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.



?????

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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[02:49 pm]
Oh_Man -- it doesnt need maphack. the person who stole it and is using it on the ladder is using it with maphack. all its training was done with normal fog of war
[01:28 pm]
NimoStar -- Unless specifically logged and retrained. But that wasn't in the original version. It just played itself
[01:28 pm]
NimoStar -- it has a static training, which is converted into weights. it doesn't actually learn from new games.
[01:16 pm]
NudeRaider -- but it would explain why that bot needs cheats to win
[01:05 pm]
NudeRaider -- Oh_Man
Oh_Man shouted: No training is very computational expensivr it doesnt train in real time tht culd actually be used against it
oh but alphastar training was *very* cpu intensive.
[12:16 pm]
Oh_Man -- inference vs backpropogation
[11:31 am]
Oh_Man -- No training is very computational expensivr it doesnt train in real time tht culd actually be used against it
[11:11 am]
NudeRaider -- Oh_Man
Oh_Man shouted: Hope that makes sense. Also artosiscast just dropped a 1 hour vid he analayses a bunch of its games. The TLDR is the maphack is responsible for a large percentage of its wins because its just hard countering zerg rushes
People keep mentioning it's a bot using reinforced self-learning (or w/e the correct term is) but I wonder, does it still actively learn now that it is deployed? How does that work? Or was it trained on like 100k games playing against itself and now training is finished and its capabilties are now static?
[09:53 am]
NimoStar -- ban the bot :))
[05:17 am]
Oh_Man -- Like it doesnt even bother to build a comsat unless it sees a lurker or dt, etc
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