Author Topic: [WB][S][OSP] Language Education Module (Modmerger pack)  (Read 9955 times)

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Shcherbyna

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[WB][S][OSP] Language Education Module (Modmerger pack)
« on: March 28, 2014, 08:13:20 PM »
Language Education Module. Codename StudyMod.



Current version: 0.72

Download page: [OSP] StudyMod (Modmerger pack).rar
Ru-board: http://rusmnb.ru/index.php?topic=18779.0

(EN translate by GoogleTranslate)

This module allows you to study the words of a foreign language in the game.
+ Source code is completely open and available for use and modification without additional permits and copyrights.
Quote
An alpha release of language education module for MB Warband.
Main objective: to facilitate the process of learning new foreign words. The basic idea of ​​mod : over enemies is displaying learning words and during the fight , we beat them by translations =). Module supports Japanese, Russian and English languages ​​. Current alpha already allows you to teach Japanese Kana ( alphabet in two spellings ) and words JLPT5. Have been wrote a mechanism that allow for combat system , educational book , text menus, adjust automatically selected languages ​​( mother and learning ) at the start of the game. The number of languages ​​and educational levels can be increased .

How it works:
There is a dictionary (which you can change). Study words displayed over head of each agent on scene. Using a command line we write translation or reading of the word (depending on the language). If the written word is the right one - the enemy inflicts damage (".. inflict mental blow by power of knowledge" =). In addition, you can learn passively, waving by sword to watch a learning words over the heads of enemies, periodically looking in the dictionary. The third way: to memorize the whole phrases using the dynamic translated menu of the game.
There is a training book, which you can always look and see a list of training words.
Lists educational words change depending on the current level of training. In current version a study level can be changed by the player when he has feeling of "these words I have learned, move on to a higher level." Well, in future, could be created some temples, schools where you can pass a symbolic knowledge test, and then the master sensei raises your level of training.

The idea of ​​this study mod is not left me the last two years, but only now appeared understanding and knowledge that have allowed to implement them. For 2 months the concept was written up and now running. In fact, this is the first Warband mod that may bring tangible benefits from the game, combine business with pleasure. Well lets look step by step..

Features:
+ JP-EN, EN-JP, EN-RU, RU-EN study modes
+ It is possible to add new languages and dictionaries (studyMod_dict.py, studyMod_strings.py)
+ Mechanism of rapid translation of the menu text under the cursor
+ Study Book
+ Kanji Mahjong - mini-game (JP-EN mode only) (new in v0.72)
+ Command Line
+ Command Line Commands
   help - show command line commands
    open book - open Study Book
    level up - increase learning level (change study words)
    level down - lower down learning level
    level - show current learning level
    mahjong or "mahjongu onegai shimasu" - ask tavernkeeper for mahjong game (new in v0.72)
Command Line opens by [ Left Alt ].
Command Line and Study Book closes by [ Right Alt ].

Gameplay:
Each enemy-agent on the scene can be killed by "mental blow" using the command line. If it's impossible, Command Line could be hide and the battle will continue by hand as usually. For Japanese words on the command line to write their reading. For the rest - to write a translation.

Educational levels:
   (JP-EN, EN-JP)        0 - hiragana
                                 1 - katakana
(click to show/hide)
   (EN-RU, RU-EN)       2 - JLPT5 words
(click to show/hide)
                                  3 - JLPT4 words (part 1 = first 80) (new in v0.72)
(click to show/hide)
On average, there is about 100 words on a level.

A little about fonts:
To study the Japanese language before game start in the configuration menu need  to choose Nihongo language. By this we load to the game the Japanese-English fonts, so you can see Japanese texts.
If you learn English or Russian, the language of the game choose English. The default font have cyrillic support and available learning modes will be EN-RU, RU-EN.

Dynamic meny:
This is game menus that give the fly translation unknown text under the cursor.
Concept:
+ All texts of dialogs and menus on learning language.
+ If I do not understand - I move the cursor and get a translation / reading of unfamiliar words. This mechanism is  implemented only in the start menu language selection for now.

You can certainly go to the trick and substitute location on their own.
[############# 190 / 216 ##########===>87,9%]

(click to show/hide)

Mini games: (new in v0.72)
+ Another way to learn words without straining.. (Kanji Mahjong for JP-EN mode only). Very helps when you start a new learning level. Box with the game can be bought from the bookseller, to find in a tavern or ask the tavernkeeper using "mahjong" or "mahjongu onegai shimasu" commands. Game in the tavern worth 10 denars per round. In case of victory, the player receives a reward
(bet * 2) + record_time_bonus
+ Available 2 game modes: free and classic. In the first, you should choose a pair of tiles in garbage. Second, it is necessary to disassemble the whole scheme in pairs, with the tiles blocked left, right and top.
+ When you select a pair, the tiles are removed from the table, in their place a tooltip will appear:
kanji (reading) - translation
+ Mahjong schemes are in a separate file and can be easily changed.

Damage system: (new in v0.72)
The strength of the mental strike is calculated as follows:
damage = max (swing, trust) + player_lvl + player_INT
(max_weapon_damage + player_level + INT_value)
When applying such damage to enemy agent his name is changed. With the passage of critical damage - the power of the damage is doubled.
+ Work on the implementation of particle-effects impact.

Install:
It is assumed you know how to compile a mod using ModMerger.
Archive contain Modmerger pack, so installed modmerger is must (http://www.mbrepository.com/file.php?id=2151).
1) In MB Warband folder copy mod Native in a separate folder and rename.
2) Copy there brf-resources, textures, sounds from the archive.
3) Copy the source code of StudyMod to the module system folder.
4) Edit the necessary files (read the readme in the archive).
5) Build a new module, select it in the start menu.
6) Starting a new game, select learning and native languages​​.


Bugs:
there is, but not critical.

Development:
+ rubik - mechanism of displaying object over the head agent;
+ shcherbyna - main code.
+ join us.

Feedback:
Write and ask .. we will read together. Want to emphasize the fact that the development of the mod is not limited to changes textures, scenes, animations .. although the creation of the environment of course the same is the first step =)

Signatures:
(click to show/hide)
« Last Edit: October 27, 2017, 05:25:50 PM by Shcherbyna »

Efe Karacar

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Re: [WB][S] Language Education Module
« Reply #1 on: March 28, 2014, 08:32:12 PM »
Unique and sweet.

Dusk Voyager

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Re: [WB][S] Language Education Module
« Reply #2 on: March 28, 2014, 08:36:21 PM »
Amazing idea.

Slawtering

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Re: [WB][S] Language Education Module
« Reply #3 on: March 28, 2014, 09:54:00 PM »
I had the same idea but for a  shooting game. Never the less its a brilliant idea.

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Re: [WB][S] Language Education Module
« Reply #4 on: March 28, 2014, 10:58:28 PM »
Finally, i can revise and play games at the same time. Love to see unique mods like this. Great job.

AlaskanFisherman

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Re: [WB][S] Language Education Module
« Reply #5 on: March 29, 2014, 04:28:54 AM »
Very new and innovative idea!  :D

Comrade Temuzu

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Re: [WB][S] Language Education Module
« Reply #6 on: March 29, 2014, 08:36:49 PM »
What next, learn textile creation with Sanjar Khan?

Seriously though, pretty much the most unique idea I've seen for a mod. :P
Honestly though, I don't think volunteering to fight in a war should be a merit in today's society.  :?
The decline of the West in one sentence.
I **** hate you Temuzu, i really do.

HeinzBeans

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Re: [WB][S] Language Education Module
« Reply #7 on: March 30, 2014, 11:49:32 AM »
Great idea, such a unique mod.

Lor Dric

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Re: [WB][S] Language Education Module
« Reply #8 on: March 31, 2014, 01:03:17 PM »
Love this idea!! :)

AlaskanFisherman

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Re: [WB][S] Language Education Module
« Reply #9 on: March 31, 2014, 10:02:21 PM »
Are you sure it's japanese? screenshots show mandarin...

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Re: [WB][S] Language Education Module
« Reply #10 on: March 31, 2014, 10:14:49 PM »
A lot of japanese characters are lifted directly from chinese. There are a lot of hiragana in there as well, so I'm pretty certain it's japanese.

Shcherbyna

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Re: [WB][S] Language Education Module
« Reply #11 on: April 18, 2014, 07:49:00 PM »
v.0.68.35
Detected critical bug ejection from the game.
+ Fixed. Rewrote update mechanism for names of dying agents.
+ Merget two variants of damage system. Thus there is a chance to hit critical damage. Crit possibility is depends on INT level.
+ Start to porting game menus:
  1) Notification of peace/war
  2) Camp (without submenu)
  3) Town (without submenu)


Shcherbyna

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Re: [WB][S] Language Education Module
« Reply #12 on: May 08, 2014, 10:21:45 AM »
ver.0.69.23

This release is due to the need to fix the detected errors, hindering the process of battle in game. Raw dynamic menus can be turned off in the config of ModMerger.

+ Fixed battle errors.
- Not fixed. Names of killed agents remain on the screen for tornament and some village missions.
+ Continues porting game menus...
  Village Sub Menu
   + village_hostile_action (buggy)
   + village_take_food_confirm (trouble with "$auto_enter_menu_in_center")
   + village_take_food
   + village_start_attack
   + village_loot_no_resist
   + village_loot_complete
   + recruit_volunteers



Shcherbyna

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Re: [WB][S] Language Education Module
« Reply #13 on: May 16, 2014, 07:10:26 AM »
ver.0.69.24

+ Has been formed an universal constructor for the general menus. This allowed not to write the presentations for each separate menu, but just to substitute a pattern with similar data such as: startup  menu script, picture, names of buttons (0-25), the conditions of their creation, button's action.. Also the constructor count the number of buttons and, if necessary, puts them in a container with scrolling.
+ Menu Simple Encounter
   + encounter_retreat_confirm
   + encounter_retreat
   + order_attack_begin
   + order_attack_2
   + battle_debrief
- [bug] village allows himself to enemy faction loot without a fight.



Gambino

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Re: [WB][S] Language Education Module
« Reply #14 on: May 16, 2014, 12:07:41 PM »
this, my friend, is the most unique idea for a mod I've ever seen. congratulations and ill be happy to play this mood ASAP.