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[KR] KAMI KR

Patches for Black Desert localization.
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[KR] KAMI KR

Postby KAMIKADzE » Sun 2016.06.26, 10:02

KAMI KR Project merged with other KAMI Projects into KAMI Project



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Re: [KR] KAMI KR

Postby LuckyFennec » Wed 2016.06.29, 11:14

Hey there Kami, just wondering if you'll still need KR volunteers to send you the latest output files every time KR gets a weekly update patch?

Oh, and just to double check, when using your new launcher to patch the game, to uninstall the patch would just require us to manually delete the prestringtable folder in our game directory?

Awesome job with the new launcher, thanks for the hard work!

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Re: [KR] KAMI KR

Postby KAMIKADzE » Wed 2016.06.29, 11:31

LuckyFennec wrote:Hey there Kami, just wondering if you'll still need KR volunteers to send you the latest output files every time KR gets a weekly update patch?

Oh, and just to double check, when using your new launcher to patch the game, to uninstall the patch would just require us to manually delete the prestringtable folder in our game directory?

Awesome job with the new launcher, thanks for the hard work!

Check out FAQ#25, it might clarify a lot of things to you.
I will no longer need it if getting KR RAW will work. I will no longer need KR RAW if patching will work fine (my JP translation + KR mod). If there will be any troubles with any of those then let me know about it and I'll need your help in updating it.

Also if someone wants to take over "KR prestringtable folder in archive format" (for those who don't want to use Launcher) then that would be great (e.g. - patch client => zip prestringtable folder => upload somewhere => paste link here on the forum). You can even take over KR mod if you would want to =D

As for the removal of patch - yes, simply delete prestringtable folder or its content. I might even add a button in Launcher for that, TBH I haven't even though about it, since it's kinda easy anyway *JOKINGLY*

P.S. By the way if your question was about "Do I need to delete prestringtable folder while updating the KR client?" - then IDK, we don't need to do that here in JP.



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Re: [KR] KAMI KR

Postby Taujin » Fri 2016.07.08, 06:19

Hey Kami, great work as always. Will be hanging around =D

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Re: [KR] KAMI KR

Postby jicsmart » Sat 2016.07.09, 14:51

Taujin wrote:Hey Kami, great work as always. Will be hanging around =D


I agree. Just generate patch with kami's patcher every week. *THUMBUP*

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Re: [KR] KAMI KR

Postby KAMIKADzE » Sat 2016.07.09, 15:02

jicsmart wrote:
Taujin wrote:Hey Kami, great work as always. Will be hanging around =D


I agree. Just generate patch with kami's patcher every week. *THUMBUP*

Almost correct. Generate after each update. And keep an eye on KAMI JP, as auto-project-updates aren't there yet and for example the current version of it is ahead of the one that is shipped with the latest version of Launcher. *JCONFUSED*



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Re: [KR] KAMI KR

Postby LuckyFennec » Sat 2016.07.16, 23:09

Just an update on auto-patcher usage for KR - it's still handling all the weekly updates brilliantly! Great job mate!

I had the old issue of untranslated Japanese text appearing in the KR client, as well as the webstore and wiki links pointing to the JP client's version using launcher v0.6d2, but since updating to the latest v0.6f all these aren't an issue anymore. Awesome!

The one thing that stands out to me at the moment is the translations for the new skill awakening (now called skill add-on/specialisation) system.

Here's what it looks like with the Kami patch:

http://puu.sh/q44MZ/4a43ad3a6a.jpg
http://puu.sh/q44P5/fe62cc546e.jpg

Each skill should have a unique list of specialisation effects that are different for each and every skill. However, the patch just defaults to putting generic Melee/Ranged/Magic Attack lines in - this shows up the same for all the classes right now. This makes it basically impossible to correctly awaken skills while using this patch for now.

What would you recommend to correct this for the KR version? I don't think JP has the new skill specialisation system yet, so I can imagine it'll be difficult for you to test for a fix on your version. Should I create a mod for KR and translate the specialisations correctly, then maybe merge the fixed strings into your main KR patch version?

EDIT: Oh, another thing. Is it normal for the patcher to take 4-5 minutes to patch? Not a complaint or anything, just curious to know if it's working as intended on my version.

EDIT #2: The Remove Patch button doesn't seem to be working for me too: http://puu.sh/q45qo/e28e6b58e7.png
I have BDO installed in a non-default location though, if that makes a difference.

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Re: [KR] KAMI KR

Postby KAMIKADzE » Sun 2016.07.17, 01:00

LuckyFennec wrote:Just an update on auto-patcher usage for KR - it's still handling all the weekly updates brilliantly! Great job mate!

I had the old issue of untranslated Japanese text appearing in the KR client, as well as the webstore and wiki links pointing to the JP client's version using launcher v0.6d2, but since updating to the latest v0.6f all these aren't an issue anymore. Awesome!

The one thing that stands out to me at the moment is the translations for the new skill awakening (now called skill add-on/specialisation) system.

Here's what it looks like with the Kami patch:

http://puu.sh/q44MZ/4a43ad3a6a.jpg
http://puu.sh/q44P5/fe62cc546e.jpg

Each skill should have a unique list of specialisation effects that are different for each and every skill. However, the patch just defaults to putting generic Melee/Ranged/Magic Attack lines in - this shows up the same for all the classes right now. This makes it basically impossible to correctly awaken skills while using this patch for now.

What would you recommend to correct this for the KR version? I don't think JP has the new skill specialisation system yet, so I can imagine it'll be difficult for you to test for a fix on your version. Should I create a mod for KR and translate the specialisations correctly, then maybe merge the fixed strings into your main KR patch version?

EDIT: Oh, another thing. Is it normal for the patcher to take 4-5 minutes to patch? Not a complaint or anything, just curious to know if it's working as intended on my version.

EDIT #2: The Remove Patch button doesn't seem to be working for me too: http://puu.sh/q45qo/e28e6b58e7.png
I have BDO installed in a non-default location though, if that makes a difference.

Yeah I know about that, but we don't have it in JP yet.

Yes you can translate and merge whatever you don't like in my patch, especially such things. If you'll do so then consider posting your mod in the mod section for other KR players. If you'll have any questions related to modding - you can always ask me.

Regarding the remove patch button - send me EvLog folder (it should contain the cause of that), or if you already have a tons of logs there - click remove patch and then find the log of that error by the datetime name inside EvLog folder, so that I won't need to go through all of those. I won't be able to help you without that.
If you can patch and get raw from the "Simple" tab then it is surely unrelated to the location of your BDO client.

P.S. By the way - you should still be able to find untranslated stuff, maybe even in JP text. I still need to check ~8k rows, some of which I've probably bulk-translated already, but for sure not all of them (quests/skills/dialogs for the most part, TBH it would be good to redo skill part completely, but since they keep changing them on every-patch basis, I just can't force myself to waste time on that).

And since I forgot to answer on time question - yes it is normal. I've addressed that question somewhere, not sure where. Basically the speed will increase drastically when I'll get to it, because currently it is done in an extremely safe way (which is slow). The reason for that is that when I'll start messing with "speed" errors might start popping up all of a sudden for some users, which won't happen on my side (cause of different OS/CPU/RAM), and in that case they'll be able to fall back to an older version which is very strict in that regards, until I'll be able to spot the issue and fix it.



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Re: [KR] KAMI KR

Postby jicsmart » Mon 2016.07.18, 09:48

Don't worry fennec.

JP will update the new skill awakening system on Wednesday. (I guess patcher will fix this,too)

ans.
edit , Yes,it is. it need 5-10 minutes to generate patch depend on machine.(my old laptop used 10 minutes to patch)

-deleted- didn't work anymore
Last edited by jicsmart on Wed 2016.07.20, 17:58, edited 1 time in total.

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Re: [KR] KAMI KR

Postby KAMIKADzE » Mon 2016.07.18, 18:48

jicsmart wrote:Don't worry fennec.

JP will update the new skill awakening system on Wednesday. (I guess patcher will fix this,too)

ans.
edit , Yes,it is. it need 5-10 minutes to generate patch depend on machine.(my old laptop used 10 minutes to patch)

if you hurry then try my test English patch for kr. (Generated by Kami's patcher)
https://www.dropbox.com/s/bmyv1617fhoul ... 4.zip?dl=0

ps. I didn't add MarketCategoryNameTag sheet in languagedata (for new Marketplace). incorrect item description.

Yep, on this JP Wednesday. Launcher is not sophisticated enough to auto-translate changed strings, yet, but hopefully will be able to do so in the future (there are still lots of things that I'd like to do prior to that).
I will try to update translation asap, but as always that depends on my free time.




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