JaJe 0 Report post Posted September 26, 2014 Hello there, After Installing IceOps, I can finally use scripts to my stock server that normally works only to mod! I add to my CoD4\main\localized_english_iw07.iwd folder with Pakscape program the following: localized_english_iw07.iwd/english/localizedstrings/mpui.str file which include: REFERENCE KILLHOUSE LANG_ENGLISH "TEST" I expected that Once saved my settings, and connect to my server (rebooted ofcourse), when I play map Killhouse, instead of showing the original name of mp_killhouse -> Killhouse to show -> "Test". If I play with mod, compiled etc...works, but why in this situation not works? Is there anything I have to do/edit to make the game read the new name of the map/gametypes/etc ? Thank you! Share this post Link to post Share on other sites
IJzzo 1,072 Report post Posted September 27, 2014 Hello there is content which needs to be downloaded. Which seems to be one of it. Share this post Link to post Share on other sites
JaJe 0 Report post Posted September 27, 2014 Hello and Thank you for answer! By download you mean downloading .gsc scripts for it, or mod? Share this post Link to post Share on other sites
T-Max 0 Report post Posted September 28, 2014 Localized strings must be compiled into .ff before using. Same as sounds(soundaliases), anims, models, images, materials. Only scripts can be server-side. Share this post Link to post Share on other sites
JaJe 0 Report post Posted September 28, 2014 So there's a chance to script .str file to .ff file and peoples to get the code without downloading like as a mod? like for .gsc scripts? In which .ff file is need to be compiled? Share this post Link to post Share on other sites
T-Max 0 Report post Posted September 28, 2014 No. localized_code_post_gfx_mp.ff. But all localized_ files are client-side... Share this post Link to post Share on other sites
JaJe 0 Report post Posted September 28, 2014 Uh....then there's a different way? I mean a code with .gsc file which converts all references to -> name I want from a .gsc file? Share this post Link to post Share on other sites
T-Max 0 Report post Posted September 28, 2014 init() { level.localizedString = []; level.localizedString["UI_HELLO"][0] = "Привет!" //Ru level.localizedString["UI_HELLO"][1] = "Hello!" //En ... } //on player connect: self.lang = 0; // 1 //in some func: text setText(level.localizedString["UI_HELLO"][self.lang]); // Message based on selected language Share this post Link to post Share on other sites
JaJe 0 Report post Posted September 28, 2014 Thank you very very much!!! I'm not a coder, but I know how to edit or add suplimentary stuff. What name should I give to this .gsc file (if it matters) and where to save it? maps folder? or on root? (inside .iwd file), Now I give you an example...tell me if I'm wrong or not... init() { level.localizedString = []; level.localizedString["CH_HINT"][0] = "Capture the flag." level.localizedString["CH_HAVE_FLAG"][1] = "Defend the flag: &&1" ... } //on player connect: self.lang = 0; // 1 //in some func: text setText(level.localizedString["CH_HINT"][self.lang]); // Message based on selected language text setText(level.localizedString["CH_HAVE_FLAG"][self.lang]); // Message based on selected language Share this post Link to post Share on other sites
Lossy 1 Report post Posted September 28, 2014 you can put it and name it what ever you want Share this post Link to post Share on other sites
JaJe 0 Report post Posted September 29, 2014 Ok, so I did saved the script T-Max gave me to string.gsc and saved it to localized_english_iw07.iwd/string.gsc I have added some .gsc from another mod (Openwarfare) which it works fine, the only thing is appears these OW_BLA_BLA messages, that's normally when compiled the mod, won't appears, because it compiles the openwarfare ow.str file. That's why I'd like to add manually these strings to -> original messages using a .gsc file. I tried, but still appears these codes instead of the message "OW_BLA_BLA". Any help please? It's almost 3 days I'm trying to find a solution for it. Share this post Link to post Share on other sites
T-Max 0 Report post Posted September 29, 2014 Script strings are not localized strings. You must replace all "OW_BLA_BLA" in openwarfare gscs' with your own text strings. Share this post Link to post Share on other sites
JaJe 0 Report post Posted September 29, 2014 I did this! I've replaced &"OW_GUID" to -> &"Your Guid is:" but is not working, after a lots of testing I found out that the game not recognize the space in my text or any other symbols like : inside quotes.. Share this post Link to post Share on other sites
NNJ 1 Report post Posted September 29, 2014 remove the & before "Your Guid is:" & means it's a localized string. Share this post Link to post Share on other sites
JaJe 0 Report post Posted September 29, 2014 Many thanks NNJ! This worked for most strings! for some .gsc files which it have the same string twice (precache and another code) won't work...but crash the game if I start... //nevermand (edited) I found out the solution, Thank you anyway! Share this post Link to post Share on other sites
JaJe 0 Report post Posted October 1, 2014 Thanks for your tip, now I've edited lots of strings with normal message, but I still need a tip for gametypes name. I have added gametype to my server without mod, example Knife only (knf.gsc/knf.txt) when loading a map with that map I see knf Killhouse insead of Knife Only Killhouse Any clue? Share this post Link to post Share on other sites
NNJ 1 Report post Posted October 1, 2014 not possible without a fastfile, meaning you make it a mod. Share this post Link to post Share on other sites
JaJe 0 Report post Posted October 1, 2014 Damn...I thought it could be possible with some .gsc file... But at least weapon file and images could works? (replacing mod images with another STOCK images)? Share this post Link to post Share on other sites
NNJ 1 Report post Posted October 1, 2014 nope, ONLY gsc files. Share this post Link to post Share on other sites
Lossy 1 Report post Posted October 1, 2014 Damn...I thought it could be possible with some .gsc file... But at least weapon file and images could works? (replacing mod images with another STOCK images)? Everything apart from GSC files requires people to download it, this includes images, sounds, csvs, strs, menus, fxs etc... pretty much everything that you'd need to compile into a fastfile you name it apart from GSC files. There no what about this and that, GSC files is the only thing you can edit. Share this post Link to post Share on other sites
JaJe 0 Report post Posted October 2, 2014 Thank you for your answers! I'm pretty disappointed, but that's is. While modding, I see strings files, material files menu files going to fast file, and to the .iwd file I could edit weapon file, images file and I thought that If I replaced to .gsc file eg. precacheshader "shield" -> with something that's already exist for stock cod4 would work, and for weapon files too. Because is nothing than script inside. I did my best with some help to add as many gametypes to cod4 (thanks for IceOps executable) so nobody will have to download anything but just play. Some gametypes (which works without any problem) like Capture the Flag, Instead to see the 3D icon of the flag position, I see the purple square, then, I have to decide...to keep as it, or to remove. Thank you again! Share this post Link to post Share on other sites
JaJe 0 Report post Posted October 3, 2014 Again I'm stuck! I'm trying to make working correct the flag images (that are included to stock Cod4 These are included to CoD4 .iwd files objpoint_flag_opfor.iwi -> not work objpoint_flag_x_opfor.iwi -> works objpoint_flag_american.iwi -> not work objpoint_flag_x_american.iwi -> works objpoint_flag_british.iwi -> not work objpoint_flag_x_british.iwi -> works objpoint_flag_russian.iwi -> works objpoint_flag_x_russian.iwi ->not works So I see both flags models working correctly, but not the icon above (I see purple square), when I capture a flag, I see the icon of the flag with a red X (proof that works opbpoint_flag_x_.iwi). Here's the code of ctf.gsc I tried and tried everything, but nothing wants to works, what do I miss? (original .gsc). onPrecacheGameType() { // Initialize an array to keep all the assets we'll be using game[level.gameType] = []; // Precache team dependent assets for allies if ( game["allies"] == "marines" ) { game[level.gameType]["prop_flag_allies"] = "prop_flag_american"; game[level.gameType]["prop_flag_allies_carry"] = "prop_flag_american_carry"; game[level.gameType]["compass_waypoint_flag_allies"] = "objpoint_flag_american"; game[level.gameType]["waypoint_flag_allies"] = "objpoint_flag_american"; game[level.gameType]["waypoint_flag_allies_x"] = "objpoint_flag_x_american"; game[level.gameType]["hud_flag_allies"] = "objpoint_flag_american"; game[level.gameType]["flag_base_allies"] = loadFX( "misc/ui_flagbase_silver" ); } else { game[level.gameType]["prop_flag_allies"] = "prop_flag_brit"; game[level.gameType]["prop_flag_allies_carry"] = "prop_flag_brit_carry"; game[level.gameType]["compass_waypoint_flag_allies"] = "objpoint_flag_british"; game[level.gameType]["waypoint_flag_allies"] = "objpoint_flag_british"; game[level.gameType]["waypoint_flag_allies_x"] = "objpoint_flag_x_british"; game[level.gameType]["hud_flag_allies"] = "objpoint_flag_british"; game[level.gameType]["flag_base_allies"] = loadFX( "misc/ui_flagbase_black" ); } // Precache everything (no matter that we precache the same thing more than once, we have it anyway // in case someone decides to use different images) precacheModel( game[level.gameType]["prop_flag_allies"] ); precacheModel( game[level.gameType]["prop_flag_allies_carry"] ); precacheShader( game[level.gameType]["compass_waypoint_flag_allies"] ); precacheShader( game[level.gameType]["waypoint_flag_allies"] ); precacheShader( game[level.gameType]["waypoint_flag_allies_x"] ); precacheShader( game[level.gameType]["hud_flag_allies"] ); // Precache team dependent assets for axis if ( game["axis"] == "russian" ) { game[level.gameType]["prop_flag_axis"] = "prop_flag_russian"; game[level.gameType]["prop_flag_axis_carry"] = "prop_flag_russian_carry"; game[level.gameType]["compass_waypoint_flag_axis"] = "objpoint_flag_russian"; game[level.gameType]["waypoint_flag_axis"] = "objpoint_flag_russian"; game[level.gameType]["waypoint_flag_axis_x"] = "objpoint_flag_x_russian"; game[level.gameType]["hud_flag_axis"] = "objpoint_flag_russian"; game[level.gameType]["flag_base_axis"] = loadFX( "misc/ui_flagbase_red" ); } else { game[level.gameType]["prop_flag_axis"] = "prop_flag_opfor"; game[level.gameType]["prop_flag_axis_carry"] = "prop_flag_opfor_carry"; game[level.gameType]["compass_waypoint_flag_axis"] = "objpoint_flag_opfor"; game[level.gameType]["waypoint_flag_axis"] = "objpoint_flag_opfor"; game[level.gameType]["waypoint_flag_axis_x"] = "objpoint_flag_x_opfor"; game[level.gameType]["hud_flag_axis"] = "objpoint_flag_opfor"; game[level.gameType]["flag_base_axis"] = loadFX( "misc/ui_flagbase_gold" ); } // Precache everything (no matter that we precache the same thing more than once, we have it anyway // in case someone decides to use different images) precacheModel( game[level.gameType]["prop_flag_axis"] ); precacheModel( game[level.gameType]["prop_flag_axis_carry"] ); precacheShader( game[level.gameType]["compass_waypoint_flag_axis"] ); precacheShader( game[level.gameType]["waypoint_flag_axis"] ); precacheShader( game[level.gameType]["waypoint_flag_axis_x"] ); precacheShader( game[level.gameType]["hud_flag_axis"] ); // Precache other assets that are not team dependent precacheStatusIcon( "hud_status_flag" ); precacheShader( "compass_waypoint_target" ); precacheShader( "waypoint_kill" ); precacheShader( "compass_waypoint_defend" ); precacheShader( "waypoint_defend" ); Share this post Link to post Share on other sites
NNJ 1 Report post Posted October 3, 2014 Make sure they are precached. We have helped you out quite a bit, and now it's becoming script help, which we don't do here. Closed. Share this post Link to post Share on other sites