Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Translating UMS maps
Translating UMS maps
Jul 30 2008, 12:53 pm
By: Clokr_  

Jul 30 2008, 12:53 pm Clokr_ Post #1



I've recently discovered that (as expected) SC will attemp to load the chk file whose language ID matches the one of the installation; if not found it'll attempt to open the one with ID 0. This could allow people to load different maps for different languages. This could be specially useful when translating maps. That way you could have your map display spanish strings when loaded into a spanish SC and display english strings when loaded into another language SC.



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Jul 30 2008, 3:05 pm Falkoner Post #2



Yeah, but imagine remaking every trigger in your map that uses a text display for each language :P



None.

Jul 30 2008, 6:16 pm Clokr_ Post #3



Quote from Falkoner
Yeah, but imagine remaking every trigger in your map that uses a text display for each language :P
Use a string editor :P
Even TBLPad would work. Also you can use a PROEdit-like string editor which lets you filter only the display text strings.



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Jul 30 2008, 6:42 pm Falkoner Post #4



Oh! I misread what you said, I thought you could detect in-game what language they were using, this is much better :) Of course, it would require multiple CHKs, which would make your map a bit bigger, but it's still pretty cool, although, how could you make the triggers use it? Just have all the strings that match have the matching ID?



None.

Jul 30 2008, 6:43 pm Clokr_ Post #5



Quote from Falkoner
Oh! I misread what you said, I thought you could detect in-game what language they were using, this is much better :) Of course, it would require multiple CHKs, which would make your map a bit bigger, but it's still pretty cool, although, how could you make the triggers use it? Just have all the strings that match have the matching ID?

SC would load a different chk for each language. Since they match in everything but the string text it shouldn't disconnect the players. It'd be like loading two different maps on different computers and playing together.

In fact you cannot detect the language. That'd disconnect the players.



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Jul 31 2008, 2:26 pm The_z0r Post #6



Very clever. I'd love to see this idea get used. Instead of downloading different versions, you can just get one that has all.



None.

Jul 31 2008, 4:55 pm O)FaRTy1billion[MM] Post #7

👻 👾 👽 💪

I've actually wondered about this before when I was playing with BinEdit2. Did you try it? Does it actually work?



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
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Jul 31 2008, 4:57 pm Clokr_ Post #8



Yeah it does that's why I posted this. However you cannot load any other .bin file from a scm because the scm file is pushed on the back of the mpq cue.
If you add a chk file into patch_rt.mpq it'll always load that one instead :P



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Jul 31 2008, 5:36 pm O)FaRTy1billion[MM] Post #9

👻 👾 👽 💪

I know you can't load bin files from maps.. I just remember thinking about it when I was looking at the different languages.
You CAN load them from maps with SCMLoader. :shifty:



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Aug 1 2008, 11:38 am Rantent Post #10



But why do this when they could learn English. :lol:



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[2026-7-18. : 2:27 am]
Symmetry -- https://staredit.net/topic/18903/ THE REVIEWS ARE HERE! "ok these are pretty good memes" - ssj9Kevin
[2026-7-17. : 2:58 pm]
Ultraviolet -- Symmetry
Symmetry shouted: Man I wish we had this tech back in the day when people played ums lmao
fr fr
[2026-7-17. : 2:39 am]
Symmetry -- Man I wish we had this tech back in the day when people played ums lmao
[2026-7-16. : 6:28 am]
NudeRaider -- EUD actions, specifically. The conditions remained. Today we can even have actions again, but they're all virtualized/whitelisted (not sure on the actual technical implementation) so you can only use them for specific intended purposed, not arbitrary code injections.
[2026-7-16. : 6:26 am]
NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
[2026-7-16. : 6:25 am]
NudeRaider -- Symmetry
Symmetry shouted: Ohhh imagine a SC map that could delete itself
not the map, the editor
[2026-7-16. : 2:28 am]
Symmetry -- I vaguely remember Voy doing some ACE back in the day, but I had no idea EUDs could do that kind of shit. I am very much catching up on the technology
[2026-7-16. : 2:28 am]
Symmetry -- Ohhh imagine a SC map that could delete itself
[2026-7-15. : 8:51 pm]
NudeRaider -- Symmetry
Symmetry shouted: NudeRaider Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
yeah an editor that isn't allowed to write files sounds rather pointless, so I'd assume it can. Like most other programs too btw. and yes, obviously that's dangerous, but also kinda necessary. MS introduced that virtualization for exactly that reason.
[2026-7-15. : 4:10 am]
Ultraviolet -- I don't think so. I think they shut that shit down after 1.16, maybe even earlier
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