Отвечу ещё на один вопрос. Почему я так долго пишу сценарий?
Однозначно ответить на этот вопрос нельзя. Тут повлияло несколько факторов:

1

Почти во всех диалогах есть нелинейная нелинейность. Допустим нам дали задание отнести поремонтировать меч к кузнецу. Мы приходим к кузнецу. Отдаём меч. Тот берётся его…
Заказы переводов
4 1 686
22
I'll answer for another question. Why do I write the scenario for so long?
On this has affected several factors:
  1. Almost all dialogs are non-linear.
Suppose we were given the task to carry the sword to the blacksmith to repair. We come to the blacksmith. Give the sword. He is taken to repair, and when we come back, says the owner of the sword has a duty to him some money for repairs. You can cheat a blacksmith, saying that the owner e.g. very hurries to leave. You can give back gold yourself. You can go back to the owner and ask for the debt. Of course, the owner of the sword, will not give back the debt. So you will either beat him and take the gold, which of course is bad for your reputation, or to persuade him that much harder. And you can even pick up the gold from the owner of the sword, to seize the sword of the Blacksmith by deception and thus leave all with nothing, eventually taking away it all.
  1. Oratory
In the demo version will have 5 skills of eloquence: Lies, Threats, Flattery, Persuasion, Bribery. You can complete the game and not having learned none of the skills. Yes, you will have to stay a fool, for all pay and receive their just deserts for the atrocities. But you can beat the game. It is necessary to learn at least a couple of skills, the game becomes easier, and added more non-linearity. Of course, each NPC has its own individual characteristics.
If the threat of one character act, it does not mean that another person will not be able to hit you in the face of such audacity.
  1. Quests
In the demo version will be about 50 quests. Most of them are somehow related to each other. Quests are not given all at once, and coming as it passes. The main plot will include about 10 non-linear quests and 3 bossfights (for one game it will be possible to test only 2, because of the nonlinearity). In the story there will be two parallel main branches. Quests will be simple, do not requiring the effort of the brain as well as complex, in which it is necessary not only skillfully controlled the mouse and keyboard, but also be smart. Even a normal quest with an apparent mean like: "Go fetch," could turn into a story with many ramifications.
  1. Reputation
Earlier, I described to you the system's reputation. It directly relates to the dialogues. Almost every sentence of your character indexed by a certain amount of reputation derived after its utterance. Well, if you mess up relations with the NPC, the opportunity to assist you in "Elucidation of relationships." But this ability does not bring you the desired effect, if not pumped eloquence.
  1. Personality NPC.
Each NPC has its unique character, communication style, favorite phrases. Here are some examples of phrases of different characters:
  1. Main hero: What happened here?
Durin: What do you want from me, a geek? (Hamming) What happened here? What happened here? Go and ask Thorin's what happened here! * Muttered under his breath some illegible invectives *
Cursed be the day when I got in touch with this idiot...
  1. Main hero: What's new?
    Marcus: I heard that you went to jail.
Wait... Listen, stop this thing unkind.
And if you do not calm down, then you can hang yourself ...
  1. MH: (False) Hello, lads.
What do you mean? Do not accepted? I too like you ... Well... There... gop-stop and all the things ...
Dean: Then so, I'm Dean and this is Sam. You probably already knew who we were. This is our region, if you think to milk it alone, we will find you and bury you. Or rob with us or don't rob nothing. Do you understand?
  1. MH: Do you have a girl here? (5 gold) Yuki: What kind of girl you interested in? If you mean of those vicious whores, then unfortunately we have none. Want to carnal pleasures? So you direct road to Portvallum.
  1. Nick: (cant smokes) Uh-ha-ha-ha-ha-ha-ha!
    MH: Hey what are you doing?
    Nick: Oh, baby. You are beautiful!
    MH: Did you fell from the oak?
    Nick: You have beautiful eyes! Come to me ... Wait, do you have furniture? I see that there is. Well, then go to you ...
    MH: Hey! Open your eyes! I am a man!
    Nick: Wow! Released. What are you staring at me like that? Have you ever seen how to smoke the grass?
  1. AI. All NPCs will be AI.
And for every action hero need come up with NPC reactions, and thus choose the appropriate phrase. Now the structure of the AI is as follows (for dialogue):
  • The response to a weapon in the hands of a hero
  • The reaction to unwashed hero
  • The response to the theft of / entrance into a dwelling place, etc.
  • The reaction to the attack
  • Dialogues arrest (Only the guards)
As you can see there are a lot of innovations in the interactive system.
So do not be surprised such a long development of a demo version.
22
да это я скорее для себя туда залил. Я сам все буду переводить.
но от чьей-нибудь поддержки не откажусь. Вдруг кто-нибудь поможет
35
Что-то нотобеноидцы не шевелятся-_-
22
Помочь переводу можно пройдя по ссылке "Нотабеноид" вверху темы.
Рад представить русскоязычную версию популярного редактора MPQ.
Программы
9 449
22
Hanabishi, я в самом начале хотел к тебе обратиться, у тебя ведь опыт есть...
Но к сожалению, о таких программах я слышу впервые.
15
Что еще:
  • В меню "Файл" пункт меню, приводящий к выходу из программы назван "Закрыть", вместо "Выход". (Это в классическом режиме).
  • В ribbon-режиме, у кнопки "Установить макс. число файлов" точка вылазит в начало второй строки. Некрасиво. (Удали ее?)
  • Я бы упростил уточняющие в скобках надписи. Например вместо "Поиск файла(-ов)", сделал бы "Поиск файлов" или просто "Поиск"
Еще есть пара нюансов по самой программе
  • В классическом режиме, не показываются иконки для команд меню. Вообще.
  • В ribbon-режиме во вкладке "Операции" при недостаточной ширине окна, в первую очередь скрываются самые часто используемые группы кнопок: "MPQs", "Открыть" и "Дополнительно"(там где блокируется архив). Пусть уж лучше первым прячется "Архив" и "Файлы".
  • И вообще, панель инструментов "Операции" слишком длинная. Может стоит использовать маленькие кнопки для редко используемых команд.
ribbon = меню ленты.
25
FYAN, как вы там переводите? Я, например, оптимайзер переводил ресэдитами и хекс-редактором.
22
Харгард, хорошие советы.
Фиксы принимаю сегодня весь день. Завтра запилем отредактированные файлы.
Внимание!
В связи с тем, что лидер данного проекта был назначен куратором перевода ресурсов для проекта StarCraft 2, деятельность Бюро Переводов (в частности активность) была поставлена под сомнение. В настоящее время, проект закрыт. Желающим возродить проект, писать лично…
31 24 057
19
Хотел-бы вступить в проект. Практика перевода мне не помешала-бы.