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Avernum 6 script to area names
Avernum 6 script to area names










  1. #AVERNUM 6 SCRIPT TO AREA NAMES FULL#
  2. #AVERNUM 6 SCRIPT TO AREA NAMES PC#
  3. #AVERNUM 6 SCRIPT TO AREA NAMES PLUS#

On one hand it was good, since we figured out the problem so it'll never happen to us again, but on the other hand, it caused issues all the way up to the end and removed any hope of my own time off over the holiday. We had to go about finding hundreds of these 'lost strings' by hand, a job that primarily fell to me and John Morgan, the assistant producer. KotOR II has over 500,000 words and thousands and thousands of strings. Somewhere in our localization loop, there was a hole, and a number of strings (chunks of text) weren't translated - that's bad news.

#AVERNUM 6 SCRIPT TO AREA NAMES PC#

By the end of December the PC version was working pretty well, but we had to shift focus to the international versions. At the same time, the LucasArts compatibility team put the game through the ringer and figured out what it worked for and what it didn't.

#AVERNUM 6 SCRIPT TO AREA NAMES FULL#

We had a list of these and set about getting them fixed first-thing so that Q/A could begin a full play-through of the game. Our biggest challenge for the PC version was timing issues - in some cases cutscenes, which worked great on the Xbox, but failed on the PC. The programmers set to work on getting everything localized, and I had the unenviable task of localizing all the interfaces and putting any remaining finishing touches into the PC version. As December started, we were in full swing again. We also had to make interface modifications for all those titles which really hadn't even been started yet.

#AVERNUM 6 SCRIPT TO AREA NAMES PLUS#

We still had five versions for the Xbox to do for Europe (PAL plus French, German, Italian, and Spanish), and five versions for the PC (English plus the localized versions). When we finally finished up the Xbox version in November, we needed a short break. The fellas who made this game used the PC version to test changes, so in many ways as we debugged the Xbox version, we were also fixing most of the bugs in the PC version which made the PC completion process post-December much easier. We had the opportunity to ship the Xbox version in December (but keep the PC release until February as we originally announced), so we focused our efforts on the Xbox.

avernum 6 script to area names

We spent a good chunk of time at the beginning of the project syncing up assets and figuring out a build process that produced a new Xbox and PC version of the game every morning. The Windows version was essentially developed in conjunction with the Xbox version. This diary is about the last days of the project and the completion of the PC version. That's not the topic on the table, however.

avernum 6 script to area names

We all worked hard to get the Xbox version out in time for the holidays, but the important part is that the vast majority of folks are enjoying it, and we've even been nominated for several awards. When you look at them in inventory they have no value unlike regular mushrooms. If that was the place the mushrooms are in the northeast area near the river and look like ordinary mushrooms. Star Wars Knights of the Old Republic II: The Sith Lords came out for the Xbox almost two months ago, and the PC version will be in stores on February 10, 2005. That looked like one of the two places in the Abyss where you can find the mushrooms, the crypt with the banshees.












Avernum 6 script to area names