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SuperMarioSF

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About SuperMarioSF

  • Rank
    KeyCr@ft Project
    Newbie
  • Birthday 02/27/1996

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Profile Information

  • Member Title
    KeyCr@ft Project
  • Gender
    Male
  • Location
    Dalian,Liaoning,China
  • Interests
    Minecraft, Nintendo games, Visual Novel published by Key
  • Minecraft username
    SuperMarioSF

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  1. So if it is possible to use open file diaglog in Linux (for example, use GTK libraries function to get a file information), there would be a Linux edition? Ubuntu use GNOME for desktop session and GNOME use GTK as core functionality library, using GTK libraries call is suitable for Ubuntu users.
  2. Well, maybe I should announce that Modelbench translation is on-the-go? But there are few technical problems here. so stay tuned, I will find the solution.
  3. Wow. Good job. But using VSCode is also fine for who always working with jsons... It will be better if There is an option to load old *.txt translation and using this to help converting those old format into new *.milanguage format. I wrote a small python script to convert and manually modified some part to get the final result.
  4. Please wait until MI 1.2.x is released. Generally, if a workspace layout is set by user, it is not very often to change the layout. Most people use MI in maximize window mode all the time, so I don't think this would be a problem. Also, maybe it is useful for some users have an Full-Screen mode option (of course this is single-monitor only). BTW: I will test for dual-screen window when I found some time with a suitable monitor.
  5. But if there will be a cross-screen main window, this request may be came true. Though this will be only available when side-panel could be split in half. (There will 2 tabs display simultaneously on just one side-panel. No one want to use a single side-panel tab across two screens. BTW, this will also have benefits on super-wide displays.)
  6. Updated for MI 1.1.2, this is a major update. This update is so big that I have to write some tools to help me transform old version to new version. BTW, the file released here were in ASCII friendly format, so the bad news is you can't directly read and modify the content now. @peterdoo If you need the readable version of my translation text, just send me an E-Mail, and I will reply you that as attachment. So what does your "reprint" means? Remade? By the way, you can directly contact me if you can find me somewhere else.
  7. I have checked your logs, and found some issues here: Your file is using new format (JSON) of translation. But you are using old extension (*.txt). This may made some confusion there. Please use *.milanguage for your new format translation file. Since 1.1.0 update, MI now use Minecraft's item name specification instead of the old names. Those name came from Minecraft's new Item ID system since Minecraft 1.7.10/1.8 . The solution is, open english.milanguage with your favourite text editor (Visual Studio Code is recommended), copy whole tree of block item names, and re-translate them. You can check the log you provided above to find which text is missing, and manually add to existing tree of your translation file. Here is a tip tip to let you know what text is the log talking about: For example, the log says 'blockgold_ore', is actually means '/block/gold_ore' which in file like this: { // <- Directory "/" "description": "Mine-imator language file. Copy and rename this to begin creating your own translation.", "file/": { /*...*/ }, // ...... "block/": { // <- Directory "/block/" "stone": "Stone", // ...... "gravel": "Gravel", "gold_ore": "Gold Ore", // <- Here is the '/block/gold_ore'. "iron_ore": "Iron Ore" // ...... } // ...... } You can see how the old format compatability is working: remove all slashes in that "path like" structure. And notify in logs provide you the old format names. So the solution for you is just guess where can add slash to match existiing structure. BTW, I like the new format.
  8. There are two bugs in MI's World Importer. All about translations. First one: World Importer does NOT apply language settings in MI setting. It always use English as default laguage. Is this is an implementation issue or just forgot to pass something to World Importer to let it know which the target language file is? Currently I just copy my translation file as 'english.milanguage' to bypass this issue. Second one: This is more complicated but easy to figure out how caused this. Let's see this screenshot: Seems fine, right? But when I translated this... it seems not right: I did NOT write that text for that button. And it seems shows first 4 characters of that radio button. I checked language file then I know what happend: (Left: My translation; Right: Source English language) May be when MI looking up the translation entry, it just ignore cases. So World Importer think "/importfromworld/filters/remove" is equal as "/importfromworld/filters/Remove". And then bug come out. Cases was totally ignored. We can do something to let you know what that means: And you can see the bug directly: It's hard to be found when using English language file, and even harder to be found when World Importer just don't load another language file. Since the first bug is a totally not working feature (make World Importer multilanguage support useless), so this report was set to major bug level. Please fix these bugs. Thanks.
  9. After reporting the watermark missing bug, I think why not make the watermark even useful. So I come with this idea. Of course this feature is for FULL version users. A customizable watermark options, in settings, and allow to adjust where the watermark shown, what the watermark is (load from external file), and a transparent option. This option is shared project-wise so put this in settings is fine. If someone want to add watermark in pictures or video, they don't need to open another software to do that if the watermark is customizable.
  10. wow, this reason is really funny. It can be used for do some demonstration for some animation or pictures when you show them to others, which protect your work not being stolen by someone that not cool at all. You know there are many guys that not cool and always want to occupy others works as themselves (sometimes if this is very popular, they even sold them). This is very common in Internet, especially in China. Protecting creative works in China is very diffcult.
  11. This bug is confirmed for fixed. Great job everyone! Where did the watermark go??? This bug seems to be funny, or I just don't know it is intended to be. In TRIAL mode of Mine-Imator 1.1.0 (release) and 1.1.1, I rendered pictures and video in any resolution, there is always NO watermarks. This issue does not affect the MI too much so this is just a minor bug. Sometimes this watermark is useful to do demonstration of some ideas and could prevent somebody steal your work directly. And there is no log available for this bug. Sorry.
  12. This bug was cofirmed for fixed. Great job for this everyone! Here is a bug seems to be caused by Unicode chars in path. There are 3 ways could recreate this issue: Load a schematic file which stored in a path included some Unicode chars. Example: Loading file: D:\WorkDir\Minecraft\测试\Schematics\somemap.schematic When Mine-Imator installed in a path contains Unicode chars. Example: Installed on: D:\工作\Mine-Imator\ When creating a project with Unicode chars. It will not affected when first loading schematics in, but once re-open this project, Mine-Imator will attempt to load schematic stored in project directory, and BOOM, it crashed. Example: Project Name: 这是一个工程 And here are the contents in exception popup window: ___________________________________________ ############################################################################################ ERROR in action number 1 of Draw Event for object app: Cannot load buffer file ############################################################################################ -------------------------------------------------------------------------------------------- called from - gml_Script_res_load_scenery (line 83) called from - gml_Script_popup_loading_draw (line 4) called from - gml_Script_popup_draw (line 110) called from - gml_Script_window_draw (line 30) called from - gml_Script_app_event_draw (line 7) called from - gml_Object_app_Draw_0 (line 0) To be noticed, when this exception popup displayed, the "Ignore" button is available. But it cannot let the schematic file to be properly loaded. So this is a bug. MI 1.1.0 (release) were NOT tested with this issue. Sorry for this. Since MI 1.1.0, the support of Unicode characters in project is very useful. But there are still something need to be improved. So I put this in "Major Bug" catalogy. Thanks for your attention. Possible Related Reports:
  13. This is a good idea to port MI into web-based app. But if you decided to make it possible, there is absolutely more and more challenging you have to face to. Such as how do you render movie to user's local storage, and how to open user's Minecraft world files. Good idea, but need to be consider more.
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