Creating an NRaas project Woohooer and the Eiffel Tower

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icarus_allsorts
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Post by icarus_allsorts » February 3rd, 2014, 8:00 am

Aw shucks, thanks for the compliment! Though I will be the first to admit that it was mostly a copy and paste job... In fact, now that I think about it, only the portions I tried writing myself without copying from either Twallan's code or EA's were the ones that caused me the most trouble (mostly in my own mod, not the module, >.<) Thankfully, it's a rather niche mod so I should only be crashing a select few people's games... *touches wood*

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Chain_Reaction
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Post by Chain_Reaction » February 3rd, 2014, 3:45 pm

Don't worry, I think we all are feeling around in the dark. I believe junjay is the most experienced with twallans code. I haven't been doing c# long enough to be an expert either but my background in other languages helps a lot.

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JunJayMdM
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Post by JunJayMdM » February 3rd, 2014, 4:27 pm

One year ago I thought the ' ! ' was a decoration.... but I came from Visual Basic, can you blame me? That should make you feel more powerful :)

icarus_allsorts
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Post by icarus_allsorts » February 4th, 2014, 1:27 am

Err, I probably shouldn't be admitting this, but my only real experience with coding ever before this was a beginners class in Java in my 1st year of uni 5-6 yrs ago... which at least taught me what a 'boolean' was :P Haven't touched anything coding related till a few weeks back with my first script mod and it's been a huge learning experience since (now if I had instead expended all that learning effort into my actual research...) At least I know what that "a null reference was found..." error ACTUALLY means now that I've what must be several hundreds of them lately.

Now that it's out how I'm basically a n00b at all this, can any future updates (if any) I upload will have to be done in either one of you guys' usernames, or noone will download them? :P

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Post by icarus_allsorts » February 16th, 2014, 10:03 pm

@SimAd: I'm at a point now where screwing around with this ruddy game is all I seem to be doing right now, so unless it's something that actually requires this particular 'skill' I'm probably not going to get hired anywhere anytime soon. Maybe EA will take me since I've grown pretty adept to borking the game with my latest modding endeavors :P

So it looks like the Woohooer Eiffel Tower module has been moved to the official Update History page. I'm not sure what should be done about the translations though. The current package contains the STBLs from my original mod (from the time of posting, still getting new translations) translated by users over at MTS. It looks like the strings for previous modules are stored in the base mod's STBL though, so should I shift the strings and merge them into the base mod's or just keep them in the module's package?

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Post by Chain_Reaction » February 16th, 2014, 10:57 pm

Ah, my question has been answered over here. :) It would be easier for translation to lump them into the base mod rather than creating a lot of separate localization pages. STBL's that don't pertain to strings needed by Woohooer should go in your mods package however.

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Post by icarus_allsorts » February 16th, 2014, 10:58 pm

Wait, now that i think about it, maybe there is no need for the STBLs in the module after all, since as far as I know anyone using it would need my Eiffel Tower mod to use it (unless they had a similar mod from somewhere else that I'm not aware of), and the strings for the interactions are already in the STBLs there. So maybe I should just remove them completely from the module as they're completely redundant as of now, and that would save me the trouble of updating both mods every time someone gives me a new translation.

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