||
Description: Spanish (Mexico) Translation |
Who Posted
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