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[All] KAMI

Patches for Black Desert localization.
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Re: [JP] KAMI JP

Postby KAMIKADzE » Fri 2016.11.25, 02:05

Updated to v2.11b



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Re: [JP] KAMI JP

Postby KAMIKADzE » Sun 2016.11.27, 08:13

Updated to v2.11c



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Re: [JP] KAMI JP

Postby Skydrite » Tue 2016.11.29, 01:18

Oh, hey bro, how's going

First of all here take a look when you have a time

The other question i have to do is... using the translated strings from japanese server, how can i merge it with kr translations?
and the file Default.sc i have edited it to remove some collumns, but yet persist when i apply the patch with the program..

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Re: [JP] KAMI JP

Postby KAMIKADzE » Tue 2016.11.29, 04:32

Skydrite wrote:Oh, hey bro, how's going

First of all here take a look when you have a time

The other question i have to do is... using the translated strings from japanese server, how can i merge it with kr translations?
and the file Default.sc i have edited it to remove some collumns, but yet persist when i apply the patch with the program..

Try to be more specific on your questions. You can merge anything with anything, as long as the table names and column names are the same. You will be able to omit some rows depending on language, words, etc. etc. in the next version, which may even appear on this week (I seriously have no idea when I'll find time to finish it), if that is what interests you (for now you need to manually remove rows that you don't want to be transferred from the translation file).

Regarding scheme - on the current version you need to replace Default one with yours in order for it to work. Let's imagine that you want to remove column from SkillType_Table_New named Desc, change that:

Code: Select all

"SkillType_Table_New": {
      "Keys": {
        "SkillNo": "^SkillNo"
      },
      "Values": {
        "SkillName": "~SkillName",
        "SkillShortName": "~SkillShortName",
        "Control": "~Control",
        "Desc": "~Desc"
      },
      "Actions": {
        "AllowNullKeys": false
      }
    },

on that:

Code: Select all

"SkillType_Table_New": {
      "Keys": {
        "SkillNo": "^SkillNo"
      },
      "Values": {
        "SkillName": "~SkillName",
        "SkillShortName": "~SkillShortName",
        "Control": "~Control"
      },
      "Actions": {
        "AllowNullKeys": false
      }
    },

save - Done. If you edited during the program runtime - restart it. The ability to load /whatever scheme from /whatever path should also come with the next version, for now you're limited to editing Default one.
And also if you meant non-languagedata then those RAWs are copied from the client (languagedata on the other hand is created by BDOPatcher), so during merge it won't cut-out columns from the base files. Basically scheme is used to create languagedata and in merging to know which tables/columns should be checked, e.g. if both base and translation has specified table/column/row and it is present in the scheme - values will be copied to base from translation (hopefully that is clear enough).



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Re: [JP] KAMI JP

Postby Skydrite » Tue 2016.11.29, 04:49

Yeah, some tables worked but not all of them... whatever is progressing now...
I have some News about translating kr, some of my friends told me the KR DEV's now are blocking the content files prestringtable and when they try to edit, simple has nothing, even extracting the game folder, getting the datasheets, etc.... do you have any ideia what you will have to do if this comes to JP server?

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Re: [JP] KAMI JP

Postby KAMIKADzE » Tue 2016.11.29, 05:03

Skydrite wrote:Yeah, some tables worked but not all of them... whatever is progressing now...
I have some News about translating kr, some of my friends told me the KR DEV's now are blocking the content files prestringtable and when they try to edit, simple has nothing, even extracting the game folder, getting the datasheets, etc.... do you have any ideia what you will have to do if this comes to JP server?

On KR with the latest update they made it so that only languagedata is loaded from prestringtable folder. So there are 3 ways in which they might go:
1) It was just an "error" and everything will be fixed with the next KR update.
2) That was done intentionally. If so - then it is not the worst case, basically I'll need to update Launcher so that it will put languageadata inside prestringtable folder while 3 others "inside the game, replacing the real ones in it" (that will mean that you can say bye bye to patches in a form of zipped 4 xlsm files and that you will need to "remove"/"install" patch before/after game update respectively). Of course it will take some time for me to add that capability.
3) They forgot about languagedata and it will be even worse with the next KR update. Basically the same thing as with #2 + I'll need to add backward-compatibility for full languagedata, which will ofc take more time than just #2.



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Re: [JP] KAMI JP

Postby Skydrite » Wed 2016.11.30, 01:39

Maybe this will be a problem, but i have another News.

The others creators from KR patch said that, when the file xlsm is encrypted the game can't check, but it permit to read the content... and the other thing is, i've tested here with your program... the client is only Reading the LanguageData(missing the card_table, CharacterTable_Function and the others 3 xlsm files), the UI and some errors notifications is missing, to force that they are doing this (of course it's not a safe method)

Creating a backup file pad00000.meta and deleting it when launch the game
Replacing the pad00000.meta when the game update

As you had said, it will take a time to you create a new fix for this, but i think you will solve this problem fast :p

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Re: [JP] KAMI JP

Postby KAMIKADzE » Wed 2016.11.30, 23:21

Updated to v2.11d



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Re: [JP] KAMI JP

Postby jicsmart » Thu 2016.12.01, 11:56

KAMIKADzE wrote:
Skydrite wrote:Yeah, some tables worked but not all of them... whatever is progressing now...
I have some News about translating kr, some of my friends told me the KR DEV's now are blocking the content files prestringtable and when they try to edit, simple has nothing, even extracting the game folder, getting the datasheets, etc.... do you have any ideia what you will have to do if this comes to JP server?

On KR with the latest update they made it so that only languagedata is loaded from prestringtable folder. So there are 3 ways in which they might go:
1) It was just an "error" and everything will be fixed with the next KR update.
2) That was done intentionally. If so - then it is not the worst case, basically I'll need to update Launcher so that it will put languageadata inside prestringtable folder while 3 others "inside the game, replacing the real ones in it" (that will mean that you can say bye bye to patches in a form of zipped 4 xlsm files and that you will need to "remove"/"install" patch before/after game update respectively). Of course it will take some time for me to add that capability.
3) They forgot about languagedata and it will be even worse with the next KR update. Basically the same thing as with #2 + I'll need to add backward-compatibility for full languagedata, which will ofc take more time than just #2.


KR updated today still same last week.[Only langaugedata work but other not]
I guess they[Dev] intended to do it.
Don't sure about involve with Taiwan server or not.

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KAMIKADzE
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Re: [JP] KAMI JP

Postby KAMIKADzE » Thu 2016.12.01, 12:11

jicsmart wrote:KR updated today still same last week.[Only langaugedata work but other not]
I guess they[Dev] intended to do it.
Don't sure about involve with Taiwan server or not.

Thanks for the info.




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