LOST WORLD - Troops Of Doom 2.0 & English Translation 27\9\2012
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boutch71 Fondateur et Admin
Messages : 1672 Date d'inscription : 25/03/2011 Age : 53 Localisation : Panneau De Control du Réacteur!
Sujet: LOST WORLD - Troops Of Doom 2.0 & English Translation 2792012 Ven 13 Jan 2012, 21:58
- En parcourant le forum de GSC Game je suis tomber afin sur une traduction anglaise pour le Mod -
- LOST WORLD - - Troops Of Doom Version 2.0 (Eng) - (developed by Irbis &Real Wolf)
- Poste et Liens Mis à jour le 27 Septembre 2012 -
- Apperçu en vidéo -
Spoiler:
- Quelques Images -
Spoiler:
Voici une description complète de ce mod -
Spoiler:
Stalker Lost World Troop Of Doom v2.0 (New russian Version)
Developers: Snow leopard, Real Of wolf
the platform: Shadow of Chernobyl' [Patch] 1.0006
date of [reliza]: On December 30, 2011
the description: It did occur to you, reading the book on the game STALKER, to desire to with its own eyes test all dangers of beyond peace? If a similar desire pursues you, then this of modes for [vas].[S] of the first minute there will be no indulgences. Each step can be the latter.
Here and approached toward the end already one year. It was still more difficult than previous, but nevertheless I and Real Of wolf tried to bring to the mind that [bild] which you everyone they had the capability to estimate in the past new year. Honestly speaking if not Real Of wolf, then everything ended on LWC. I hope many corrected trifles they will gladden you and modes will leave only good impressions. Certainly somewhere modes it can have roughnesses, but nevertheless these are a good work on the errors Of lWR.[Priyatnoy] to you game. Only later will be lined reminder on the passage so that the players they would not be mislaid in the mode. All with the attacker.
for the detectors is isolated separate slot, each instrument has its it is thin and parameters, it reacts to its form of anomalies and has its radius of detection. Devices work from storage batteries and require their periodic replacement.
The modification of outfitting
each technician can improve only armor of its group and any weapon on one selected branch. Each suit has its distinctive modifications.
Markers in [PDA]
player can place marker in [PDA] on the global map, after noting his position and after designating by the appropriate text. The markers of passages on the global map are removed.
The spoiling of food products
food products spoil from the time; therefore do not forget to check their fitness to the use.
The order of outfitting
player can order some forms of outfitting with the aid of the merchants, each merchant allows his commodity bundle. Each merchant has his time of the fulfillment of order.
Radiation
for measuring its own infection now exists separate radiation monitor. there is no scale in the inventory now.
Medicine
all food products and treatment act gradually. During treatment and adoption of food it is not possible to use weapon.
Monsters
resuscitated individual behavior of [krovososa] with the attack. Encounter with it is singly fatal in the majority of the cases. The cut out monsters are restored.
Artifacts
player cannot know the property of artifact, until he returns him to the study by scientist. Some artifacts are already recorded into the data base. New artifacts are added.
It [ekzoskelet]
It [ekzoskelet] energy input it requires the replacement of battery. The energy consumption depends on the intensity of the use of functions of suit. It [ekzoskelet] it cannot be seen in sale in merchants, and in order to obtain the prototype of the specific group, it is necessary besides the usual model to lay out mechanics the large sum of money.
Unloading belt
in order to load weapon or to throw grenade, it is necessary to arrange garnets and cartridges in the slots of belt.
Motor transport
are returned and are added several forms of working transport to the large locations of right shore.
Ejection
is returned the ejection, the effective force of which is distributed linearly from the center to the outskirts. The further from the center, the less its signs and harm for the hero.
[Zaminirovanie]
the possibility to place the stretching, which operates with the contact with the dynamic object.
[Stalkerskaya] network is
the possibility to obtain information from the periodic communications of common news channel into [pda].
Intellect
is improved danger and rationality of [nps], are added the diagrams of behavior - throwing of grenades, reaction to [nadoedanie], self-treatment, and possibility of the recruiting of stalker in partners.
Drawing and productivity
are improved graphic components of game, without the loss of efficiency. New textures and weather effects are added.
Of locations
are added 15 new locations: Red forest, swamps, creek, Pripet, Jupiter, hospital, generators, black lake, catacombs, underground tunnel, forest thicket, bubble, [Limansk], military laboratory, eastern canyon and reservoir.
Anomalies
completely dynamic anomalies, many lead to the lethal outcome. All anomalies are moved in the random order independently of the player and the events. New anomalies are added.
Subject
modification allows the possibility to trample down zone from face of new hero (call him as you want). In comparison with LWR it is added 15 Quests's order. Subject is completed in the free style in order to grant to player the maximum of freedom and selection.
I express the appreciation: To the creators of the modes * Of lootmoney * addition 8 * Hoods primitive things * Ai pack * Of girl Of mod * OF LURK 1.1 * Arena Of extension Of mod * Of ammo on of belt * Of sTALKER_Complete_2009 * OF STALKER MAP PACK * Steel Mod by Of danilla * OF OGSE * OF AMK * Of atmosFear Of mod for the creation were used the operating time of the following people * Of shadows * Of charsi * of bender_il * Of dodelkin * Of [lekha] elephant * being lazy [Banshi] * Stalk15 * Of golder * pseudo-becomeCoeur * Aaz * Of vergas * Of lafugix * of zloi13 * of lex017 * Vladimir [Ermakov] * Goroskob * Of scarabay * sin * SanekEd * of 22ff * of weid * Of domestos * Of argus * Of weTaLeR * Of raider * of nafigator * Of limansk * Of skyloader * Of pihan13 * of shahvkit * Of kirag * Of zdzichorowerzysta * Hells1nG
1.In the beginning of the game, we're on location "East Canyon" in a small hut (where the abandoned village).
2. East Canyon: At this location a lot of radioactive bands, so they should follow the dose. Geiger, we have from the very beginning of the game (it checks t nly own level of contamination, it does take place it on a belt. The level of contamination will be displayed in a bar at Uhud). Immediately after entering the game with us on the PDA has three tasks: 1) Follow the signal PDA 2) Find a dealer 3) Learn the secret vozneknoveniya Zone.
We perform the first two. Generally at this location can be performed seven tasks: 1. "Find an artefact," gives cheapskate 2. "Bring the Case", gives cheapskate. When taking the case study, people who gave it asks to bring to the base, agree. 3. "Bring a water sample" - to get water, gives Poluboyarinsky ecologist based in a green suit (he was in the main building on the first floor). 4. "Find Max", gives a stalker named Wolf Vlad, on the same basis in the basement near the pool table. Do not rush to look for Max, he's not at this location. 5. "Find PDA" - Find PDA Gray, gives Morder (he is not far from the ravine, marked on the map on the PDA task "Follow the signal PDA") 6. "I bring good out of cache and taken to a cave," produces Morder after the date of his PDA Gray. The cave very close, if down from the cliff into the ravine, right near the fire, where it was said to Morderom, then just right in the gully. 7. "Find the tunnel" - to find a tunnel leading to the "Reservoir", also gives Morder. Job count in the transition to the "Reservoir"
3. Reservoir: There are many wild beasts, and only one quest - the one here which Max must find a stalker in an unusual costume. Max is sitting in the house a little before reaching the bridge with rails on the left side if you walk east from the canyon.
4. Vicinity of Jupiter: At this location a lot of bloodsuckers. As soon as we crossed waiting for a meeting with the bandits, which somehow mysteriously moisten them when we are saving more and stalker (but this is how you do not even notice until you get on the station Janov and not talk to him). After the destruction of bandits can take tools (in the future they will come in handy). They are in the main building on the table. Results here can perform three tasks: 1. "Bring the tools to Cardan," Cardan gives the station Janov. Instruments have two sets: one where the bandits soaked in the same building, a second look at the power plant under Zatanna (anomaly Ironwood). Where else were tested Gauss cannon. 2. "Find Dodge" shows Cardan. Here ficus that Dodge may lie on your side (turn it upside down in this case is possible but very difficult). 3. After passing the Dodge comes to us the message from scientists. Go to the scientists in the bunker on Jupiter, and talking with them (the scientist is in a bunker to the left of Novikov, where there are two beds. We need to find Gronta to "Creek." We leave to the "Creek"
5. Backwater. There is also a lot of bloodsuckers and other utensils (no guns will be very difficult). Creek can perform several tasks: 1. "Find Documents" which will Gront. Gront Skadovsk lives on (it's a big ship that lies approximately in the center location). Gront for sending documents and gun gauss. All this stuff is in the dungeons of power (Ironwood anomaly) at the lowest level where tests were carried out large laser unit. Find power is not difficult to it are the power lines. The territory of a great power, and there are many wild beasts and the comptroller. Once seized documents and gauss cannon can pick up tools the same power, but on the first floor. You can also look on the way back to the cabin in November and pick up a crossbow and arrow there (they would later become very necessary). Cabin in November to find also not difficult - it is one of the rusty ship, which lies close to the concrete structures. 2. This chain 3 any subsequent tasks that arise one after another. Translated and the second shows Beard at Skadovsk. a) first run after a note from Kazbek, take it and give the beard (note the location noted on the PDA) b) Running on the same place and destroy the bandits. The main thing that he would have died Kazbek (to achieve this it is sometimes very difficult). We speak with Kazbek. c) Further, on the instructions of the Kazbek take out all the bandits (reference counted towards when we will kill the most important). Then you can search well and find a lot of standing!
That's all, now we must go back to Jupiter, where we hand over the job environmentalist and go talk with Novikov (merchant and mechanic in bin scientists). He will give us a new job search Lebedev and "Clear Skies". At the dojo going to the factory Jupiter. Once entered through the main vyrota the plant must come from drakonovtsev message. On the instructions we need to protect drakonovtsev from the zombies in the same factory Jupiter. After destroying all the zombies go through a second transition to the location, "Black Lake".
6. Black Lake. You've got to find a group of "Dragons" Their main Ibris (he was in the far brick house in the dark glasses) gives the task to kill the clown. Job should be done quickly, so Clown as likely to die in the anomalies of limbs or mutants. Clown can be found as follows: if you go to a place of transition to the location, get back to the fence and face-to-base "Dragons" we should move right along this fence. On the right hand is first fence, then just land and to the left will be all sorts of buildings. Then the earthen barrier will go into concrete fence and as soon as he finishes a bit more and go further to a low tunnel. Go through the tunnel and soon before we have to run close to the Clown hamlet. Simply put clown to go on the road from the West locations in the south-east. With the dead clown is necessary to remove the stick and take it Ibrisu. Just give the job Ibris to search for documents in X10. Everything is now back to Jupiter.
7. Factory Jupiter. We need to find the transition in the dungeon (the task "find the way to the other side"). Go to one of the buildings of the plant Jupiter. We need to find a fallen helicopter, then a mine truck elevator (do not jump into the mine itself) - this is a transition in the dungeon.
8. Dungeons. There's pitch dark, even with a flashlight and NVG beyond 7-8 meters, not what is not visible. We ran first in Pripyat. The transition from the cave (you can find the transition well: we run through all the cave to the very end, when a blockage in upryumsya turn to the left, there will pass zshldim Institute and climb up the stairs).
9. East of Pripyat. At the very beginning is to put a label on the map, which would then look for a long time going back to the dungeon. As soon as we come to the location we received an SOS from the Monolith on Kiril named Sauron. We go to Monolith Monolith, it is easy to bring it to the dock. Please be advised. Plus, this job is that all the Monolith for HS now neutrals. Back in the cave and look for transition in the Red Forest (located in the largest hall. If you run along the left wall, then we will soon upremsya cutting management. We go there. Go to the first floor near the iron door under the stairs.
10. Red Forest. You can perform five tasks: 1. We first find the Forester, he asks 10 pseudodog tails. 2. "Find things" - to find other things in Pripyat, also gives the Forester 3. "Talk to except" - talk to other than at the expense of Arrow, also gives the Forester. Location Krom noted in our PDA (map Limansk) 4. "Find a crossbow" - to find a crossbow Creek in November, gives Noah 5. "Find PTP" - Returns Jager (sitting next to Noah). Before going for RMB need to talk to Alligator. (If you have at this point already available PCM, you can give it away Alligator, as you can and go for it, it's really decide)
All the characters are in the vicinity of the hut forester. If you suddenly do not have a dog tails, they can podsobrat on location "Dark Forest", the transition times as far from the quarry where soaked controller. When passed the quests, it's time to "Military warehouse" to find the transition easy: if you go back to the tunnel where we first came to the location "Red Forest" and all the time go by road without turning off the reserve, you'll soon come across the transition to the "army depots"
11. Army depots. Here with anyone about anything do not say nothing to choose, do not break up - just go in the direction of the transition to the "Bar" and front fence where the exit from the territory turn left along the fence and so on up to gorochki go to "empty land".
12. Empty land. Here you can perform two tasks. Both issues stalker (he was the only person on this location). Find it simply as out of the transition, directly on the map is a path. Come along it, at the fork and turn right to the edge where a house is worth, where he lives. To get the first task should be to ask him where to find the "Joker", that actually this will be the first task. Find "The Joker" is not easy, hints in the dialogue nothing. If you stand in front of the house where he lives, this stalker face to the door and turn slightly to the left (so to look at corner of the house) and insert the card. That directly through our view of the map will have two large spots: Lake and careers. That's how we move to this career. If you stand face to a career that is just north of He will field artifacts. Joker and his little hard to see, so I have podnapryachsya. I was near the middle of the field. How did you find the Joker back to a strange stalker. He takes the "Joker" W, and in return asking for more to get him 10 feet snorkov (this is good enough there.) We give him a foot snorkov, and he gives us the "Joker". Now to "Dump". To get there simply transition at the end of the path that goes in the direction of Landfills (in front of their transition which we have come to the "empty land").
13. Landfill. With no one speaking no one touch and immediately run to the "Cordon".
14. Cordon. You can do a few quests from wolves and get a job Sidorovich. Go to Harry, he will send for Special Assignments for "Agroprom" (but there we go later). First Wolf and take to save the job fast. We perform. Now, before going to Agroprom, must go to the "Swamp" in order to perform the task to find a group of "Clear Skies" (the transition will be if to run to the military base to the right locations along the fence).
15. Marshes. Here, the main finding of the conductor, he is the opposite side of the scene in front of about a transition through which we went to the Swamp (District rybatskogo farm). He sits next to the puddle near the the fence. Conductor lead us to the base "Clean Sky" after a conversation with a cold (dealer at the bar), job search Clear skies would be met. The same character will give two tasks: 1. "Search Tools" - (stalkers say that there is in the yard of machine, but I do not know ... do not ... I checked they were). Another may be to pass the flight instruments for 1.3 patch. 2. "Find the stalkers" - to find traces of a Clear Sky in Limansk.
Everything is now in Agroprom. Go through the landfill where we avtokvest help stalkers defend from the bandits. This and the next couple of quests are still with origanalnoy game.
16. Agroprom. When entering the Agroprom immediately avtokvest help stalkers fight off the military. Helping, talking with moles and go into the caves agricultural industry. Fire back there bandits. There I found a weapon Dolgovtsa, it is the integration of the launcher. Job search on his shows at the Bar Zulu "100 RENGO." But the weapon must be in the Dark Valley (apparently kakoyto bug, but oh well). Taking the information The arrow with a stick and get out of the dungeons. We go over the documents. They took the documents and now through the Dump in Bar. On the road we are greeted Dolgovtsy and asking for help, and help them get permission to pass the Bar.
17. Bar. Find here only 4 individual quests: 1. "Find a stalker" - to find a stalker named Gorpun at Army depots. Print the Zulu at the Bar "100 RENGO" 2. "Find arms Dolgovtsa" - to find weapons of Zulu lost in Dark Valley. (Just before going to the dark valley, I went down into the dungeon agricultural industry and found it there) 3. "Family to find a gun" - to find a gun in the Savage area. Hunter gives the bar. 4. "Find the RG-6" - to find the RG-6 at Army depots. Gives Voronin. By Voronin can be reached only after a lab X16!
... and many more common tasks, like: to bring the dog's tail or kill a stalker ...
First of all pay documents bartender and get a new job, "To get to the lab x18". We go into the dark valley.
18. Dark Valley. In passing we meet dolgovets and asks for help, but in the process, he may run into an anomaly (every time the game is changing the location of anomalies). Snochalo go to an abandoned construction (in the north location), are investigated with the bandits from the corpse of Hog remove the code. Then go to the factory, take out the bandits and get down to the lab x18.
19. Lab x18. We need to find documents. That would open the door to find codes. Codes collect the corpses of scientists in the same laboratory. Found documents, exit at output you get a message from Sidor that have go through the South exit. Do not need any of the South entrance - we fire back all those who hinder us and return to the Bar on the same road that went to the x18 (if the crowbar to shoot bullets or not there is another reason, it is possible and through Cardon). Get the job to go to Amber in X16.
20. Wild territory. Here we have a message for help from Kruglov. I did not shoot him and risk of Mercenaries, as we meet with the mercenaries later. So I just ran on Yayantar (decide for yourself)
21. Amber. The Road to Amber lies through a wild area where we get message here for help from Kruglov, repel him from the mercenary and carry the bunker at Yantar. At Yantar Sahorovym speak to, he gives a couple of quests (You can also take minor), Semenov help make the measurements, we find the corpse Vasiliev, go to the X16. Find all you need is easy. Go back to the bartender and hand over the documents, get the job to find new documents in X10.
22. X10. Log in X10 is not at the usual place (the entrance used to be close to the antennas where a van had to go). Now it makes no sense at all to go to the antennas. So where is the transition to the X10?. How to move out of the warehouses, we go down the path anywhere without displacing as much to the point where the winding path goes straight on a flat road, and came here as on a flat road first turn right (20-30 meters). Here on this path until the end of tonelchike and will be switching to X10. Now we need to find a door with combination lock, the door there is not one, but we need one that right near the stairs by which we descended to the lower level. Code of the door gave us Ibris (342 089). Now disable the Burner. And in the same room at the bottom there is another door, go for it and go to familiar places (dungeons). From Sydow, we need again to Red Forest (transition in the same place where the Control Room). As passed in the Red Forest is just 50 meters right through the iron bridge and Limansk (go into the tunnel.).
23. Limansk. You can get a job from a mercenary Crom, but first look for traces of a clear blue sky (it is necessary to search the corpse Clear skies under the bridge. If he was alive and just goes on location - this glitch the game, just ignore this task). Then go to the base of mercenaries and talk to Krom. He gives us a task to kill the pockmarked. Go to the radar through the woods and red army depots. As soon as we come to see location mercenary, he asks to bring it to one place (it is marked on the map). After a few tens of meters are witnessing the death of this mercenary trogicheskuyu do not understand what. Search the corpse, there we find a nominal token and PDA. We take all. It turns out that this is a traitor and a mercenary named pockmarked. After that go to Pripyat and performing the task A forester. We have to find things an old friend of the Forester. We go to the hotel, looking for number 26. We go and take his things (for one thing and find a decoder that will need it to open the door to the sarcophagus) and go back to Limansk on the way to zaskachiv Forester. Then go to the generators through the hospital (go into hospital on the map for an unfinished building).
23. The hospital. Location is empty, it should be easy to pass. To avoid possible departures do not save data in the interval from a received reward for completing the first task and Krom out of the hospital location.
24. Generators. As emerged from the transition, the idea of the path. On the left side near the road will be a lot of piece of iron, and all sorts of crap. There among the heap find a body after searching that we should be obtain an access code in the lab. But apparently because of chudomodostroitelstva code is not there. Go back to the path and continue the path to the entrance to the laboratory door code 528 491. The second part Ibrisa documents easy to find, as soon as down the stairs immediately to the left in the second hole, then back down the stairs into a room where there are similar to the tables of the installation. In the first row on the right of the entrance to one of the plants on documents (they can be not visible until navedesh sight on their location). Well, we should give Ibrisu documents, and he is known on the location "Black Lake" and the entrance there only with the plant Jupiter. If you go down the ladder and the surrounding area pbrodit laboratory generator, then the transition can be found in the dungeon (it is in the room with the blue walls almost at the lowest level). As it went through the transition, then immediately right, up the stairs, and right again, we are in familiar places in the subway near the entrance to her by Jupiter, run to the freight elevator and we are already at the plant Jupiter. From there, a quick hand over to Black Lake Ibrisu documents. Now, so we have a PDA weighs the task "to meet with the conductor," even with moment when we assigned the second part of the documents bartender. If you go to the conductor, he went to the doctor, who should be in nychke Arrow. But again, again, rejoicing chudomodostroitelstvu, coming to nychku Arrow Doctors we did not find it. So we can not waste time on pointless trips across the area and immediately go to the East of Pripyat. The transition from the underground (Find the transition can be so: if you find the Control Room where the transition to the red forest and get back to the entrance into the room a little farther to the left and right through the rails there is a passage, a passage highlighted Flashlight is easy to find. So, go through the transition, run to the left, to the end and back door to the left, then up the stairs, continue straight through a narrow corridor of water on the left, running along corridor, there are a lot of pipes and in the end, there is a passage on the left, in front of us on the ladder which had to rise). Next in Pripyat, East Pripyat, Chernobyl sarcophagus to go.
25. The sarcophagus. Our task is to get in the bunker control monolith entrance through an opening with a light bulb, up the iron staircase and right. Here then we just need a decoder - it opens the door to the silo management.
26. Hopper control monolith. Go to the other end of the corridor and get to the door that is locked and can open it by throwing a loop on top bolts (the procedure can be long). How to get in a room with a generator, can be divided into the blue lights and shoot the poltergeists. Here again, the locked door on the way out, and it can be overcome by the same bolts. We leave to the disaster.
27. Chernobyl. Well here at all, everything is simply the only job that whist the PDA "to learn the fate of Lebedev." We run on teleports to the place where the broken pipe and between the crane lowered platform with drawers. Jump to the right of the building and climb down the ladder and run to the back of the pipe directly below the 100 meters will be stones and between the body of this very Lebedev stalker. Then back to the house with a ladder, crawl out on the tube and teleports Reaches the end of the game, then we display in fripley ....
Liste complète et remerciement de tous ceux qui on contribuer a sa création -
Spoiler:
I wish to thank: The creators of mods * Lootmoney * Supplement 8 * Huda primitive things * Ai pack * Girl Mod * LURK 1.1 * Arena Extension Mod * Ammo on belt * STALKER_Complete_2009 * STALKER MAP PACK * Steel Mod by Danilla * OGSE * AMK * AtmosFear Mod When you create an operating time were used the following people * Shadows * Charsi * bender_il * Dodelkin * Lech Elephant * Banshee Lenya * Stalk15 * Golder * Pseudo-Stalker * Aaz * Vergas * Lafugix * zloi13 * lex017 * Vladimir Ermakov * Goroskob * Scarabay * Sin * SanekEd * 22ff * weid * Domestos * Argus * WeTaLeR * Raider * nafigator * Limansk * Skyloader * Pihan13 * shahvkit * Kirag * Zdzichorowerzysta * Hells1nG
Sans plus tarder je vous donne les liens de téléchargements avec la méthode d'installation -
Je remerçi tout spéciallement Kahului de nous en avoir parler dans le poste de "Lost World Requital" et maintenant vous pourrez profiter pleinement de ce mod en version anglaise grâce a cette traduction récemment disponible depuis le forum de GSC Gameworld,Visitez le site Officiel "AP-PRODUCTION" ici - http://ap-pro.ru/forum/68-1786-1 ainsi qu'un poste complet détailler du mod "LOST WORLD Troop Of Doom"
- Maintenant il ne reste plus qu'a attendre les commentaires au sujet de ce mod par les membres qui voudrons bien se lancez dans l'univers Sombre de "LOST WORLD Troop Of Doom" -
Dernière édition par boutch71 le Jeu 27 Sep 2012, 22:02, édité 4 fois
Sinner Modo & Editeur
Messages : 250 Date d'inscription : 15/08/2011 Age : 44 Localisation : Sur les toits de Pripyat
Sujet: Re: LOST WORLD - Troops Of Doom 2.0 & English Translation 27\9\2012 Sam 14 Jan 2012, 10:50
Super Boutch, un topic dédié au mod
Je l'ai commençé hier soir et il a l'air trés prometteur.
Par contre, la trad est juste pour le menu principal:
Spoiler:
le reste étant en russe, mais ça viendras surement bientôt:
Spoiler:
Par contre, ce mod posséde des qualités de graphisme éblouissante, je vais en faire un peu plus pour voir, malgrés le russe.
Spoiler:
boutch71 Fondateur et Admin
Messages : 1672 Date d'inscription : 25/03/2011 Age : 53 Localisation : Panneau De Control du Réacteur!
Sujet: Re: LOST WORLD - Troops Of Doom 2.0 & English Translation 27\9\2012 Sam 14 Jan 2012, 16:22
Bonjour Sinner !
C'est normal qu'il ne soit pas encore entièrement traduit car (Comme je l'ai mentionner) le patch v1.5 sort tout droit du site "AP-PRODUCTION" donc il est entièrement en russe (Non traduit en angllais) car IloveSHOC avais traduit seulement le patch 1.1 et le 1.5 est tout frais sortir...
En réalité le patch 1.5 est une compilation allant du 1.1 au 1.5
Comme tu dit ça l'aire prometteur comme mode ! tu dit que la traduction est juste pour le menu principal c'est bizarre!! car dans l'archive de la traduction de ILoveSHOC tous les fichiers sont traduits en anglais le dossier "Text" avec le dossier "gameplay" ainsi que le fichier "localization.ltx" j'ai vérifier mais, étant donné que le patch 1.5 n'ai pas encore traduit il est tout a fait normal que tu te retrouve avec du russe dans le menu ainsi que dans les dialogues un mélange des deux quoi!
J'oubliais le plus important dans l'archive de la traduction il manque les fichiers scripts qui n'on pas été traduit comme pour les "News Dynamic" alors j'en déduit que c'est une Béta Traduction pour le moment ! C'est jouable dans la mesure ou on ne bloque pas a cause d'un dialogue en russe sinon pour le reste ça va.
Les fichiers scripts sont les plus merdique a traduire les traducteurs irradiés pourrons te le comfirmer certain fichiers scripts ne contiennent pas énormément de textes mais, les "News Dynamic" par contre c'est tout autre chose il faut être extrèmement patient et surtout prendre sont temps et savoir quel ligne traduire.
La traduction française du DMX 1.3.2-dkz-02 est la plus belle exemple.
Si l'un de vous est assez motiver pour finaliser la traduction de ce mode y compris le Patch 1.5 ça serais bien et un peu plus encourageant ! Le mieux serais d'attendre de voir en premier la stabilité du mode car les patch n'on pas finie de sortir j'essais de suivre l'évolution du mode sur "AP_PRODUCTION" et toutes informations intéressante a savoir.
Si vous avez de votre coté des infos supplémentaires sur "LOST WORLD Troops Of Doom" postez-les afin que je puisse maintenir a jour le poste.
Messages : 932 Date d'inscription : 21/04/2011 Age : 56 Localisation : Haute-Savoie
Sujet: Re: LOST WORLD - Troops Of Doom 2.0 & English Translation 27\9\2012 Dim 15 Avr 2012, 10:53
Un Up ,pour les passionnés de ce mod ,maintenant en version 2.0 (depuis un mois déjà) et c'est vraiment ...super bien. Il est obligatoire d'avoir le jeu en 1.006.
Changements du patch 2.6. 1 Encyclopédie des artefacts sont maintenant initialement vide. 2 Dépendance de l'endurance de la radiation. La plus grande empoisonnement du moins est réduite à une résistance maximale. Restaurés quatre histoires autour du feu de camp 5 organes de coupure à partir d'un lance-grenade 6 Dawn of améliorations ont été apportées à la branche tiers avec lequel l'aube se transforme en l'exosquelette de la construction. 7 de vision de nuit est maintenant un sujet distinct. 8 Limansk réglé. 9 Suppression de TT, le PKK, le lait condensé et les amphétamines. 10 Retourné LR300 et visant NBC. Suppression de 11 emplacements avec quelques freebies. Dépôt fixe de 12 quêtes et récompenses 13 mercenaires maintenant des ennemis, mais en faisant la quête chez Kruger peuvent gagner leur neutralité et d'aller vers eux Limansk. 14 fixe une relation militaire avec le patch 2.6 Correction d'un crash aléatoire 15, lorsque les charges de modèles et des transitions vers l'emplacement.
Messages : 1672 Date d'inscription : 25/03/2011 Age : 53 Localisation : Panneau De Control du Réacteur!
Sujet: Re: LOST WORLD - Troops Of Doom 2.0 & English Translation 27\9\2012 Dim 15 Avr 2012, 18:08
Bonjour a Tous!
Un grand MERCI! a toi Kahului pour la mise à jour (nouvelle Version) et l'ordre d'installation j'ai pas vraiment eu le temps de suivre l'évolution et l'amélioration de ce mod et j'appréçis beaucoups ton soutient en général sur l'ensemble des sujets.
Messages : 107 Date d'inscription : 30/10/2011 Age : 35 Localisation : Bordeaux
Sujet: Re: LOST WORLD - Troops Of Doom 2.0 & English Translation 27\9\2012 Dim 30 Sep 2012, 22:40
Heu j'aimerai bien télécharger le 2 em lien mais je tombe sur un site russe qui demande mon numéros de téléphone et ensuite d'envoyer un sms (payant) il y a pas un autre moyen de le telecharger ?
boutch71 Fondateur et Admin
Messages : 1672 Date d'inscription : 25/03/2011 Age : 53 Localisation : Panneau De Control du Réacteur!
Sujet: Re: LOST WORLD - Troops Of Doom 2.0 & English Translation 27\9\2012 Mar 02 Oct 2012, 08:47