Vanilla Warband is not a perfect standard, the brf-files are sometimes a mess there
Is it possible to change so that the exe automatically checks which language files are in the translations folder when the program is run, AND to use the previous language without the user having to set the language each time?... The idea is to keep the program well-maintained, develop it openly, and accept suggestions and improvements from the community.
My version is more stable and complete than the original, the whole point is just bug-fixing and removing annoyances.Because, as you know, even if just one word changes, the relevant part of the translation file becomes useless (the original English text is displayed), and even if only a code line is shifted, many line numbers are shift and lines in Qt tool's preview will be shifted. That makes the correcting work of the translation difficult.
Actually I mistakenly translated an older version of Marco's, and it took me two extra days to write a "script to generate sed scripts" to convert it to translation for the Marco's latest version. I can't afford to repeat that process every time your Redux version is often updated.
UTF-8
encoding instead of Latin1
.glGetTexImage()
tries to write past the end of the decoded mipmap texture buffer and overflows the stack. Go figure.Update: It's happening if I edit the .brf file in any way (import, delete, copy items). It returns to normal if I restart the program. Saving works fine. It didn't happen in the original OpenBrf.A screenshot, a sample file and knowing if this also happens in the original OpenBRF would help. Does it still happen after saving and restarting? You can disable preview shaders in the right-most top bar menu option. There's also an option to diagnose the current preview shader mode and why it's like that depending on the material properties.
Should be fixed in the latest version. Give it a go when the GitHub bot finishes building the source code.@Swyter would it be possible to make OpenBrf accept file paths with full Unicode support? I had trouble reimporting an OBJ mesh if the path had • in it, or ! or even ą
wchar_t
there, probably from previous reports, but many of the others (like the OBJ importer) used plain char
paths converted as Latin 1 instead of UTF-8. So that function ate all the non-English glyphs.Boss, please add a function to rename the .lod's backstamp in batches. Because my computer is not good, I can only use the lod low model. I want to generate the .lod and use its low model. Please, I am from China loves this game very much希望已修复,请检查最新版本。令人惊讶地容易找到和修复,至少与上面的双击错误相比,只是必须扭曲一条直线.