HotM:Moving To Chapter Two

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Reporting Bugs

  • Any bugs or requests should go to our mantis bugtracker
    • If you need to submit log files, those can generally be found under your PlayerData/Logs folder in the folder your game is installed in. The most relevant one is called HeartoftheMachineLog.txt. You can send us the whole thing, or just strip out relevant parts.
    • In rare cases, mainly if your entire game crashes (that almost never happens), we will need your unity player log. That gets overwritten the next time you run the game after a crash, unlike the other log. These can be found here:
      • Windows: C:\Users\username\AppData\LocalLow\Arcen Games, LLC\Heart of the Machine\Player.log
      • macOS: ~/Library/Logs/Arcen Games, LLC/Heart of the Machine/Player.log
      • Linux: ~/.config/unity3d/Arcen Games, LLC/Heart of the Machine/Player.log

0.564

(Not Yet Released)

  • Editing pass has been done on the new text from yesterday's build.
    • Thanks to Kara McElligott Park for doing this!
  • The critical hits text now includes the line "The color of a target is the thin line under their health bar, not the large icon over their head."
    • Thanks to Isith for suggesting. This was confusing a number of people.

Localization Framework

  • There is now a setting option that allows for changing languages, for now between the original English and the test languages.
    • This all gets saved into the settings properly, and loads the external language files only as-needed.
    • Things are loaded properly in terms of the timing on loading the program, as well as when changing the dropdown value.
  • The main "language table" entries are now properly read from other language files, and display "properly enough" for this point of testing Chinese and Spanish.
    • Fixed an issue where certain things that were very commonly-used, like button text, were being left as stale when changing languages.
  • Added a new system where table rows with localized contents on themselves or sub-components now register themselves as targets for localization import, and there's a whole new framework around this.
    • The localization imports are now able to fully identify all of the tables in question, and they also are able to match to rows and put their general display names and descriptions in an automated fashion.
    • The setup for noticing rows that are missing a field hooked into this system is also there, which helps me self-check any issues and correct them before translators ever get involved with a given field.
    • This has been a lot more surgery than I thought it would be based on where I had things mid-day, but my original estimate for how long it would take me to do this was a week (that was pessimistic, but still), so I'm still happy this is going so quickly.
  • All of the localization linkages are now in place and working, using sub-rows and swapping things out on the fly as-needed.
    • The last bit I need to handle are the things for duplicate text that is auto-linked in secondary languages, but all of the bits that involve reading in the input spreadsheets are complete.
  • The way that linked localizations is handled has been shifted to be faster to read at runtime, and the proper linkages are now in place.
  • If the extra localization logging setting is on, it now complains about missing rows that were not present but which were expected.
  • Discovered that rows that were copied-from other rows using the xml copy_from tag were not properly pulling localization entries. There is now logic where they grab what they need to.
  • At this point, all of the localization links of all sorts are self-checking and verify that they are all read in properly.
    • There are some font-sizing issues that cause display issues in Chinese, but that's a problem for later; the actual text is being read in properly, and I already have some underlying font stylesheet capabilities that I built into my custom version of TextMeshPro to handle cases like that. That can safely be handled during LQA, later.
    • Note: any testing done with the Chinese language is going to have a lot of missing text right now because of this font sizing issue that will be left for later. Testing with Spanish does not have this issue. Of course, both languages are largely gibberish at the moment since they were machine-translated for these early tests, but that's not the point for the moment.
  • Fixed a bug with how building variants were storing updating their names, which made it so that switching languages mid-game was causing some wrong display of text.
  • Added a new feature which allows post-validation of arbitrary rows after language changes happen.
    • This is used for the various statistics entries, which "bake" some localized elements into place for whichever language they are using at the moment.
    • Now when you swap back and forth between languages, and look at the statistics screen, it updates as expected.

Prior Release Notes

After NextFest