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Analyzed about 20 hours ago. based on code collected about 20 hours ago.
Posted almost 8 years ago
Hercules Ultimate Localization DesignHello~! - What?!Servers are now able to run under any number of languages, without having any of the default files modifiedDesigned by Haruna and IndTranslating NPCs without editing themBy launching map server ... [More] with the --generate-translations param a .pot (.po template) file will be created with all of the servers translate-able strings (including all npc dialogue), this file can be edited in text mode or by utilising any .po editor (there are many out there; for a high range of OSes)A .po file does not need to be fully translated to be used, map server will know when loading the file, and will fallback to the hardcoded string in the npc files as necessaryUsers are able to change their language with the new @lang command, @lang controls what language users see in @commands (msg_txt stuff) as well as over npc dialoguesmap-server.conf has a new setting called default_language where server owners may specify which language should be used as a baseWhen you have a new .po file you want map server to use, add it to db/translations.confEasy to MaintainSince .po is a widely used format there are many tools that can help with merging for example Poedit, which easily consolidates a translated .po file with a newly generated .pot. For example when you have a translated .po and since it was created npc dialogs were added or modified all you have to do is launch map server to generate a new .pot, open your old .po in Poedit, go "Catalog -> Update from POT file" and it will insert the new translatable strings without touching your existing translations, it will also notify you of any "obsolete" strings that are in your .po file but that are no longer in useScript Command MacroBesides messages.conf, all the dialogue utilised by 'mes' and 'select' is included in the .pot automatically, this patch also introduces a mechanism for utilising strings outside of these commands, the script macro _() which can be employed just as if it were a script function, for example set .@status$,_("Available"); tells map server to export "Available" as a translate-able string when it is run with --generate-translations (when running map server normally the macro has no overhead during runtime)Special Thanks toRaizen and Roberto from Cronus, we would not have worked on this if it weren't for themLinks~!CommitEditing Example [Less]
Posted almost 8 years ago
Hercules Ultimate Localization DesignHello~! - What?!Servers are now able to run under any number of languages, without having any of the default files modifiedDesigned by Haruna and IndTranslating NPCs without editing themBy launching map server ... [More] with the --generate-translations param a .pot (.po template) file will be created with all of the servers translate-able strings (including all npc dialogue), this file can be edited in text mode or by utilising any .po editor (there are many out there; for a high range of OSes)A .po file does not need to be fully translated to be used, map server will know when loading the file, and will fallback to the hardcoded string in the npc files as necessaryUsers are able to change their language with the new @lang command, @lang controls what language users see in @commands (msg_txt stuff) as well as over npc dialoguesmap-server.conf has a new setting called default_language where server owners may specify which language should be used as a baseWhen you have a new .po file you want map server to use, add it to db/translations.confEasy to MaintainSince .po is a widely used format there are many tools that can help with merging for example Poedit, which easily consolidates a translated .po file with a newly generated .pot. For example when you have a translated .po and since it was created npc dialogs were added or modified all you have to do is launch map server to generate a new .pot, open your old .po in Poedit, go "Catalog -> Update from POT file" and it will insert the new translatable strings without touching your existing translations, it will also notify you of any "obsolete" strings that are in your .po file but that are no longer in useScript Command MacroBesides messages.conf, all the dialogue utilised by 'mes' and 'select' is included in the .pot automatically, this patch also introduces a mechanism for utilising strings outside of these commands, the script macro _() which can be employed just as if it were a script function, for example set .@status$,_("Available"); tells map server to export "Available" as a translate-able string when it is run with --generate-translations (when running map server normally the macro has no overhead during runtime)Special Thanks toRaizen and Roberto from Cronus, we would not have worked on this if it weren't for themLinks~!CommitEditing Example [Less]
Posted almost 8 years ago
Hercules Ultimate Localization DesignHello~! - What?!Servers are now able to run under any number of languages, without having any of the default files modifiedDesigned by Haruna and IndTranslating NPCs without editing themBy launching map server ... [More] with the --generate-translations param a .pot (.po template) file will be created with all of the servers translate-able strings (including all npc dialogue), this file can be edited in text mode or by utilising any .po editor (there are many out there; for a high range of OSes)A .po file does not need to be fully translated to be used, map server will know when loading the file, and will fallback to the hardcoded string in the npc files as necessaryUsers are able to change their language with the new @lang command, @lang controls what language users see in @commands (msg_txt stuff) as well as over npc dialoguesmap-server.conf has a new setting called default_language where server owners may specify which language should be used as a baseWhen you have a new .po file you want map server to use, add it to db/translations.confEasy to MaintainSince .po is a widely used format there are many tools that can help with merging for example Poedit, which easily consolidates a translated .po file with a newly generated .pot. For example when you have a translated .po and since it was created npc dialogs were added or modified all you have to do is launch map server to generate a new .pot, open your old .po in Poedit, go "Catalog -> Update from POT file" and it will insert the new translatable strings without touching your existing translations, it will also notify you of any "obsolete" strings that are in your .po file but that are no longer in useScript Command MacroBesides messages.conf, all the dialogue utilised by 'mes' and 'select' is included in the .pot automatically, this patch also introduces a mechanism for utilising strings outside of these commands, the script macro _() which can be employed just as if it were a script function, for example set .@status$,_("Available"); tells map server to export "Available" as a translate-able string when it is run with --generate-translations (when running map server normally the macro has no overhead during runtime)Special Thanks toRaizen and Roberto from Cronus, we would not have worked on this if it weren't for themLinks~!CommitEditing Example [Less]
Posted almost 8 years ago
Hercules Ultimate Localization DesignHello~! - What?!Servers are now able to run under any number of languages, without having any of the default files modifiedDesigned by Haruna and IndTranslating NPCs without editing themBy launching map server ... [More] with the --generate-translations param a .pot (.po template) file will be created with all of the servers translate-able strings (including all npc dialogue), this file can be edited in text mode or by utilising any .po editor (there are many out there; for a high range of OSes)A .po file does not need to be fully translated to be used, map server will know when loading the file, and will fallback to the hardcoded string in the npc files as necessaryUsers are able to change their language with the new @lang command, @lang controls what language users see in @commands (msg_txt stuff) as well as over npc dialoguesmap-server.conf has a new setting called default_language where server owners may specify which language should be used as a baseWhen you have a new .po file you want map server to use, add it to db/translations.confEasy to MaintainSince .po is a widely used format there are many tools that can help with merging for example Poedit, which easily consolidates a translated .po file with a newly generated .pot. For example when you have a translated .po and since it was created npc dialogs were added or modified all you have to do is launch map server to generate a new .pot, open your old .po in Poedit, go "Catalog -> Update from POT file" and it will insert the new translatable strings without touching your existing translations, it will also notify you of any "obsolete" strings that are in your .po file but that are no longer in useScript Command MacroBesides messages.conf, all the dialogue utilised by 'mes' and 'select' is included in the .pot automatically, this patch also introduces a mechanism for utilising strings outside of these commands, the script macro _() which can be employed just as if it were a script function, for example set .@status$,_("Available"); tells map server to export "Available" as a translate-able string when it is run with --generate-translations (when running map server normally the macro has no overhead during runtime)Special Thanks toRaizen and Roberto from Cronus, we would not have worked on this if it weren't for themLinks~!CommitEditing Example [Less]
Posted almost 8 years ago
Hercules Ultimate Localization DesignHello~! - What?!Servers are now able to run under any number of languages, without having any of the default files modifiedDesigned by Haruna and IndTranslating NPCs without editing themBy launching map server ... [More] with the --generate-translations param a .pot (.po template) file will be created with all of the servers translate-able strings (including all npc dialogue), this file can be edited in text mode or by utilising any .po editor (there are many out there; for a high range of OSes)A .po file does not need to be fully translated to be used, map server will know when loading the file, and will fallback to the hardcoded string in the npc files as necessaryUsers are able to change their language with the new @lang command, @lang controls what language users see in @commands (msg_txt stuff) as well as over npc dialoguesmap-server.conf has a new setting called default_language where server owners may specify which language should be used as a baseWhen you have a new .po file you want map server to use, add it to db/translations.confEasy to MaintainSince .po is a widely used format there are many tools that can help with merging for example Poedit, which easily consolidates a translated .po file with a newly generated .pot. For example when you have a translated .po and since it was created npc dialogs were added or modified all you have to do is launch map server to generate a new .pot, open your old .po in Poedit, go "Catalog -> Update from POT file" and it will insert the new translatable strings without touching your existing translations, it will also notify you of any "obsolete" strings that are in your .po file but that are no longer in useScript Command MacroBesides messages.conf, all the dialogue utilised by 'mes' and 'select' is included in the .pot automatically, this patch also introduces a mechanism for utilising strings outside of these commands, the script macro _() which can be employed just as if it were a script function, for example set .@status$,_("Available"); tells map server to export "Available" as a translate-able string when it is run with --generate-translations (when running map server normally the macro has no overhead during runtime)Special Thanks toRaizen and Roberto from Cronus, we would not have worked on this if it weren't for themLinks~!CommitEditing Example [Less]
Posted almost 8 years ago
Hercules Ultimate Localization DesignHello~! - What?!Servers are now able to run under any number of languages, without having any of the default files modifiedDesigned by Haruna and IndTranslating NPCs without editing themBy launching map server ... [More] with the --generate-translations param a .pot (.po template) file will be created with all of the servers translate-able strings (including all npc dialogue), this file can be edited in text mode or by utilising any .po editor (there are many out there; for a high range of OSes)A .po file does not need to be fully translated to be used, map server will know when loading the file, and will fallback to the hardcoded string in the npc files as necessaryUsers are able to change their language with the new @lang command, @lang controls what language users see in @commands (msg_txt stuff) as well as over npc dialoguesmap-server.conf has a new setting called default_language where server owners may specify which language should be used as a baseWhen you have a new .po file you want map server to use, add it to db/translations.confEasy to MaintainSince .po is a widely used format there are many tools that can help with merging for example Poedit, which easily consolidates a translated .po file with a newly generated .pot. For example when you have a translated .po and since it was created npc dialogs were added or modified all you have to do is launch map server to generate a new .pot, open your old .po in Poedit, go "Catalog -> Update from POT file" and it will insert the new translatable strings without touching your existing translations, it will also notify you of any "obsolete" strings that are in your .po file but that are no longer in useScript Command MacroBesides messages.conf, all the dialogue utilised by 'mes' and 'select' is included in the .pot automatically, this patch also introduces a mechanism for utilising strings outside of these commands, the script macro _() which can be employed just as if it were a script function, for example set .@status$,_("Available"); tells map server to export "Available" as a translate-able string when it is run with --generate-translations (when running map server normally the macro has no overhead during runtime)Special Thanks toRaizen and Roberto from Cronus, we would not have worked on this if it weren't for themLinks~!CommitEditing Example [Less]
Posted almost 8 years ago
Hercules Ultimate Localization DesignHello~! - What?!Servers are now able to run under any number of languages, without having any of the default files modifiedDesigned by Haruna and IndTranslating NPCs without editing themBy launching map server ... [More] with the --generate-translations param a .pot (.po template) file will be created with all of the servers translate-able strings (including all npc dialogue), this file can be edited in text mode or by utilising any .po editor (there are many out there; for a high range of OSes)A .po file does not need to be fully translated to be used, map server will know when loading the file, and will fallback to the hardcoded string in the npc files as necessaryUsers are able to change their language with the new @lang command, @lang controls what language users see in @commands (msg_txt stuff) as well as over npc dialoguesmap-server.conf has a new setting called default_language where server owners may specify which language should be used as a baseWhen you have a new .po file you want map server to use, add it to db/translations.confEasy to MaintainSince .po is a widely used format there are many tools that can help with merging for example Poedit, which easily consolidates a translated .po file with a newly generated .pot. For example when you have a translated .po and since it was created npc dialogs were added or modified all you have to do is launch map server to generate a new .pot, open your old .po in Poedit, go "Catalog -> Update from POT file" and it will insert the new translatable strings without touching your existing translations, it will also notify you of any "obsolete" strings that are in your .po file but that are no longer in useScript Command MacroBesides messages.conf, all the dialogue utilised by 'mes' and 'select' is included in the .pot automatically, this patch also introduces a mechanism for utilising strings outside of these commands, the script macro _() which can be employed just as if it were a script function, for example set .@status$,_("Available"); tells map server to export "Available" as a translate-able string when it is run with --generate-translations (when running map server normally the macro has no overhead during runtime)Special Thanks toRaizen and Roberto from Cronus, we would not have worked on this if it weren't for themLinks~!CommitEditing Example [Less]
Posted almost 8 years ago
January Digest 2015 The following digest covers the month of January 1st - January 31st 2015.   Team Changes None   Development Highlights Minor channel system refactoring (Commit) Moved the Hercules Channel System to its own file/interface (Commit) ... [More] Channel refactoring: join, search, map_join, quit/leave/delete, guild_* Added: 'channelmes' Conversion Tool: quest_db.txt -> quest_db.conf (Commit) Connection history redesign (Commit) Drops ~250kb in memory usage from each server, speeds up lookup/insertion and the cleanup timer will iterate thru the list rather than that ~65k array loop Extending of files to support plugins: skill.c, battle.c Add npcdb_checkid (Commit) Removal of certain commands: alias save, alias enablearena/disablearena, cmdothernpc, isday()   Scripting Highlights Added new Eclage quests/NPCs/instances (Commit) Update lvl4_weapon_quest (Commit)   Database Highlights Added new Eclage skills used in items (Commit) Official drops info (Commit) 2010 Headgears (Commit)   January Statistics During the period there were 99 Commits. Of these 99 commits, 9 included bug-fixes. 20 Commits from Pull Requests In this month, there were 69,047 Additions and 56,100 Deletions. [Less]
Posted almost 8 years ago
January Digest 2015 The following digest covers the month of January 1st - January 31st 2015.   Team Changes None   Development Highlights Minor channel system refactoring (Commit) Moved the Hercules Channel System to its own file/interface (Commit) ... [More] Channel refactoring: join, search, map_join, quit/leave/delete, guild_* Added: 'channelmes' Conversion Tool: quest_db.txt -> quest_db.conf (Commit) Connection history redesign (Commit) Drops ~250kb in memory usage from each server, speeds up lookup/insertion and the cleanup timer will iterate thru the list rather than that ~65k array loop Extending of files to support plugins: skill.c, battle.c Add npcdb_checkid (Commit) Removal of certain commands: alias save, alias enablearena/disablearena, cmdothernpc, isday()   Scripting Highlights Added new Eclage quests/NPCs/instances (Commit) Update lvl4_weapon_quest (Commit)   Database Highlights Added new Eclage skills used in items (Commit) Official drops info (Commit) 2010 Headgears (Commit)   January Statistics During the period there were 99 Commits. Of these 99 commits, 9 included bug-fixes. 20 Commits from Pull Requests In this month, there were 69,047 Additions and 56,100 Deletions. [Less]
Posted almost 8 years ago
December Digest 2014 The following digest covers the month of December 1st - December 31st 2014. Team Changes GmOcean has been awarded a Community Contributor title for continuous contribution throughout Hercules.   Development Highlights Official ... [More] offensive skill formulas of KG/OB (Commit) Added RE Version of size_fix.txt (Commit) Speeding up calc aspd process in renewal (Commit) Save Sex in DB (Commit) Channel Configs to Plugin Support (Commit) item_data,mob_db,mob_data structs to plugin (Commit) Updated KG/OB Spirit Charms to official behavior (Commit) Song Aegis Behavior Update (Commit) Now songs auto-refreshes every 3 seconds Musical Lesson bonus rounded down for BA_ASSASSINCROSS Move check is item usable or not to separate method (Commit) New method: itemdb_is_item_usable Can be used as: itemdb->is_item_usable(item) Additional Script Commands & Functions: Change per character gender function (Commit) setnpcdistance N (Commit) getnpcclass (Commit) getnpcdir and setnpcdir functions (Commit) Extend script command getareausers (Commit) Add function what call OnUntouch event (Commit) Add function what called if player leave npc area (Commit) Renewal Updates (Commit): Homunculus Official Statuses Updated RE @mobinfo to show proper status data Some official behaviors Removal of certain commands: jump_zero, petheal, checkquest, setriding/checkriding, setmadogear/checkmadogear, setdragon/checkdragon   Scripting Highlights Fixed an issue in the Doha's Secret Orders Quest (Commit)   Database Highlights Splitting of mob sql database into mob_db and mob_db_re (Commit)   December Statistics During the period there were 71 Commits. Of these 71 commits, 10 included bug-fixes. 17 Commits from Pull Requests In this month, there were 3,328 Additions and 2,861 Deletions.   Happy New Years! [Less]