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https://w.atwiki.jp/ce00582/pages/967.html
title PHP DSGE 22 労働供給弾力的 不確実性 /title head script type="text/javascript" src="excanvas.js" /script script type="text/javascript" function loadpic() { var x; var y; var n; phpdata = new Array; var xmlHttp; xmlHttp = new XMLHttpRequest(); xmlHttp.open("GET", "http //www11.atpages.jp/ce00582/dsge/phpdsge22.php?", false); xmlHttp.send(null); var php; php=xmlHttp.responseText; phpdata=php.split(",") var canvas = document.getElementById("red_box"); var ctx = canvas.getContext("2d"); maxc=-999; for (n=2;n 90;n++){ if (phpdata[n] maxc){ maxc=phpdata[n]; } } minc=999; for (n=2;n 90;n++){ if (phpdata[n] minc){ minc=phpdata[n]; } } h=(maxc-minc)/400; ctx.strokeStyle="red"; ctx.beginPath(); y=400-(phpdata[1]-minc)/h; ctx.moveTo(100,y); for (n=2;n 90;n++){ x=4*n+100; y=400-(phpdata[n+1]-minc)/h; ctx.lineTo(x,y); } ctx.stroke(); ctx.strokeStyle="black"; ctx.beginPath(); ctx.moveTo(100,0); ctx.lineTo(100,400); ctx.lineTo(500,400); ctx.stroke(); for (n=1;n 10;n++){ ctx.beginPath(); ctx.moveTo(100+40*n,395); ctx.lineTo(100+40*n,405); ctx.stroke(); } ctx.beginPath(); ctx.moveTo(300,390); ctx.lineTo(300,410); ctx.stroke(); for (n=1;n 20;n++){ ctx.beginPath(); ctx.moveTo(105,400-20*n); ctx.lineTo(95,400-20*n); ctx.stroke(); } ctx.beginPath(); ctx.moveTo(110,300); ctx.lineTo(90,300); ctx.stroke(); ctx.beginPath(); ctx.moveTo(110,200); ctx.lineTo(90,200); ctx.stroke(); } /script /head body img src="52.JPG" width="300" height="300" BR BR B PHP DSGE 22 労働供給弾力的 不確実性 /B BR BR 図 消費の移行経路 form name="myForm" input type="button" value="計算せよ" onClick="loadpic()" /form canvas id="red_box" width="500" height="500" /canvas BR BR /html
https://w.atwiki.jp/touhoukashi/pages/2442.html
このスクリプト(Script/track)は、曲ページにおいて情報の一覧表生成、およびその曲の歌詞を整形するものです。 目次 使用法表全般 title media カラオケ情報 前後の楽曲 歌詞 使用例例 結果 使用法 記述は以下のように行います。 #inc(Script/track) #divid(track_args){ |title=曲名(任意) |album=アルバム名 |circle=サークル名 |vocal=歌手 |chorus=合唱者 |narrator=ナレーター |rap=ラッパー |voice=ボイス |whistle=口笛奏者 |lyric=作詞者 |translate=訳詞者 |arrange=編曲者 |artist=アーティスト |bass=ベース奏者 |cajon=カホン奏者 |drum=ドラム奏者 |guitar=ギター奏者 |mc=ラッパー |mix=ミックス者 |sax=サックス奏者 |piano=ピアノ奏者 |strings=弦楽器奏者 |synthesizer=シンセサイザー奏者 |trumpet=トランペット奏者 |violin=バイオリン奏者 |original=原曲名 |image_song=サークルオリジナルのイメージ曲等 |dam_req=DAM選曲番号 |dam_url=DAMリンク先 |joy_req=JOYSOUND曲番号 |joy_url=JOYSOUNDリンク先 |media=URLまたは動画ID(サークルが公開するYouTube、ニコニコ動画、Soundcloudのみ) |prev=一つ前のトラック番号の楽曲 |next=一つ後のトラック番号の楽曲 } #divid(lyrics){ (歌詞) } これら記載情報からページ内に表が生成され、歌詞は読みやすいようにスタイルが適用されます。表は、PC表示では右部、モバイル表示では歌詞の上部に表示されます。 表 全般 1つのパラメーターに複数の項目を指定したい場合は、「アルバム1;アルバム2」というように半角のセミコロン (;) を区切り文字として入力してください。 また、アルバムとサークルの項目のみ、[[]]でのリンクの指定が必要となります。そのほかの項目は専用のタグページへと自動的にリンクされます。 上記のパラメーターはすべて指定する必要はありません。アルバム・サークル・ボーカル・原曲のように、最低限の選択でも構いませんが、歌詞カードや公式サイト等に記載がある項目はなるべく指定していただけるようご協力ください。記載はあっても、該当するパラメーターが見つからないという場合は、その他不具合も含め雑談に報告をお願いします。 title 曲名はページ名から自動判別されますが、意図的に変更させたい場合はtitleを指定してください。 media mediaに動画等のURLか動画IDを指定することで、原曲の下部にメディアが埋め込まれます。YouTube、ニコニコ動画、Soundcloudに対応しています。 注意: メディアは、サークルが公式にアップロードしているもののみを指定してください。無断アップロードされた動画・曲の指定は、違法性を含むため禁止されています。 動画IDは以下の通りです。それぞれ太字の箇所を指します。 メディア 該当箇所 YouTube www.youtube.com/watch?v= (11文字の文字列) またはyoutu.be/ (11文字の文字列) ニコニコ動画 www.nicovideo.jp/watch/ (smまたはnmで始まる文字列) Soundcloud soundcloud.com/ (ユーザー名)/(曲名) カラオケ情報 表にはDAMとJOYSOUNDのカラオケ情報を含ませることができます。既定では両方不明と表示されます。 dam_reqにはDAMでの選曲番号を、joy_reqにはJOYSOUNDでの曲番号を入力します。DAMは、選曲番号がそのまま楽曲情報のURLの一部として扱われるため、自動でサイトにリンクされますが、JOYSOUNDの場合はそうではないため、リンクさせるには個別にjoy_urlの指定を任意で行ってください。また、DAMの場合でもdam_urlを用いることで、リンク先を変更することが可能です。 配信が行われていない場合は、dam_reqまたはjoy_reqにnoneを指定してください。すると「未配信」と表示されるようになります。この場合はリンク先の指定があっても無視されます。 DAMを未配信とし、JOYSOUNDを「色は匂へど散りぬるを」の指定とする例は次のとおりです。 |dam_req=none |joy_req=145111 |joy_url=https //www.joysound.com/web/search/song/185241 前後の楽曲 表の下部には、自動的に前後のトラック番号の楽曲が取得され、表示されます。この際、取得対象となるのはalbumに指定された1番目のアルバムのみです。もしリンクが間違っていたり、収録状況による初出トラック番号の相違の問題等がある場合は手動での指定が可能です。prev、nextがそれぞれ対応します。これらは、[[楽曲名]]のリンク記述で指定をする必要があります。 また、前後に楽曲は存在しないにも関わらず自動挿入される場合は、prevまたはnextにnoneを指定してください。すると表示されなくなります。 前の曲を「01 アルフ・ライラ・ワ・ライラ」、次の曲を「03 奇奇怪怪 ~Bizarre and strange」とする例は次のとおりです。 |prev=[[01 アルフ・ライラ・ワ・ライラ]] |next=[[03 奇奇怪怪 ~Bizarre and strange]] 歌詞 歌詞は、指定位置への記載ではないとエラーが表示されます。必ず上記の正しい位置に入力してください。 実際には歌われていても、歌詞カードでは当該歌詞の記載がないことがあります。その場合は「__歌詞__」というように2つのアンダーバーで囲むと、歌詞カード未記載である旨を示すことができます。うまく聞き取れない場合は「(???)」と記載することで、その旨の画像を表示します。丸かっこと疑問符は全角でも構いません。 連続した複数行にわたる未記載の歌詞は、以下のようにまとめて指定することが推奨されます。ただし、間に空行を含めると適用されません。 OK __The lyrics text__ NG __The lyrics text__ 使用例 例 #inc(Script/track) #divid(track_args){ |album=アルバム1;アルバム2 |circle=サークル |vocal=歌手 |lyric=作詞者1;作詞者2;作詞者3 |original=原曲1;原曲2;原曲3;原曲4;原曲5 |dam_req=none |joy_req=145111 |joy_url=https //www.joysound.com/web/search/song/185241 |next=[[02 感情ケミストリー]] } #divid(lyrics){ (歌詞) } 結果 【注意】 現在、このページはJavaScriptの利用が一時制限されています。この表示状態ではトラック情報が正しく表示されません。 この問題は、以下のいずれかが原因となっています。 ページがAMP表示となっている ウィキ内検索からページを表示している これを解決するには、こちらをクリックし、ページを通常表示にしてください。 /** General styling **/ @font-face { font-family Noto Sans JP ; font-display swap; font-style normal; font-weight 350; src url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/10/NotoSansCJKjp-DemiLight.woff2) format( woff2 ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/9/NotoSansCJKjp-DemiLight.woff) format( woff ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/8/NotoSansCJKjp-DemiLight.ttf) format( truetype ); } @font-face { font-family Noto Sans JP ; font-display swap; font-style normal; font-weight bold; src url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/13/NotoSansCJKjp-Medium.woff2) format( woff2 ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/12/NotoSansCJKjp-Medium.woff) format( woff ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/11/NotoSansCJKjp-Medium.ttf) format( truetype ); } rt { font-family Arial, Verdana, Helvetica, sans-serif; } /** Main table styling **/ #trackinfo, #lyrics { font-family Noto Sans JP , sans-serif; font-weight 350; } .track_number { font-family Rockwell; font-weight bold; } .track_number after { content . ; } #track_args, .amp_text { display none; } #trackinfo { position relative; float right; margin 0 0 1em 1em; padding 0.3em; width 320px; border-collapse separate; border-radius 5px; border-spacing 0; background-color #F9F9F9; font-size 90%; line-height 1.4em; } #trackinfo th { white-space nowrap; } #trackinfo th, #trackinfo td { border none !important; } #trackinfo thead th { background-color #D8D8D8; box-shadow 0 -3px #F9F9F9 inset; padding 4px 2.5em 7px; white-space normal; font-size 120%; text-align center; } .trackrow { background-color #F0F0F0; box-shadow 0 2px #F9F9F9 inset, 0 -2px #F9F9F9 inset; } #trackinfo td ul { margin 0; padding 0; list-style none; } #trackinfo li { line-height 16px; } #trackinfo li nth-of-type(n+2) { margin-top 6px; } #trackinfo dl { margin 0; } #trackinfo dt { font-size small; font-weight bold; } #trackinfo dd { margin-left 1.2em; } #trackinfo dd + dt { margin-top .5em; } #trackinfo_help { position absolute; top 3px; right 8px; font-size 80%; } /** Media styling **/ #trackinfo .media th { background-color #D8D8D8; padding 4px 0; font-size 95%; text-align center; } .media td { padding 0 2px; } .media iframe nth-of-type(n+2) { margin-top 0.3em; } .youtube + .nicovideo, .youtube + .soundcloud, .nicovideo + .soundcloud { margin-top 0.75em; } .media_section { display flex; align-items center; text-align center; } .media_section before, .media_section after { display block; flex-grow 1; content ; height 1px; } .media_section before { margin-right 0.5em; background linear-gradient(-90deg, #888, transparent); } .media_section after { margin-left 0.5em; background linear-gradient(90deg, #888, transparent); } .media_notice { color firebrick; font-size 77.5%; } /** Around track styling **/ .next-track { float right; } /** Infomation styling **/ #trackinfo .info_header th { padding .3em .5em; background-color #D8D8D8; font-size 95%; } #trackinfo .infomation_show_btn_wrapper { float right; font-size 12px; user-select none; } #trackinfo .infomation_show_btn { cursor pointer; } #trackinfo .info_content td { padding 0 0 0 5px; height 0; transition .3s; } #trackinfo .info_content ul { padding 0; margin 0; max-height 0; list-style initial; transition .3s; } #trackinfo .info_content li { opacity 0; visibility hidden; margin 0 0 0 1.5em; transition .3s, opacity .2s; } #trackinfo .info_content.infomation_show td { padding 5px; height 100%; } #trackinfo .info_content.infomation_show ul { padding 5px 0; max-height 50em; } #trackinfo .info_content.infomation_show li { opacity 1; visibility visible; } #trackinfo .info_content.infomation_show li nth-of-type(n+2) { margin-top 10px; } /** Lyrics styling **/ #lyrics { font-size 1.06em; line-height 1.6em; } .not_in_card, .inaudible { display inline; position relative; } .not_in_card { border-bottom dashed 1px #D0D0D0; } .tooltip { display flex; visibility hidden; position absolute; top -42.5px; left 0; width 275px; min-height 20px; max-height 100px; padding 10px; border-radius 5px; background-color #555; align-items center; color #FFF; font-size 85%; line-height 20px; text-align center; white-space nowrap; opacity 0; transition 0.7s; -webkit-user-select none; -moz-user-select none; -ms-user-select none; user-select none; } .inaudible .tooltip { top -68.5px; } span hover + .tooltip { visibility visible; top -47.5px; opacity 0.8; transition 0.3s; } .inaudible span hover + .tooltip { top -73.5px; } .not_in_card span.hide { top -42.5px; opacity 0; transition 0.7s; } .inaudible .img { display inline-block; width 3.45em; height 1.25em; margin-right 4px; margin-bottom -3.5px; margin-left 4px; background-image url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2971/7/Inaudible.png); background-size contain; background-repeat no-repeat; } .not_in_card after, .inaudible .img after { content ; visibility hidden; position absolute; top -8.5px; left 42.5%; border-width 5px; border-style solid; border-color #555 transparent transparent transparent; opacity 0; transition 0.7s; } .not_in_card hover after, .inaudible .img hover after { content ; visibility visible; top -13.5px; left 42.5%; opacity 0.8; transition 0.3s; } .not_in_card after { top -2.5px; left 50%; } .not_in_card hover after { top -7.5px; left 50%; } .not_in_card.hide after { visibility hidden; top -2.5px; opacity 0; transition 0.7s; } /** For mobile device styling **/ .uk-overflow-container { display inline; } #trackinfo.mobile { display table; float none; width 100%; margin auto; margin-bottom 1em; } #trackinfo.mobile th { text-transform none; } #trackinfo.mobile tbody tr not(.media) th { text-align left; background-color unset; } #trackinfo.mobile td { white-space normal; } document.addEventListener( DOMContentLoaded , function() { use strict ; const headers = { title アルバム別曲名 , album アルバム , circle サークル , vocal Vocal , lyric Lyric , chorus Chorus , narrator Narration , rap Rap , voice Voice , whistle Whistle (口笛) , translate Translation (翻訳) , arrange Arrange , artist Artist , bass Bass , cajon Cajon (カホン) , drum Drum , guitar Guitar , keyboard Keyboard , mc MC , mix Mix , piano Piano , sax Sax , strings Strings , synthesizer Synthesizer , trumpet Trumpet , violin Violin , original 原曲 , image_song イメージ曲 }; const rPagename = /(?=^|.*
https://w.atwiki.jp/postal2-wiki/pages/31.html
MODのインストール MODのインストールはじめに 注意点 登場するMOD インストール順番本編 市販の追加エピソード 大型MODなど 補足事項ファイル名が重複しないMOD インストール順が決まっているMOD 各製品、MODのインストール先 ダウンロード先 AWPMod のインストール 設定ファイルの更新AWP V1.3 の AWP.ini AW の postal2.ini STP の postal2.ini The Freak Story の postal2.ini Day of Death 2 の DOD2.ini その他の起動に関わる設定ファイル Mod.ini の更新武器の置き換え ザ・ワールド Massacreチート List.ini の更新武器所持チート プロップランチャー User.ini の更新 設定ファイルのサンプル AWP上で他のゲームをプレイ開始マップの作成 Musicファイルのコピー 他のゲームをプレイ はじめに ここではMODのインストール、それに伴う設定等を記載しています 購入当初はMOD無しの製品版のままでプレイすることをお勧めします 当ページ内の説明は、非Steam版(パッケージ版のコンプリートパック)専用です Steam版の詳細は、Steam Workshop を参照 MODの説明は AWP または MOD 参照 武器の割り当ては 武器の詳細 参照 その他の関連情報は 武器その他 参照 注意点 ファイルの追加、更新、改名、移動、削除、設定ファイルのパス指定の変更など ファイル構成が変わった後の状態でプレイしたい場合、セーブデータからではなく初めからやり直してください ただし、Mod.ini または List.ini を更新した場合は、セーブデータから始めても構いません 登場するMOD シングルプレイを基本として AWPなどの製品版を改変するMOD 新たな武器を扱える武器追加MOD EDなどの新たなエピソードをプレイできるMOD 外見の変更や乗り物の追加などのスキン、アイテム関連MODなどが登場します インストール順番 明記の無い限り、上書きインストールです 以下は Windows 7 64bit SP1 + コンプリートパック の場合 コンプリートパック以外など環境により、インストールパスなどが異なる場合があります ファイルサイズが記載のバイト数より少ない場合、ファイルが壊れている可能性があります またダウンロード場所によっては、分割ダウンロードやダウンローダーの使用自体を認めていないサイトもあります ファイルのダウンロードは ダウンロード先 ▼ を参照 インストール先は 各製品、MODのインストール先 ▼ を参照 本編 順番 製品名/MOD インストールパス 備考 ( 製品版 ) 1 コンプリートパック (DISK1) デフォルト以下、製品版のパス ここでは以下の製品を示しますコンプリートパック完全日本語版および 同一タイトルのニューパッケージ版、プラス、プラスアルファおよびシェアザペイン完全日本語版とウィークエンド完全日本語版の2本立て 2 コンプリートパック (DISK2) (製品版のパス)\ApocalypseWeekend ( STPパッチ / STP アドイン MOD ) 3 1409X Postal2STP Patch(Multiplayer Patch) (製品版のパス)に上書き マルチプレイヤーパッチインストールすると、STPのオープニングが当MOD仕様(机の前で喋るビンス)になるどちらか一方をインストール実行ファイルPostal2STP-1409X-Patch.exe68,041,923 バイトZIPファイルPostal2STP-1409X-Patch.zip65,886,926 バイト. 4 DarkFire (製品版のパス)\DarkFireMod STP上でも使用可有効にすると、STPのオープニングが当MOD仕様(机の上に武器などが散乱)に置き換わる本体DarkFireMod.zip137,061,933 バイトDarkFireFix(DarkFire第1パッチ)DarkFireFix.zip27,556,479 バイトZombification Update(DarkFire第2パッチ)PZUpdate.zip30,423,368 バイト. 5 P2Tropic (製品版のパス)\P2TropicFinal STP上でも使用可有効にすると、STPのマップが当MOD仕様に置き換わるP2TropicFinal.rar232,034,210 バイト. 6 Action Postal2 (製品版のパス)\Postal2ActionPatched STP上でも使用可有効にすると、STPのオープニングが当MOD仕様(暗がりでたき火)に置き換わるPostal2ActionPatched.rar70,200,514 バイト AWP ( A Week in Paradise ) 7 AWP V1.3 (製品版のパス)\AWP-1.3 AWP-1.3.zip307,274,833 バイトV1.3 は、以下のMODの上位バージョンに当たるため、いずれも使用しませんAWP Fudge Pack VersionAWP postal X vertionAWP Service Patchファッジパック、postal X に同梱の AWP ( その他の個別フォルダ ) 8 Flafster Weapon (製品版のパス)\FlafsterWeapons FlafsterWeapons.rar183,547,361 バイトStickgrenade.u の更新日付、サイズ2011年2月1日31,009 バイトであれば最新です. 9 Day of Death 2 (製品版のパス)\P2DOD2Ascension 単独でもプレイできます本体Postal2DOD2Ascension.rar1,006,319,598 バイトパッチP2DOD2Patch1.1.rar122,085,500 バイト. 10 TKMutator 4.0 (製品版のパス)\TKMutator4 TKMutator4.rar69,212,878 バイト 11 The Freak Story (製品版のパス)\Postal 2 TFS Tech Beta-Demo Version Postal2TFSDemo_-ModdB-Version_.rar2,785,630,820 バイト単独でもプレイできますが、まだベータ版ですなお、ファイルサイズが非常に大きいで注意 ( 武器追加MOD / AWパッチ ) 12 下記以外の追加MOD※ 内訳は後述のファイル名が重複しないMOD 参照 ▼ (製品版のパス)\ApocalypseWeekend\Mods※追加MOD用の専用フォルダにインストール. なお、専用フォルダ内は フォルダ分けしないこと 上記 製品版+AWP (1、2、7番)のインストールが完了していれば順番はどれでも構わないPersja STP を導入すると曜日表示が置き換わってしまうため、以下の手順を行うP2Misc_Full.utx を別名(P2Misc_Full_BAK.utx など)にリネーム 13 1組目EAInventory↓Mixer Skins↓FreshCharacters2組目TitanModBeta1↓freddy vs jason↓P2M@DMods-FullTnInventoryTnAWInventory3組目Mod of ModsMaterials のDarkLair D21 & CynderGhostNewSniper(Unreal Tournament Sniper Rifle)↓Stevens Mod(SMInventory+Others Mods) 左記の3組のMODはインストール順が決まっていますインストール順が決まっているMOD 参照 ▼上位互換のファイルを後に入れる様にしているため、順番を守らないと互換性が崩れてテクチャーが表示されなかったりエラーで落ちたり目的のマップと異なるなど正常な状態でプレイ出来ない可能性がありますなお、freddy vs jason をプレイするにはTitanModBeta1 が必須となります 14 日本語版ウィークエンド/AWPバグ修正パッチ (製品版のパス)\ApocalypseWeekend\Mods※追加MOD用の専用フォルダにインストール 日本語AWが含まれる全てのパッケージに対してインストール可能日本語セリフの不具合を解消・中華料理店のゾンビ・ゴールドディスクイベントの社長などAWJPFix.zip10,421,650 バイト ( 追加エピソード ) 15 ロシアより愛をこめて、製品版EDA をお持ちなら後述の 市販の追加エピソード ▼ を参照 16 ED、AVPC などの無料版追加エピソードもインストールするなら後述の 大型MODなど ▼ を参照 ( 画質強化MOD ) 17 ENBseries for Postal 2 (製品版のパス)\ApocalypseWeekend\system(製品版のパス)\AWP-1.3\system上記以外にもSTPDay of Death 2The Freak StoryEternal Damnation 関係AVPC 関係Lost IslandHappy Nightおよび市販の追加エピソードの system にも置ける 画質強化MODd3d8.dll (本体)enbseries.ini (設定ファイル)2個とも置く. ・enbseries.ini の変更点[グループ名]項目名=デフォルト(変更前) → 変更後[GLOBAL]UseEffect=0 → 1(エフェクト使用なので、ON)[EFFECT]EnableReflection=1 → 0(映り込みが邪魔なので、OFF)EnableShadow=1 → 0(テクチャーが消えるので、OFF)[BLOOM](初期値では白っぽ過ぎるので値を下げる)※あくまで参考値ですBloomPowerDay=10 → 1BloomConstantDay=20 → 2BloomScreenLevelDay=60 → 5BloomPowerNight=10 → 1BloomConstantNight=20 → 2BloomScreenLevelNight=20 → 5 ( AWPMod / 設定ファイルの更新 ) 18 AWPMod. と日本語表記化ファイル インストール手順の詳細はAWPMod のインストール ▼ を参照 最新バージョンは 2015-07-31 ですどちらか一方をインストール圧縮(7z)ファイルAWPMod-2015-07-31.7z75,985,508 バイト実行ファイルAWPMod-2015-07-31.exe77,328,248 バイトAWPModInventory.u の更新日付、サイズ2015年7月31日1,014,493 バイトであれば最新です以下の内容を含みます・AWPMod・日本語表記化ファイル( *.jpt ファイル )・ママンお使い復活パッチ. [Back in the Motherboard Mission]・窓ガラスの透明化 [Widescreen Fix]・キャラの影 [Shadows Patch]詳しくは同梱のAWPModChangeLogJP.txt を参照なお、AWP Service Patch 1 とティーンスナイパーパッチ についてはAWP V1.3 に同梱されています 19~22 設定ファイルの更新 インストール手順の詳細は設定ファイルの更新 ▼ を参照 ありがとよ 市販の追加エピソード 順番 製品名/パッチ インストールパス 備考 ( ロシアより愛をこめて ) 1 ロシアより愛をこめて フォルダ名 Postal2 が既にある場合フォルダ名を変更する(Postal2RUSSIAなど)フォルダ名 Postal2 が無い場合デフォルトパス(Postal2)のまま 2 Kamek mod v1.6 (ロシアが入っているパス)\kMod v1337用最終パッチkMod16.zip1,508,109 バイト ( 製品版ED ) 1 Eternal Damnation Advanced フォルダ名 Postal2STP が既にある場合(Postal2STP以外)\Eternal Damnationフォルダ名 Postal2STP が無い場合デフォルト(Postal2STP\Eternal Damnation) 2 Eternal Damnation Advanced専用パッチ Eternal_Damnation_Subway_Update.exe11,224,736 バイト 3 1409X Postal2STP Patch(Multiplayer Patch) Eternal Damnation Advanced の STP 部分(最上位フォルダ) マルチプレイヤーパッチインストールすると、STPのオープニングが当MOD仕様(机の前で喋るビンス)になるどちらか一方をインストール実行ファイルPostal2STP-1409X-Patch.exe68,041,923 バイトZIPファイルPostal2STP-1409X-Patch.zip65,886,926 バイト 大型MODなど 順番 MOD/パッチ インストールパス 備考 ( 無料版ED ) 1 Eternal Damnation (製品版のパス)\eternal damnation ファッジパックの場合はインストール不要EchoDelta.exe1,205,649,600 バイト. 2 EDパッチ 以前リリースされた地下鉄修正パッチED_JW_SubwayStationFIX.rar (約6MB)の修正も含まれていますEDpatch6.2.exe77,072,408 バイト ( EDR ) 1 Eternal Damnation Remake (製品版のパス)\Eternal Damnation Remake 無料版EDのリメイク版EternalDamnationRemake-01-07-2010.rar1,090,427,894 バイト. 2 EDRパッチ ED_Remake_Shotgun_Fix.zip6,233,341 バイト ( A Very POSTAL CHRISTMAS V1420 ) 1 AVPC v1420 (製品版のパス)\AVPC_SM A Very Postal Christmas v1420.exe673,165,345 バイト 2 AVPC v1420 用パッチ (製品版のパス)\AVPC_SM\Textures 地図をAVPC用に差し替えますどちらか一方v.2.7z11,089,351 バイト[AVPC_v[1].1420]Mapa.7z6,495,537 バイト ( A Very POSTAL CHRISTMAS V1300 ) - AVPC v1300 (製品版のパス)\A Very Postal Christmas v1300 avpc1300.exe373,140,653 バイト ( Lost Island ) 1 Lost Island (製品版のパス)\LostIsland LostIsland_Remake.rar371,456,079 バイト 2 Lost Island Patch mini patch.rar643,228 バイトそれぞれLI_weaps.usx → LostIsland\StaticMeshesPostal2Game.u → LostIsland\Systemに上書き ( Happy Night ) 1 Happy Night (製品版のパス)\HappyNight 本編とは独立して起動する方式です最新バージョンは 1.2本体HappyNightInstall.exe679,185,851 バイトパッチHappyNight_patch[1.2].exe62,237,751 バイト ( マルチプレイ フリー版 ) 1 Postal 2 STP FreeMultiplayer Edition フォルダ名 Postal2STP が既にある場合フォルダ名を変更する(Postal2STP-FreeMPなど)フォルダ名 Postal2STP が無い場合デフォルトパス(Postal2STP)のまま Postal2STP-FreeMP.exe626,977,212 バイト 2 1409X Postal2STP Patch(Multiplayer Patch) マルチプレイヤーパッチインストールすると、STPのオープニングが当MOD仕様(机の前で喋るビンス)になるどちらか一方をインストール実行ファイルPostal2STP-1409X-Patch.exe68,041,923 バイトZIPファイルPostal2STP-1409X-Patch.zip65,886,926 バイト 補足事項 ファイル名が重複しないMOD 追加MOD専用フォルダにインストールする際、ファイル名がダブらないため インストール順を気にしなくても良いMODです 一部のMODは、1409X Postal2STP Patch(Multiplayer Patch)が必須となります また解凍後にフォルダ分けされている場合は、全て単一(追加MOD専用)フォルダに移動します ★ 重複しないMODを表示 種類 MOD 備考 武器追加MOD AMNWeapons Anti-Riot Weapons Awesome Weapons CatAttack CDE Weapons Pack CrucifiX DarkPS Doom II Chaingun テールガンナーロータリーキャノン football GOD HAND.inc Weapons GrimRScythe HALF-LIFE2 Heavy Duty Nailgun (Staple Gun) Hellsing Arms Casull 454 Auto ”Jackal” Holy Cross HolyWars Unholy Hand Grenade&SuperWeapons Ig50Inventory Jackal Crossbow Karlinventory kMods-Plus Golden Gun KPowasMods KPowasModsMP Kropek M4A1Transformer Mace MK23_Pistol MrDMods NewWeapons byWolve NicePlayer(i〇〇) OpenWorld 旧・ADrenaline STP Mod P2M@DBombNEW P2M@DUtils-Full と xAdmin172 Paintball Persja STP 導入後、P2Misc_Full.utx を別名(P2Misc_Full_BAK.utx など)にリネーム QuakeMod Re-Delivery クリンコフ Rip s Weapons Mod V1 Russian Server Scotts Guns Skalpel SSKiraly StephenArdrey s 10 Weapons (SAWeapons) VirtualWeapons Zabaweczki Zombie Launcher アイテム追加MOD Left2GoPostal Project Marica Traffic Mod V3.1 インストール順が決まっているMOD 上記 「インストール順番」 の通りにした場合、最終的に薄緑色の行のファイルに置き換わります ★ 重複ファイルを表示 1組目 EAInventory と Mixer Skins と FreshCharacters EAInventory ファイル名 更新日付 ファイルサイズ AW7PawnSkins.utx 2006年9月14日 20,098,278 バイト ↓ Mixer Skins ファイル名 更新日付 ファイルサイズ AW7PawnSkins.utx 2007年5月13日 19,824,889 バイト ChameleonSkins.utx 2007年6月19日 41,939,608 バイト ChamelHeadSkins.utx 2007年6月11日 9,843,340 バイト ↓ FreshCharacters ファイル名 更新日付 ファイルサイズ ChameleonSkins.utx 2012年12月21日 54,299,737 バイト ChamelHeadSkins.utx 2012年12月21日 8,170,727 バイト 2組目 TitanMod と freddy vs jason と P2M@DMods-Full、Tn&TnAW TitanMod ファイル名 更新日付 ファイルサイズ AW7_suburbs-3.fuk 2006年3月12日 13,298,254 バイト czytaj_to.txt 2007年4月30日 69 バイト empty.ukx 2006年3月10日 6,950,028 バイト Fzombee.usx 2006年3月14日 13,094,365 バイト Fzombee.utx 2006年3月14日 13,094,365 バイト Fzombee2.usx 2006年3月12日 3,152,699 バイト pumpit.ogg 2006年3月19日 10,344,121 バイト tester.ukx 2006年3月3日 7,082,700 バイト WolveskiModSounds.uax 2006年3月14日 207,999 バイト ↓ freddy vs jason ファイル名 更新日付 ファイルサイズ AW7_suburbs-3.fuk 2006年4月7日 13,298,415 バイト czytaj_to.txt 2007年4月30日 69 バイト empty.ukx 2006年3月10日 6,950,028 バイト Fzombee.usx 2006年3月14日 13,094,365 バイト Fzombee.utx 2006年3月20日 13,269,343 バイト Fzombee2.usx 2006年3月20日 3,152,698 バイト MaDMods.int 2005年5月22日 4,177 バイト MaDMods.u 2005年5月22日 809,615 バイト MaDModsAnims.ukx 2005年12月24日 2,492,584 バイト MaDModsSounds.uax 2005年5月21日 7,127,135 バイト MaDModsStatics.usx 2005年12月24日 9,201,836 バイト MaDModsTex.utx 2005年12月23日 5,140,967 バイト pumpit.ogg 2006年3月19日 10,344,121 バイト tester.ukx 2006年3月3日 7,082,700 バイト TnInventory.u 2005年11月1日 359,115 バイト TnMesh.usx 2005年9月24日 7,007,632 バイト TnSound.uax 2005年8月29日 1,451,718 バイト TnTex.utx 2005年9月1日 1,354,318 バイト WolveskiModSounds.uax 2006年3月14日 207,999 バイト MaDModsxxx - P2M@DMods-Full の方が新しい (本家) Tnxxx - Tn の方が新しい (本家) 以上2MODより先にインストール ↓ P2M@DMods-Full ファイル名 更新日付 ファイルサイズ MaDMods.int 2005年5月22日 4,177 バイト MaDMods.u 2005年5月22日 809,615 バイト MaDModsAnims.ukx 2005年5月20日 4,277,138 バイト MaDModsSounds.uax 2005年5月21日 7,127,135 バイト MaDModsStatics.usx 2005年5月18日 15,325,956 バイト MaDModsTex.utx 2005年5月18日 10,322,771 バイト ↓ Tn、TnAW ファイル名 更新日付 ファイルサイズ TnInventory.u 2007年8月13日 381,943 バイト TnMesh.usx 2006年7月7日 7,127,422 バイト TnSound.uax 2006年7月6日 1,692,495 バイト TnTex.utx 2007年3月28日 1,580,217 バイト ↓ ( AWPMod 2015-07-31版 ) ファイル名 更新日付 ファイルサイズ AW7_suburbs-3.fuk 2013年8月20日 12,856,738 バイト MaDModsAnims.ukx 2013年2月5日 4,276,995 バイト 3組目 Mod of Mods と . Materials の DarkLair D21 & CynderGhost 、NewSniper (Unreal Tournament Sniper Rifle)と . Stevens Mod (SMInventory + Others Mods) Mod of Mods ファイル名 更新日付 ファイルサイズ SMFX.u 2007年12月30日 535,391 バイト ↓ Materials の DarkLair D21 & CynderGhost 、NewSniper (Unreal Tournament Sniper Rifle) ファイル名 更新日付 ファイルサイズ D21SG.u 2011年7月24日 15,659 バイト D21SGmodel.ukx 2011年7月24日 616,446 バイト D21SGsm.usx 2011年7月24日 732,078 バイト D21sgtex.utx 2011年7月24日 266,758 バイト D21snd.uax 2011年7月24日 620,072 バイト NewRifleAnim.ukx 2011年7月22日 1,101,958 バイト NewRifleTex.utx 2011年7月22日 2,980,364 バイト NewSniperMesh.usx 2011年7月21日 1,418,318 バイト NewSniperSound.uax 2011年7月20日 342,667 バイト UTR.u 2011年7月22日 67,668 バイト Materials の 2武器を導入せずに、Stevens Mod を導入する手順でも良い ↓ Stevens Mod (SMInventory + Others Mods) ファイル名 更新日付 ファイルサイズ D21SG.u 2012年2月11日 22,225 バイト D21SGmodel.ukx 2012年2月11日 1,024,086 バイト D21SGsm.usx 2011年9月26日 744,840 バイト D21sgtex.utx 2011年9月26日 387,328 バイト D21snd.uax 2011年7月24日 620,072 バイト NewRifleAnim.ukx 2012年2月11日 1,101,840 バイト NewRifleTex.utx 2011年7月22日 2,980,364 バイト NewSniperMesh.usx 2011年7月21日 1,418,318 バイト NewSniperSound.uax 2011年7月20日 342,667 バイト SMFX.u 2011年11月4日 664,983 バイト UTR.u 2012年2月11日 64,817 バイト 各製品、MODのインストール先 コンプリートパックを Windows 7 64bit版に、上記 「インストール順番」 の通りにインストールした場合です インストール先は、あくまで一例です ★ インストール先を表示 パッケージ インストールパス 備考 ( 製品版 ) コンプリートパック Program Files (x86)\Postal2CP ロシアより愛をこめて Program Files (x86)\Postal2 Eternal Damnation Advanced Program Files (x86)\Postal2STP ( 武器追加MOD ) 追加MOD Program Files (x86)\Postal2CP\ApocalypseWeekend\Mods 専用フォルダ Action Postal 2 Program Files (x86)\Postal2CP\Postal2ActionPatched DarkFire Program Files (x86)\Postal2CP\DarkFireMod Flafster Weapon Program Files (x86)\Postal2CP\FlafsterWeapons TKMutator 4.0 Program Files (x86)\Postal2CP\TKMutator4 P2Tropik Program Files (x86)\Postal2CP\P2TropicFinal ( 拡張・大型MODなど ) AWP V1.3 Program Files (x86)\Postal2CP\AWP-1.3 A Very Postal Christmas v1420 Program Files (x86)\Postal2CP\AVPC_SM A Very Postal Christmas v1300 Program Files (x86)\Postal2CP\A Very Postal Christmas v1300 Day of Death 2 Program Files (x86)\Postal2CP\P2DOD2Ascension Eternal Damnation Program Files (x86)\Postal2CP\eternal damnation Eternal Damnation Remake Program Files (x86)\Postal2CP\Eternal Damnation Remake The Freak Story Program Files (x86)\Postal2CP\Postal 2 TFS Tech Beta-Demo Version Happy Night Program Files (x86)\Postal2CP\HappyNight Lost Island Program Files (x86)\Postal2CP\LostIsland Postal 2 STP FreeMultiplayer Edition Program Files (x86)\Postal2STP-FreeMP ここではEternal Damnation Advancedとフォルダ名が重複するためフォルダ名を変更しています 参考までに、Eternal Damnation Advanced などの 市販の追加エピソードを除いた MOD をインストールした場合の Postal2CP(コンプリートパック)配下のフォルダ構成 A Very Postal Christmas v1300 Animations ApocalypseWeekend AVPC_SM AWP-1.3 DarkFireMod eternal damnation EternalDamnationRemake FlafsterWeapons HappyNight Help KarmaData LostIsland Maps Music P2DOD2Ascension P2TropicFinal Postal 2 TFS Tech Beta-Demo Version Postal2ActionPatched Save Sounds StaticMeshes System Textures TKMutator4 Web 同様に、Postal2CP の ApocalypseWeekend および AWP-1.3 配下 Animations AW7Save KarmaData Maps Mods Movies Music Sounds StaticMeshes System Textures ダウンロード先 ★ ダウンロード先を表示 パッケージ 詳細など URL(先頭に http // を付加) ( 拡張MOD・修正パッチなど ) 1409X Postal2STP Patch(Multiplayer Patch) 実行ファイル 1drv.ms/u/s!AhDaDHN8Nr66ir9vJ_vMZPliNHwyvw ZIPファイル 1drv.ms/u/s!AhDaDHN8Nr66ir9kVR5knLzloQfsaA AWP(A Week in Paradise) V1.3 www.resurrection-studios.net/Postal2Shared/TotalConversions/AWP/AWP-1.3.zip AWPMod 最新バージョンは2015-07-31 1drv.ms/f/s!AhDaDHN8Nr66ir0aaspz7EQ6mKr43Q 日本語版ウィークエンド/AWPバグ修正パッチ www.mediafire.com/?jer7lgr6f68du60 ENBseries for Postal 2 www.enbdev.com/mod_gtavc_v0005.htm Kamek mod v1.6 www.postalsite.info/infusions/pro_download_panel/download.php?did=189 ( 個別フォルダのMOD ) DarkFire 本体 www.postalsite.info/infusions/pro_download_panel/download.php?did=206 第1パッチDarkFireFix www.postalsite.info/infusions/pro_download_panel/download.php?did=223 第2パッチPostalZombificationUpdate www.postalsite.info/infusions/pro_download_panel/download.php?did=226 P2Tropik chomikuj.pl/EU-ROPA/Postal2+MOD/P2Tropic/P2TropicFinal,3686489342.rar Action Postal 2 yadi.sk/d/X4g53PBRfjkEF Flafster Weapon (リンク切れ) Day of Death 2 本体 yadi.sk/d/TOGFpLTzfTZrN パッチ V1.1 yadi.sk/d/48gjT3kKfUmNw TKMutator V4.0 yadi.sk/d/7NUyj0bGZCdsu The Freak Story yadi.sk/d/6j1V9exX6KuD0 ( ファイル名が. 重複しないMOD ) 詳細 ▲ AMNWeapons V3.0 for AWP forum.postalsite.info/download.htm?id=2562 V3.0 for STP forum.postalsite.info/download.htm?id=2561 Anti-Riot Weapons www.postalsite.info/infusions/pro_download_panel/download.php?did=106 Awesome Weapons www.postalsite.info/infusions/pro_download_panel/download.php?did=215 CatAttack forum.postalsite.info/download.htm?id=47 CDE Weapons Pack www.postalsite.info/infusions/pro_download_panel/download.php?did=101 CrucifiX kamek.piiym.net/tehdownlodes/p2/CrucifiX.zip DarkPS www.postalsite.info/infusions/pro_download_panel/download.php?did=199 Doom II Chaingun www.postalsite.info/infusions/pro_download_panel/download.php?did=105 football (リンク切れ) GOD HAND.inc Weapons www.postalsite.info/infusions/pro_download_panel/download.php?did=103 GrimRScythe www.postalsite.info/infusions/pro_download_panel/download.php?did=97 HALF-LIFE2 www1.axfc.net/uploader/File/so/29305 Heavy Duty Nailgun(Staple Gun) www.postalsite.info/infusions/pro_download_panel/download.php?did=108 Hellsing Arms Casull454 Auto ”Jackal” www.postalsite.info/infusions/pro_download_panel/download.php?did=104 Holy Cross (リンク切れ) HolyWars 本体 www.postalsite.info/infusions/pro_download_panel/download.php?did=88 SuperWeapons www.postalsite.info/infusions/pro_download_panel/download.php?did=12 Ig50Inventory www.postalsite.info/infusions/pro_download_panel/download.php?did=126 Jackal Crossbow forum.postalsite.info/download.htm?id=2393 Karlinventory www.postalsite.info/infusions/pro_download_panel/download.php?did=214 kMods-Plus www.postalsite.info/infusions/pro_download_panel/download.php?did=89 KPowasMods www.postalsite.info/infusions/pro_download_panel/download.php?did=222 KPowasModsMP forum.postalsite.info/download.htm?id=367 Kropek www.postalsite.info/infusions/pro_download_panel/download.php?did=269www.postalsite.info/infusions/pro_download_panel/download.php?did=270 M4A1 Transformer www.postalsite.info/userfiles/get/M4A1Transformer_GET.rar Mace www.postalsite.info/infusions/pro_download_panel/download.php?did=182 MK23 Pistol forum.postalsite.info/download.htm?id=1623 MrDMods 本体 www.postalsite.info/infusions/pro_download_panel/download.php?did=196 パッチ www.postalsite.info/infusions/pro_download_panel/download.php?did=191 NewWeapons by Wolve forum.postalsite.info/download.htm?id=212 NicePlayer (i〇〇) forum.postalsite.info/download.htm?id=1675 OpenWorld 旧・ADrenaline STP Mod u.to/6s6MAw P2M@DBombNEW www.postalsite.info/infusions/pro_download_panel/download.php?did=134 P2M@DUtils 本体 www.postalsite.info/infusions/pro_download_panel/download.php?did=94 xAdmin172 www.postalsite.info/infusions/pro_download_panel/download.php?did=93 Paintball forum.postalsite.info/download.htm?id=1475 Persja STP chomikuj.pl/EU-ROPA/STUFF/PersjaSTP_26-01-2015,4537076114.rar QuakeMod www.postalsite.info/infusions/pro_download_panel/download.php?did=209 Re-Delivery (リンク切れ) Rip s Weapons Mod V1 www.postalsite.info/infusions/pro_download_panel/download.php?did=207 Russian Server (リンク切れ) Scotts Guns www.postalsite.info/infusions/pro_download_panel/download.php?did=13 Skalpel forum.postalsite.info/download.htm?id=584 SSKiraly www.postalsite.info/infusions/pro_download_panel/download.php?did=221 StephenArdrey s10 Weapons(SAWeapons) www.resurrection-studios.net/gamefan/SAWeapons.rar VirtualWeapons Part1 virtualarea.square7.ch/virtualarea/download/VirtualWeaponPart1.exe Part2 virtualarea.square7.ch/virtualarea/download/VirtualWeaponPart2_2.exe Zabaweczki Alchemy Sphere Mod(錬金球) www.set-games.ru/T-ModZ_secret/newASM.zip 方天画戟 forum.postalsite.info/download.htm?id=348 上記以外の Zabaweczki (リンク切れ) Zombie Launcher www.postalsite.info/infusions/pro_download_panel/download.php?did=118 ( インストール順が. 決まっているMOD ) 詳細 ▲ EAInventory www.postalsite.info/infusions/pro_download_panel/download.php?did=152 Mixer Skins www.postalsite.info/infusions/pro_download_panel/download.php?did=76 FreshCharacters chomikuj.pl/EU-ROPA/STUFF/Edytor/FreshCharacters,2240706860.zip TitanModBeta1 www.postalsite.info/infusions/pro_download_panel/download.php?did=153 freddyvsjason www.postalsite.info/infusions/pro_download_panel/download.php?did=154 P2M@DMods-Full www.postalsite.info/infusions/pro_download_panel/download.php?did=15 TnInventory www.postalsite.info/infusions/pro_download_panel/download.php?did=14 TnAWInventory www.postalsite.info/infusions/pro_download_panel/download.php?did=212 Mod of Mods v2.0 www.postalsite.info/infusions/pro_download_panel/download.php?did=115 Materials PPSH-41 & Thompson M1928A1 www.postalsite.info/infusions/pro_download_panel/download.php?did=216 上記以外の Materials (リンク切れ) Stevens Mod(SMInventory +Others Mods) u.to/LyrUAQ ( 大型MODなど ) EDA パッチ www.p-drive.com/download/eternal_advanced_down.htm ED 本体 www.postalsite.info/infusions/pro_download_panel/download.php?did=100 パッチ www.gamefront.com/files/9002008/EDpatch6.2.exe/ EDR 本体 www.postalsite.info/infusions/pro_download_panel/download.php?did=261 パッチ 1drv.ms/u/s!AhDaDHN8Nr66ir0jwiYEwR5-o0I83A AVPC v1420 本体 www.postalsite.info/infusions/pro_download_panel/download.php?did=109 パッチ forum.postalsite.info/download.htm?id=191 Lost Island 本体 www.postalsite.info/infusions/pro_download_panel/download.php?did=267 パッチ forum.postalsite.info/download.htm?id=961 Happy Night 本体 www.postalsite.info/infusions/pro_download_panel/download.php?did=283 パッチ V1.2 yadi.sk/d/ZqpvcPqvgn6iu Postal 2STP Free MP runningwithscissors.com/main/index.php?topic=82.0 ( その他) Left2GoPostal www.resurrection-studios.net/downerup/postal2/Left2GoPostal.zip Project Marica 本体 www.moddb.com/mods/projectmarica/downloads/project-marica-v410 パッチ www.moddb.com/mods/projectmarica/downloads/project-marica-v415-patch 追加車体V2 forum.postalsite.info/download.htm?id=1284 セグウェイ forum.postalsite.info/download.htm?id=1293 セグウェイパッチ forum.postalsite.info/download.htm?id=1295 ドラゴン forum.postalsite.info/download.htm?id=1304 Traffic Mod 本体 (2015) www.postalsite.info/userfiles/rycho3d/Traffic2015.zip シングルマップ forum.postalsite.info/download.htm?id=2554 CarmageddonCar forum.postalsite.info/download.htm?id=512 RiGStudioCarmageddon forum.postalsite.info/download.htm?id=524 AWPMod のインストール 18.AWPMod および 日本語表記化ファイル をインストールします 公開されている AWPMod には日本語表記化ファイルも含まれています ★ 前準備を表示 1) 購入済みの場合に限りますが、 . コンプリートパック または 同等の製品(STP+AW) . 単体製品の STP、AW、EDA(Eternal Damnation Advanced)、ロシアより愛をこめて . がインストール済みであること . AVPC v1420、AVPC v1300、Lost Island、The Freak Story、Day of Death 2、STP Free MP . はあってもなくても良い 2) コンプリートパック または 同等の製品(STP+AW)または STP製品 . EDA(Eternal Damnation Advanced)、STP Free MP . に対して、1409X Postal2STP Patch がインストール済みであること 3) 圧縮ファイル(AWPMod-2015-07-31.7z)をダウンロード 4) どこかの作業用フォルダに AWPMod-2015-07-31.7z を解凍(ダウンロードしたフォルダ内でも良い) ★ AWPMod 本体のインストールを表示 5) AWPMod-2015-07-31 を開く 6) 5) の直下にある Animations Maps Sounds StaticMeshes System Textures フォルダ内すべてのファイルを . その一階層上の AWPMod-2015-07-31フォルダ に移動 7) 6) で移動したファイル全て(38個)を POSTAL2の追加MOD専用フォルダ内にコピー&上書き 8) 5) の直下にある Animations Maps Sounds StaticMeshes System Textures フォルダ内が . 空であることを確認したら、その6個のフォルダを削除 . これで AWPMod-2015-07-31フォルダ内に 7) の38個のファイルと Optionsフォルダ が残った状態になります これ以降の手順では 日本語表記化ファイル のインストールを行います 日本語化されるのはメニューや説明などの表記部分で、音声は搭載の言語のまま変わりません 製品・MODによっては日本語表記化されない部分が発生しますが、プレイには問題ありません 以下の手順では、まだメニュー画面上には日本語表記が反映されません 後述の 19.起動に関わる設定ファイルを更新 と合わせて日本語表記化が完了します ★ STP を表示 以下の対象製品・MODすべてに同じ手順を行います コンプリートパック または STP製品 EDA(Eternal Damnation Advanced) STP Free MP 9) AWPMod-2015-07-31 → Options → Japanese → System を開く 10) 9) の AW で始まるファイルを"除く"すべてのファイル(31個)を STP の systemフォルダ にコピー&上書き これは原本のバックアップ作業です。以前に行っていればこの 11)~13) の手順は飛ばしてください 11) STP の Textures フォルダを開く 12) p2fonts.utx を 別名(p2fonts_BAK.utx など)にリネーム 13) p2smallfonts.utx を 別名(p2smallfonts_BAK.utx など)にリネーム 14) AWPMod-2015-07-31 → Options → Japanese → Textures を開く 15) すべてのファイル(p2fonts.utx と p2smallfonts.utx)を STP の Texturesフォルダ にコピー&上書き ★ AW を表示 以下の対象製品・MODすべてに同じ手順を行います コンプリートパック または AW製品 AWP V1.3 16) AWPMod-2015-07-31 → Options → Japanese → System を開く 17) 16) の 1409X で始まるファイルを"除く"すべてのファイル(95個)を . AW と AWP V1.3 の systemフォルダ にコピー&上書き 18) AWPMod-2015-07-31 → Options → Japanese → Textures を開く 19) すべてのファイル(p2fonts.utx と p2smallfonts.utx)を AW と AWP V1.3 の Texturesフォルダ にコピー&上書き ★ ロシアより愛をこめて を表示 20) AWPMod-2015-07-31 → Options → Japanese → System を開く 21) 20) の 1409X と AW で始まるファイルを"除く"すべてのファイル(28個)を 製品の systemフォルダ にコピー&上書き これは原本のバックアップ作業です。以前に行っていればこの 22) 23) の手順は飛ばしてください 22) 製品の Textures フォルダを開く 23) p2fonts.utx を 別名(p2fonts_BAK.utx など)にリネーム 24) AWPMod-2015-07-31 → Options → Japanese → Textures を開く 25) すべてのファイル(p2fonts.utx と p2smallfonts.utx)を 製品の Texturesフォルダ にコピー&上書き ★ AVPC v1420 を表示 26) AWPMod-2015-07-31 → Options → Japanese → System を開く 27) 26) の 1409X で始まるファイルを"除く"すべてのファイル(95個)を MOD の systemフォルダ にコピー&上書き 28) AWPMod-2015-07-31 → Options → Japanese → Textures を開く 29) すべてのファイル(p2fonts.utx と p2smallfonts.utx)を MOD の Texturesフォルダ にコピー&上書き ★ AVPC v1300 を表示 30) AWPMod-2015-07-31 → Options → Japanese → System を開く 31) 30) の 1409X と AW で始まるファイルを"除く"すべてのファイル(28個)を MOD の systemフォルダ にコピー&上書き 32) AWPMod-2015-07-31 → Options → Japanese → Textures を開く 33) すべてのファイル(p2fonts.utx と p2smallfonts.utx)を MOD の Texturesフォルダ にコピー&上書き ★ Lost Island を表示 34) AWPMod-2015-07-31 → Options → Japanese → System を開く 35) 34) の 1409X と AW7 で始まるファイルを"除く"すべてのファイル(37個)を MOD の systemフォルダ にコピー&上書き これは原本のバックアップ作業です。以前に行っていればこの 36) 37) の手順は飛ばしてください 36) MOD の Textures フォルダを開く 37) p2smallfonts.utx を 別名(p2smallfonts_BAK.utx など)にリネーム 38) AWPMod-2015-07-31 → Options → Japanese → Textures を開く 39) すべてのファイル(p2fonts.utx と p2smallfonts.utx)を MOD の Texturesフォルダ にコピー&上書き ★ The Freak Story を表示 40) AWPMod-2015-07-31 → Options → Japanese → System を開く 41) 40) の 1409X で始まるファイルを"除く"すべてのファイル(95個)を MOD の systemフォルダ にコピー&上書き これは原本のバックアップ作業です。以前に行っていればこの 42)~44) の手順は飛ばしてください 42) MOD の Textures フォルダを開く 43) p2fonts.utx を 別名(p2fonts_BAK.utx など)にリネーム 44) p2smallfonts.utx を 別名(p2smallfonts_BAK.utx など)にリネーム 45) AWPMod-2015-07-31 → Options → Japanese → Textures を開く 46) すべてのファイル(p2fonts.utx と p2smallfonts.utx)を MOD の Texturesフォルダ にコピー&上書き ★ Day of Death 2 を表示 47) AWPMod-2015-07-31 → Options → Japanese → System を開く 48) 47) の 1409X と AW で始まるファイルを"除く"すべてのファイル(28個)を MOD の systemフォルダ にコピー&上書き これは原本のバックアップ作業です。以前に行っていればこの 49)~51) の手順は飛ばしてください 49) MOD の Textures フォルダを開く 50) p2fonts.utx を 別名(p2fonts_BAK.utx など)にリネーム 51) p2smallfonts.utx を 別名(p2smallfonts_BAK.utx など)にリネーム 52) AWPMod-2015-07-31 → Options → Japanese → Textures を開く 53) すべてのファイル(p2fonts.utx と p2smallfonts.utx)を MOD の Texturesフォルダ にコピー&上書き 設定ファイルの更新 19.起動に関わる設定ファイルを更新します 順番 手順 19-1 AWP V1.3 の AWP.ini ▼ 19-2 AW の postal2.ini ▼ 19-3 STP の postal2.ini ▼ 19-4 The Freak Story の postal2.ini ▼ 19-5 Day of Death 2 の DOD2.ini ▼ 19-6 その他の起動に関わる設定ファイル ▼ 20.AWPMod に関わる Mod.ini を更新します 順番 AW の systemAWP V1.3 の systemMod.ini グループ 20-1 武器の置き換え ▼ [AW7Game.AW7Mutator] 20-2 ザ・ワールド ▼ [AW7Game.AWPModCheatManager] 20-3 Massacreチート ▼ [AW7Game.MutMassacre] 21.AWPMod に関わる List.ini を更新します 順番 AW の systemAWP V1.3 の systemList.ini グループ 21-1 武器所持チート ▼ [List.List_User] 21-2 プロップランチャー ▼ [List.List_Prop] 22.Fキーに関わる User.ini を更新します 順番 AW の systemAWP V1.3 の systemUser.ini グループ 22 User.ini ▼ [Engine.Input] AWP V1.3 の AWP.ini ★ AWP V1.3 の AWP.ini の復元作業を表示 AWP.ini は起動に関わる設定ファイルです もし何らかの理由で初期状態に戻したい場合、以下の手順を行います 1) AWP.ini を別名(AWP_NEW.ini など)にリネームして待避状態にする 2) Default.ini をコピーして AWP.ini にリネームするか . AWP V1.3 を起動してすぐに終了を選ぶと、初期状態の AWP.ini が自動生成されます 3) 設定済みの状態に復元するなら、別名保存した AWP_NEW.ini から必要な設定を部分コピーするか . もう一度後述の設定手順をやり直す 4) 正常に起動する様になったら AWP_NEW.ini は削除しても構いません これ以降の手順では AWP V1.3 の System にある AWP.ini を編集・保存します ★ 言語指定の変更を表示 前もって 日本語表記化ファイルのインストール作業 が完了していること メニューを日本語表記に変更します AWP.ini の 言語指定を int から jpt に変更 [Engine.Engine] (中略) Language=jpt ★ パス指定を表示 AWP.ini の Core.System のパス指定を以下に置き換える お好みやインストール状況により、コメント付加、解除、行削除などを行ってください [Core.System] (中略) ;Packages=Flafster Weapon Paths=..\..\FlafsterWeapons\System\*.u Paths=..\..\FlafsterWeapons\Maps\*.fuk Paths=..\..\FlafsterWeapons\Textures\*.utx Paths=..\..\FlafsterWeapons\Sounds\*.uax Paths=..\..\FlafsterWeapons\StaticMeshes\*.usx Paths=..\..\FlafsterWeapons\Animations\*.ukx ;Packages=MOD Paths=..\..\ApocalypseWeekend\Mods\*.u Paths=..\..\ApocalypseWeekend\Mods\*.fuk Paths=..\..\ApocalypseWeekend\Mods\*.utx Paths=..\..\ApocalypseWeekend\Mods\*.uax Paths=..\..\ApocalypseWeekend\Mods\*.usx Paths=..\..\ApocalypseWeekend\Mods\*.ukx ;Packages=Sounds [--- AW] [EN] (Lost Island / AVPC v1420) ;Paths=..\..\LostIsland\Sounds\*.uax ;Paths=..\..\AVPC_SM\Sounds\AWSounds\*.uax ;Packages=Sounds [STP --] [EN] (STP-FreeMP) ;Paths=..\..\..\Postal2STP-FreeMP\Sounds\*.uax ;Packages=Sounds [STP --] [EN] (EDA) ;Paths=..\..\..\Postal2STP\Sounds\*.uax ;Packages=Sounds [STP --] [EN] (RUSSIA) ;Paths=..\..\..\Postal2\Sounds\*.uax ;Packages=Sounds [STP --] [EN/RU] (Day of Death 2) ;Paths=..\..\P2DOD2Ascension\Sounds\*.uax ;Packages=Sounds [STP/AW] [RU] (The Freak Story) ;Paths=..\..\Postal 2 TFS Tech Beta-Demo Version\Sounds\*.uax ;Packages=AWP V1.3 Paths=..\System\*.u Paths=..\Maps\*.fuk Paths=..\Sounds\*.uax Paths=..\Textures\*.utx Paths=..\StaticMeshes\*.usx Paths=..\Animations\*.ukx ;Packages=Textures (Day of Death 2) ;Paths=..\..\P2DOD2Ascension\Textures\*.utx ;Packages=Day of Death 2 ;Paths=..\..\P2DOD2Ascension\System\*.u ;Paths=..\..\P2DOD2Ascension\Maps\*.fuk ;Paths=..\..\P2DOD2Ascension\StaticMeshes\*.usx ;Paths=..\..\P2DOD2Ascension\Animations\*.ukx ;Packages=TKMutator 4.0 ;Paths=..\..\TKMutator4\System\*.u ;Paths=..\..\TKMutator4\Maps\*.fuk ;Paths=..\..\TKMutator4\Textures\*.utx ;Paths=..\..\TKMutator4\Sounds\*.uax ;Paths=..\..\TKMutator4\StaticMeshes\*.usx ;Paths=..\..\TKMutator4\Animations\*.ukx ;Packages=AVPC v1420 (1/3) ;Paths=..\..\AVPC_SM\System\*.u ;Paths=..\..\AVPC_SM\Maps\*.fuk ;Paths=..\..\AVPC_SM\Textures\*.utx ;Paths=..\..\AVPC_SM\StaticMeshes\*.usx ;Paths=..\..\AVPC_SM\Animations\*.ukx ;Packages=AW Paths=..\..\ApocalypseWeekend\System\*.u Paths=..\..\ApocalypseWeekend\Maps\*.fuk Paths=..\..\ApocalypseWeekend\Textures\*.utx Paths=..\..\ApocalypseWeekend\Sounds\*.uax Paths=..\..\ApocalypseWeekend\StaticMeshes\*.usx Paths=..\..\ApocalypseWeekend\Animations\*.ukx ;Packages=Textures (The Freak Story) ;Paths=..\..\Postal 2 TFS Tech Beta-Demo Version\Textures\*.utx ;Packages=The Freak Story ;Paths=..\..\Postal 2 TFS Tech Beta-Demo Version\System\*.u ;Paths=..\..\Postal 2 TFS Tech Beta-Demo Version\Maps\*.fuk ;Paths=..\..\Postal 2 TFS Tech Beta-Demo Version\StaticMeshes\*.usx ;Paths=..\..\Postal 2 TFS Tech Beta-Demo Version\Animations\*.ukx ;Packages=AVPC v1420 (2/3) ;Paths=..\..\AVPC_SM\System\AW7System\*.u ;Paths=..\..\AVPC_SM\System\AWSystem\*.u ;Paths=..\..\AVPC_SM\Textures\AW7Textures\*.utx ;Paths=..\..\AVPC_SM\Textures\AWTextures\*.utx ;Paths=..\..\AVPC_SM\Sounds\AW7Sounds\*.uax ;Paths=..\..\AVPC_SM\Sounds\AWSounds\*.uax ;Paths=..\..\AVPC_SM\StaticMeshes\AW7Statics\*.usx ;Paths=..\..\AVPC_SM\StaticMeshes\AWStatics\*.usx ;Paths=..\..\AVPC_SM\Animations\AW7Anims\*.ukx ;Paths=..\..\AVPC_SM\Animations\AWAnims\*.ukx ;Packages=AVPC v1300 (1/2) ;Paths=..\..\A Very Postal Christmas v1300\System\*.u ;Paths=..\..\A Very Postal Christmas v1300\Maps\*.fuk ;Paths=..\..\A Very Postal Christmas v1300\Textures\*.utx ;Paths=..\..\A Very Postal Christmas v1300\StaticMeshes\*.usx ;Paths=..\..\A Very Postal Christmas v1300\Animations\*.ukx ;Packages=Eternal Damnation (1/2) ;Paths=..\..\eternal damnation\System\*.u ;Paths=..\..\eternal damnation\Maps\*.fuk ;Paths=..\..\eternal damnation\Textures\*.utx ;Paths=..\..\eternal damnation\Sounds\*.uax ;Paths=..\..\eternal damnation\StaticMeshes\*.usx ;Packages=Eternal Damnation Remake (1/2) ;Paths=..\..\EternalDamnationRemake\System\*.u ;Paths=..\..\EternalDamnationRemake\Maps\*.fuk ;Paths=..\..\EternalDamnationRemake\Textures\*.utx ;Paths=..\..\EternalDamnationRemake\Sounds\*.uax ;Paths=..\..\EternalDamnationRemake\StaticMeshes\*.usx ;Packages=Eternal Damnation Advanced ;Paths=..\..\..\Postal2STP\Eternal Damnation\System\*.u ;Paths=..\..\..\Postal2STP\Eternal Damnation\Maps\*.fuk ;Paths=..\..\..\Postal2STP\Eternal Damnation\Textures\*.utx ;Paths=..\..\..\Postal2STP\Eternal Damnation\Sounds\*.uax ;Paths=..\..\..\Postal2STP\Eternal Damnation\StaticMeshes\*.usx ;Paths=..\..\..\Postal2STP\Eternal Damnation\Animations\*.ukx ;Packages=Lost Island ;Paths=..\..\LostIsland\System\*.u ;Paths=..\..\LostIsland\Maps\*.fuk ;Paths=..\..\LostIsland\Textures\*.utx ;Paths=..\..\LostIsland\Sounds\*.uax ;Paths=..\..\LostIsland\StaticMeshes\*.usx ;Paths=..\..\LostIsland\Animations\*.ukx ;Packages=Action Postal2 Paths=..\..\Postal2ActionPatched\System\*.u Paths=..\..\Postal2ActionPatched\Maps\*.fuk Paths=..\..\Postal2ActionPatched\Textures\*.utx Paths=..\..\Postal2ActionPatched\Sounds\*.uax Paths=..\..\Postal2ActionPatched\StaticMeshes\*.usx Paths=..\..\Postal2ActionPatched\Animations\*.ukx ;Packages=P2Tropic Paths=..\..\P2TropicFinal\OptimizeFX\System\*.u Paths=..\..\P2TropicFinal\System\*.u Paths=..\..\P2TropicFinal\Maps\*.fuk Paths=..\..\P2TropicFinal\Textures\*.utx Paths=..\..\P2TropicFinal\Sounds\*.uax Paths=..\..\P2TropicFinal\StaticMeshes\*.usx Paths=..\..\P2TropicFinal\Animations\*.ukx ;Packages=DarkFire Paths=..\..\DarkFireMod\System\*.u Paths=..\..\DarkFireMod\Maps\*.fuk Paths=..\..\DarkFireMod\Textures\*.utx Paths=..\..\DarkFireMod\Sounds\*.uax Paths=..\..\DarkFireMod\StaticMeshes\*.usx Paths=..\..\DarkFireMod\Animations\*.ukx ;Packages=STP Paths=..\..\System\*.u Paths=..\..\Maps\*.fuk Paths=..\..\Textures\*.utx Paths=..\..\Sounds\*.uax Paths=..\..\StaticMeshes\*.usx Paths=..\..\Animations\*.ukx ;Packages=AVPC v1420 (3/3) ;Paths=..\..\AVPC_SM\Sounds\*.uax ;Packages=AVPC v1300 (2/2) ;Paths=..\..\A Very Postal Christmas v1300\Sounds\*.uax ;Packages=Eternal Damnation (2/2) ;Paths=..\..\eternal damnation\Animations\*.ukx ;Packages=Eternal Damnation Remake (2/2) ;Paths=..\..\EternalDamnationRemake\Animations\*.ukx ;Packages=RUSSIA ;Paths=..\..\..\Postal2\kMod\*.u ;Paths=..\..\..\Postal2\System\*.u ;Paths=..\..\..\Postal2\Maps\*.fuk ;Paths=..\..\..\Postal2\Textures\*.utx ;Paths=..\..\..\Postal2\Sounds\*.uax ;Paths=..\..\..\Postal2\StaticMeshes\*.usx ;Paths=..\..\..\Postal2\Animations\*.ukx ★ パス指定のパターンを表示 前述のパス指定をパターン表にすると以下の通りになります STP+AW 製品版の状態(素の状態) STP+AW+AWP AWPの初期状態 STP+AW+AWP+追加EP(Happy Night を除く) AWP上で追加EPがプレイ可能 STP+AW+AWP+追加EP+全追加MOD フルインストール状態 ◎ 必須 △ 任意(フリーの追加エピソード、武器追加MOD) ▲ 任意(市販の追加エピソード) Packages 指定 備考 Flafster Weapon △ MOD △ 追加MOD専用フォルダ(AWPMod含む) Sound [STP/AW] [国コード] (MOD名) △ STP、AW それぞれの音声が指定の言語に変わる AWP V1.3 △ 後述の postal2.ini のパス指定 ◎ 前述の AWP.ini のパス指定 Textures (Day of Death 2) △ テクチャー関係が指定MODの仕様に置き換わる Day of Death 2 △ 当MODに含まれる武器を使用する場合は上記同MODの Textures、Sounds もコメント解除 TKMutator 4.0 △ Day of Death 2 との併用は出来ないので少なくとも一方は必ずコメント化 AVPC v1420 (1/3) △ 当(1/3)をコメント解除(有効化)した場合連動する同名の (2/3) (3/3) もコメント解除以降にある複数構成のMODも同様の対処を行う AW ◎ 製品版のAW部分 Textures (The Freak Story) △ テクチャー関係が指定MODの仕様に置き換わる The Freak Story △ 当MODに含まれる武器を使用する場合は上記同MODの Textures、Sounds もコメント解除 AVPC v1300 (1/2) △ 同名の (2/2) と連動 Eternal Damnation (1/2) △ 同名の (2/2) と連動 Eternal Damnation Remake (1/2) △ 同名の (2/2) と連動 Eternal Damnation Advanced ▲ あれば指定可能 Lost Island △ Action Postal2 △ P2Tropic △ DarkFire △ STP ◎ 製品版のSTP部分(1409X Postal2STP Patch 導入済みであればなお良し) RUSSIA ▲ あれば指定可能 ★ Editor.EditorEngine を表示 ○ 必要なMOD 必須:1409X Postal2STP Patch、AWP、AWPMod 任意:EDなどの大型MOD、武器追加MOD スタート時点から敵意を持つNPCが現れて邪魔な場合は 「EditPackages=AW7Dialog」をコメント化してください [Editor.EditorEngine] の EditPackages指定箇所を、以下の設定例に置き換える [Editor.EditorEngine] (中略) ;== STP ;EditPackages=Core ;EditPackages=Engine ;EditPackages=Fire ;EditPackages=Editor ;EditPackages=UWindow ;EditPackages=UnrealEd ;EditPackages=IpDrv ;EditPackages=FPSGame ;EditPackages=BaseFX ;EditPackages=Postal2Game ;EditPackages=MultiBase ;EditPackages=MoreGame ;EditPackages=FX ;EditPackages=Inventory ;EditPackages=AIPack ;EditPackages=BasePeople ;EditPackages=People ;EditPackages=GameTypes ;EditPackages=UDebugMenu ;EditPackages=Shell ;== 1409X Postal2STP Patch (Multiplayer Patch) EditPackages=1409XGame EditPackages=1409XStuff EditPackages=1409Xtras EditPackages=MultiGame EditPackages=MultiStuff EditPackages=stpextras EditPackages=stpextrastoo EditPackages=Strippers EditPackages=UBrowser EditPackages=UTBrowser EditPackages=UTServerAdmin EditPackages=UWeb ;== AW EditPackages=AWEffects EditPackages=AWGame EditPackages=AWInventory EditPackages=AWPawns EditPackages=AWShell EditPackages=AWWrapGame ;== AWP V1.3 ;EditPackages=AW7Dialog EditPackages=AW7FX EditPackages=AW7Game EditPackages=AW7Inventory EditPackages=AW7MaDInventory EditPackages=AW7Pawns EditPackages=AW7Shell ;== AWPMod 2015-07-31 EditPackages=AWPModInventory EditPackages=List EditPackages=P2ReloadWeapon postal2.ini または AWP.ini の AW7Game.AW7GameInfo および AW7FX.AW7EarlyGameInfo Mods.ini の AW7Game.AW7Mutator で、より細やかな設定が出来ます True(動作する)、False(動作しない)のどちらかを指定します 基本は False(動作しない)ですが、好みにより変更してください ★ AW7Game.AW7GameInfo を表示 AW7Game.AW7GameInfo の後半 ( FookedUp ~ bEGameStart )を bDrawTime の直後に追加、あるいは上書き [AW7Game.AW7GameInfo] (中略) bDrawTime=~ FookedUp=0 EnableBlur=False bRapidFire=False bGodMode=False bAmmoMax=False bNewCrosshair=False bNeverSwitchOnPickupItems=False bAlwaysPickup=True bUseCustomSkin=True bFreeRoam=False bShowDamage=True StartupDay=0 bEGameStart=False ★ AW7FX.AW7EarlyGameInfo を表示 AW7FX.AW7EarlyGameInfo の後半 ( bCustomNPCInventory ~ bUseFootsteps )を bShinyWeapons の直後に追加、あるいは上書き [AW7FX.AW7EarlyGameInfo] (中略) bShinyWeapons=~ bCustomNPCInventory=True PawnHealthMult=100.000000 bNPCPickupItems=False bUseFootsteps=True ★ AW7Game.AW7Mutator を表示 [AW7Game.AW7Mutator] bNoCops=False bNPCPickupItems=False bNPCNeverDropWeapons=False bUseReplaceWeapons=False ★ 上記設定の説明 を表示 ( True/False ) bRapidFire 銃の連射 [ 速射/デフォルト ] bGodMode デュードの体力 [ 無敵/デフォルト ] bAmmoMax リロードがある銃器類の弾数 [ 無限/表示の通り ] bNewCrosshair 銃器類の照準点 [ 一部銃器類が独自の照準点になる/デフォルト ] bNeverSwitchOnPickupItems NPC が武器を手にしている状態で燃えたり狼狽した時 [ 武器は持ったまま/投げ捨てる ] bAlwaysPickup デュードが落ちている武器の上を通過した時 [ 常に拾う/デフォルト ] bUseCustomSkin カスタムスキン [ 使用する/デフォルト ] 以下(bFreeRoam ~ PawnHealthMult)は ゲーム中に ESC → AWPMod → 設定 に対応する設定です bFreeRoam フリーローム(自由行動) True で特定の曜日にしか登場しないキャラクターもすべて登場させる bShowDamage 与ダメージの表示 NPCに与えたダメージ量の表示 StartupDay bEGameStart エンハンストモード bCustomNPCInventory CustomPawnsInventory の使用 PawnHealthMult NPCの体力(通常は100) bNPCPickupItems NPC が落ちている武器の上を通過した時 [ 武器を拾う/拾わず素通り ] NPC が持つ武器のレパートリーを増やしたいなら「True」 従来のままなら「False」 bUseFootsteps 足音 [ 足音がする/無音 ] 気になるなら「False」 以下(bNoCops ~ bUseReplaceWeapons)は ゲーム中に ESC → AWPMod → 設定、置換 に対応する設定です bNoCops こっかけんりょくなし bNPCPickupItems アイテムを拾う bNPCNeverDropWeapons 武器を落とさない bUseReplaceWeapons 後述の 武器の置き換え ▼ に対応します ★ 起動の確認とゲーム内の設定を表示 起動の確認とゲーム内の設定を行います 1) AWP V1.3 を起動 2) メニュー画面が筆で書いたような日本語フォントになっていれば日本語表記化が成功しています この文章を見ながら設定を変更するとやりやすいと思います。なお「戻る」で上位のメニューに戻ります 3) オプション → ビデオ → フルスクリーン表示 のチェックを一旦外します 4) 明るさ、コントラスト、ガンマ で画面の見やすさを調整します 5) オーディオ → ダイアログバラエティ を 「 2 」 に変更します。これでセリフのレパトリーが増えます 6) パフォーマンス・ウィザードの使用 → (説明を読んだら) → はい → OK 7) 設定の手動調整 を開くと、PC に合った設定になっています 8) ここから好みの設定を変更。(野次馬、したい、ラグドールの数など) 9) ニューゲーム → 難易度設定、エンハンスモードの有無 を選択 10) 3個のモードのどれでも良いのでゲームスタートしてゲーム開始時の自動保存まで成功するか確認 11) ESC(エスケイプ)キー → ゲームの終了 → はい 12) オプション → ビデオ → 解像度、フルスクリーンの有無 を選択 13) 戻る、終了、はい を選択し続けてゲーム終了することで、上記の設定が保存されます AW の postal2.ini ★ postal2.ini の準備作業を表示 前述の AWP V1.3 の AWP.ini が完了していること 1) AWP V1.3 の System にある AWP.ini を AW の System にコピー 2) AW の System にある postal2.ini を別名(postal2_BAK.ini など)にリネーム もし postal2.ini が無い場合は、AW の postal2 を起動すると、postal2.ini が自動生成されます 3) 1) でコピーした AW の System の AWP.ini を postal2.ini にリネーム 多くの編集作業は前述の AWP V1.3 の AWP.ini で完了しているので 以降の手順は AWP V1.3 との相違点のみになります ★ EXENameを表示 AW の postal2.ini の [URL] の EXEName を AWP.exe から postal2.exe に変更 [URL] (中略) EXEName=postal2.exe ★ パス指定を表示 AW の postal2.ini の Core.System のパス指定を以下に置き換える お好みやインストール状況により、コメント付加、解除、行削除などを行ってください [Core.System] (中略) ;Packages=Flafster Weapon Paths=..\..\FlafsterWeapons\System\*.u Paths=..\..\FlafsterWeapons\Maps\*.fuk Paths=..\..\FlafsterWeapons\Textures\*.utx Paths=..\..\FlafsterWeapons\Sounds\*.uax Paths=..\..\FlafsterWeapons\StaticMeshes\*.usx Paths=..\..\FlafsterWeapons\Animations\*.ukx ;Packages=MOD Paths=..\Mods\*.u Paths=..\Mods\*.fuk Paths=..\Mods\*.utx Paths=..\Mods\*.uax Paths=..\Mods\*.usx Paths=..\Mods\*.ukx ;Packages=Sounds [--- AW] [EN] (Lost Island / AVPC v1420) ;Paths=..\..\LostIsland\Sounds\*.uax ;Paths=..\..\AVPC_SM\Sounds\AWSounds\*.uax ;Packages=Sounds [STP --] [EN] (STP-FreeMP) ;Paths=..\..\..\Postal2STP-FreeMP\Sounds\*.uax ;Packages=Sounds [STP --] [EN] (EDA) ;Paths=..\..\..\Postal2STP\Sounds\*.uax ;Packages=Sounds [STP --] [EN] (RUSSIA) ;Paths=..\..\..\Postal2\Sounds\*.uax ;Packages=Sounds [STP --] [EN/RU] (Day of Death 2) ;Paths=..\..\P2DOD2Ascension\Sounds\*.uax ;Packages=Sounds [STP/AW] [RU] (The Freak Story) ;Paths=..\..\Postal 2 TFS Tech Beta-Demo Version\Sounds\*.uax ;Packages=AWP V1.3 Paths=..\..\AWP-1.3\System\*.u Paths=..\..\AWP-1.3\Maps\*.fuk Paths=..\..\AWP-1.3\Textures\*.utx Paths=..\..\AWP-1.3\Sounds\*.uax Paths=..\..\AWP-1.3\StaticMeshes\*.usx Paths=..\..\AWP-1.3\Animations\*.ukx ;Packages=Textures (Day of Death 2) ;Paths=..\..\P2DOD2Ascension\Textures\*.utx ;Packages=Day of Death 2 ;Paths=..\..\P2DOD2Ascension\System\*.u ;Paths=..\..\P2DOD2Ascension\Maps\*.fuk ;Paths=..\..\P2DOD2Ascension\StaticMeshes\*.usx ;Paths=..\..\P2DOD2Ascension\Animations\*.ukx ;Packages=TKMutator 4.0 ;Paths=..\..\TKMutator4\System\*.u ;Paths=..\..\TKMutator4\Maps\*.fuk ;Paths=..\..\TKMutator4\Textures\*.utx ;Paths=..\..\TKMutator4\Sounds\*.uax ;Paths=..\..\TKMutator4\StaticMeshes\*.usx ;Paths=..\..\TKMutator4\Animations\*.ukx ;Packages=Textures (The Freak Story) ;Paths=..\..\Postal 2 TFS Tech Beta-Demo Version\Textures\*.utx ;Packages=The Freak Story ;Paths=..\..\Postal 2 TFS Tech Beta-Demo Version\System\*.u ;Paths=..\..\Postal 2 TFS Tech Beta-Demo Version\Maps\*.fuk ;Paths=..\..\Postal 2 TFS Tech Beta-Demo Version\StaticMeshes\*.usx ;Paths=..\..\Postal 2 TFS Tech Beta-Demo Version\Animations\*.ukx ;Packages=AVPC v1420 (1/3) ;Paths=..\..\AVPC_SM\System\*.u ;Paths=..\..\AVPC_SM\Maps\*.fuk ;Paths=..\..\AVPC_SM\Textures\*.utx ;Paths=..\..\AVPC_SM\StaticMeshes\*.usx ;Paths=..\..\AVPC_SM\Animations\*.ukx ;Packages=AW Paths=..\System\*.u Paths=..\Maps\*.fuk Paths=..\Textures\*.utx Paths=..\Sounds\*.uax Paths=..\StaticMeshes\*.usx Paths=..\Animations\*.ukx ;Packages=AVPC v1420 (2/3) ;Paths=..\..\AVPC_SM\System\AWSystem\*.u ;Paths=..\..\AVPC_SM\System\AW7System\*.u ;Paths=..\..\AVPC_SM\Textures\AWTextures\*.utx ;Paths=..\..\AVPC_SM\Textures\AW7Textures\*.utx ;Paths=..\..\AVPC_SM\Sounds\AWSounds\*.uax ;Paths=..\..\AVPC_SM\Sounds\AW7Sounds\*.uax ;Paths=..\..\AVPC_SM\StaticMeshes\AWStatics\*.usx ;Paths=..\..\AVPC_SM\StaticMeshes\AW7Statics\*.usx ;Paths=..\..\AVPC_SM\Animations\AWAnims\*.ukx ;Paths=..\..\AVPC_SM\Animations\AW7Anims\*.ukx ;Packages=AVPC v1300 (1/2) ;Paths=..\..\A Very Postal Christmas v1300\System\*.u ;Paths=..\..\A Very Postal Christmas v1300\Maps\*.fuk ;Paths=..\..\A Very Postal Christmas v1300\Textures\*.utx ;Paths=..\..\A Very Postal Christmas v1300\StaticMeshes\*.usx ;Paths=..\..\A Very Postal Christmas v1300\Animations\*.ukx ;Packages=Eternal Damnation (1/2) ;Paths=..\..\eternal damnation\System\*.u ;Paths=..\..\eternal damnation\Maps\*.fuk ;Paths=..\..\eternal damnation\Textures\*.utx ;Paths=..\..\eternal damnation\Sounds\*.uax ;Paths=..\..\eternal damnation\StaticMeshes\*.usx ;Packages=Eternal Damnation Remake (1/2) ;Paths=..\..\EternalDamnationRemake\System\*.u ;Paths=..\..\EternalDamnationRemake\Maps\*.fuk ;Paths=..\..\EternalDamnationRemake\Textures\*.utx ;Paths=..\..\EternalDamnationRemake\Sounds\*.uax ;Paths=..\..\EternalDamnationRemake\StaticMeshes\*.usx ;Packages=Eternal Damnation Advanced ;Paths=..\..\..\Postal2STP\Eternal Damnation\System\*.u ;Paths=..\..\..\Postal2STP\Eternal Damnation\Maps\*.fuk ;Paths=..\..\..\Postal2STP\Eternal Damnation\Textures\*.utx ;Paths=..\..\..\Postal2STP\Eternal Damnation\Sounds\*.uax ;Paths=..\..\..\Postal2STP\Eternal Damnation\StaticMeshes\*.usx ;Paths=..\..\..\Postal2STP\Eternal Damnation\Animations\*.ukx ;Packages=Lost Island ;Paths=..\..\LostIsland\System\*.u ;Paths=..\..\LostIsland\Maps\*.fuk ;Paths=..\..\LostIsland\Textures\*.utx ;Paths=..\..\LostIsland\Sounds\*.uax ;Paths=..\..\LostIsland\StaticMeshes\*.usx ;Paths=..\..\LostIsland\Animations\*.ukx ;Packages=Action Postal2 Paths=..\..\Postal2ActionPatched\System\*.u Paths=..\..\Postal2ActionPatched\Maps\*.fuk Paths=..\..\Postal2ActionPatched\Textures\*.utx Paths=..\..\Postal2ActionPatched\Sounds\*.uax Paths=..\..\Postal2ActionPatched\StaticMeshes\*.usx Paths=..\..\Postal2ActionPatched\Animations\*.ukx ;Packages=P2Tropic Paths=..\..\P2TropicFinal\OptimizeFX\System\*.u Paths=..\..\P2TropicFinal\System\*.u Paths=..\..\P2TropicFinal\Maps\*.fuk Paths=..\..\P2TropicFinal\Textures\*.utx Paths=..\..\P2TropicFinal\Sounds\*.uax Paths=..\..\P2TropicFinal\StaticMeshes\*.usx Paths=..\..\P2TropicFinal\Animations\*.ukx ;Packages=DarkFire Paths=..\..\DarkFireMod\System\*.u Paths=..\..\DarkFireMod\Maps\*.fuk Paths=..\..\DarkFireMod\Textures\*.utx Paths=..\..\DarkFireMod\Sounds\*.uax Paths=..\..\DarkFireMod\StaticMeshes\*.usx Paths=..\..\DarkFireMod\Animations\*.ukx ;Packages=STP Paths=..\..\System\*.u Paths=..\..\Maps\*.fuk Paths=..\..\Textures\*.utx Paths=..\..\Sounds\*.uax Paths=..\..\StaticMeshes\*.usx Paths=..\..\Animations\*.ukx ;Packages=AVPC v1420 (3/3) ;Paths=..\..\AVPC_SM\Sounds\*.uax ;Packages=AVPC v1300 (2/2) ;Paths=..\..\A Very Postal Christmas v1300\Sounds\*.uax ;Packages=Eternal Damnation (2/2) ;Paths=..\..\eternal damnation\Animations\*.ukx ;Packages=Eternal Damnation Remake (2/2) ;Paths=..\..\EternalDamnationRemake\Animations\*.ukx ;Packages=RUSSIA ;Paths=..\..\..\Postal2\kMod\*.u ;Paths=..\..\..\Postal2\System\*.u ;Paths=..\..\..\Postal2\Maps\*.fuk ;Paths=..\..\..\Postal2\Textures\*.utx ;Paths=..\..\..\Postal2\Sounds\*.uax ;Paths=..\..\..\Postal2\StaticMeshes\*.usx ;Paths=..\..\..\Postal2\Animations\*.ukx STP の postal2.ini ★ 言語指定の変更を表示 前もって 日本語表記化ファイルのインストール作業 が完了していること メニューを日本語表記に変更します STP の postal2.ini の 言語指定を int から jpt に変更 [Engine.Engine] (中略) Language=jpt ★ パス指定を表示 STP の postal2.ini の Core.System のパス指定を以下に置き換える お好みやインストール状況により、コメント付加、解除、行削除などを行ってください [Core.System] (中略) ;Packages=Action Postal2 Paths=..\Postal2ActionPatched\System\*.u Paths=..\Postal2ActionPatched\Maps\*.fuk Paths=..\Postal2ActionPatched\Textures\*.utx Paths=..\Postal2ActionPatched\Sounds\*.uax Paths=..\Postal2ActionPatched\StaticMeshes\*.usx Paths=..\Postal2ActionPatched\Animations\*.ukx ;Packages=P2Tropic Paths=..\P2TropicFinal\OptimizeFX\System\*.u Paths=..\P2TropicFinal\System\*.u Paths=..\P2TropicFinal\Maps\*.fuk Paths=..\P2TropicFinal\Textures\*.utx Paths=..\P2TropicFinal\Sounds\*.uax Paths=..\P2TropicFinal\StaticMeshes\*.usx Paths=..\P2TropicFinal\Animations\*.ukx ;Packages=DarkFire Paths=..\DarkFireMod\System\*.u Paths=..\DarkFireMod\Maps\*.fuk Paths=..\DarkFireMod\Textures\*.utx Paths=..\DarkFireMod\Sounds\*.uax Paths=..\DarkFireMod\StaticMeshes\*.usx Paths=..\DarkFireMod\Animations\*.ukx ;Packages=STP Paths=..\System\*.u Paths=..\Maps\*.fuk Paths=..\Textures\*.utx Paths=..\Sounds\*.uax Paths=..\StaticMeshes\*.usx Paths=..\Animations\*.ukx The Freak Story の postal2.ini ★ 言語指定の変更を表示 前もって 日本語表記化ファイルのインストール作業 が完了していること メニューを日本語表記に変更します The Freak Story の postal2.ini の 言語指定を rut から jpt に変更 [Engine.Engine] (中略) Language=jpt ★ パス指定を表示 この手順はコンプリートパックなど日本語版を購入済みの場合に限ります The Freak Story の postal2.ini の Core.System のパス指定を以下に置き換える これにより共通の音声が日本語に変わります [Core.System] (中略) ;Packages=Sound (JP) Paths=..\..\ApocalypseWeekend\Sounds\*.uax Paths=..\..\Sounds\*.uax ;Packages=The Freak Story Paths=..\System\*.u Paths=..\Maps\*.fuk Paths=..\Sounds\*.uax Paths=..\Textures\*.utx Paths=..\StaticMeshes\*.usx Paths=..\Animations\*.ukx ;Packages=STP Paths=..\..\System\*.u Paths=..\..\Maps\*.fuk Paths=..\..\Textures\*.utx Paths=..\..\StaticMeshes\*.usx Paths=..\..\Animations\*.ukx Day of Death 2 の DOD2.ini ★ パス指定を表示 この手順はコンプリートパックなど日本語版を購入済みの場合に限ります Day of Death 2 の DOD2.ini の Core.System のパス指定を以下に置き換える これにより共通の音声が日本語に変わります [Core.System] (中略) ;Packages=Sounds (JP) Paths=..\..\Sounds\*.uax ;Packages=Day of Death 2 Paths=..\System\*.u Paths=..\Maps\*.fuk Paths=..\Textures\*.utx Paths=..\Music\*.umx Paths=..\Sounds\*.uax Paths=..\StaticMeshes\*.usx Paths=..\Animations\*.ukx その他の起動に関わる設定ファイル ★ 言語指定の変更を表示 前もって 日本語表記化ファイルのインストール作業 が完了していること 更新するファイルは以下の通り AVPC v1420、AVPC v1300 の sysytem にある PostalChristmas.ini Lost Island の sysytem にある LostIsland.ini メニューを日本語表記に変更します それぞれの ~.ini の 言語指定を int から jpt に変更 [Engine.Engine] (中略) Language=jpt Mod.ini の更新 Mod.ini が無い場合、自動生成されるので、リセットしたい場合は削除してください 武器の置き換え NPC、デュードが所持する武器を置き換えます ★ 詳細を表示 ゲーム中に ESC → AWPMod → 置換 → 武器の置換をチェック(ON または OFF) 置換前を選択(黒反転) → 利用可能なアイテム → 置換後に追加される 置換のパーセンテージ(%)を変更 設定情報は Mods.ini に [AW7Game.AW7Mutator] として書き加えられます 設定内容のサンプルは 設定ファイルのサンプル ▼ を参考にしてください なお、サンプルの置換情報は以下の通りです 置換前 置換後 Baton(警棒) Bat(金属バット) CowHead(牛頭) Socks(悪臭ソックス) GasCan(ガソリン缶) Stynx(火炎スプレー) Grenade(手榴弾) Bomb(火炎手榴弾) Launcher(ロケットランチャー) RPG7(対戦車ロケットランチャー) Machinegun(マシンガン) Ingram(イングラム) Molotov(火炎瓶) FrozenBottle(氷結瓶) Napalm(ナパーム) Musket(追尾レーザー銃) Pistol(ピストル) Glock(グロック) Plague(WMD) Laser(レーザー銃) Rifle(ライフル) AWP(マグナムスナイパーライフル) Scissors(ハサミ) Shuriken(手裏剣) Shocker(スタンガン) StunGrenade(閃光手榴弾) Shotgun(ショットガン) DoubleBarre(ダブルバレル) Shovel(ショベル) WoodenBat(木製バット) ザ・ワールド ザ・ワールド発動、解除時にあの音声が入るかどうかを設定します ★ 詳細を表示 ゲーム中に ESC → AWPMod → 設定 → チート「TheWorld」の効果音 で、有効、無効を切り替えます 設定情報は Mods.ini に [AW7Game.AWPModCheatManager] として書き加えられます Massacreチート 任意のNPCを増殖させることが出来ます ★ 詳細を表示 ゲーム中に ESC → AWPMod → 設定 → - Massacre - で、キャラクター、人数を変更できます 以前までは自動で指定の数まで補充されましたが 今回のバージョンより、何度でも補充が可能な仕様に変わりました 設定情報は Mods.ini に [AW7Game.MutMassacre] として書き加えられます List.ini の更新 List.ini が無い場合、自動生成されるので、リセットしたい場合は削除してください 武器所持チート ★ 詳細を表示 ArmednDangerous(NPC武器所持チート)、Sweet(デュード武器所持チート)に対応 所持上限を超えるとクリティカルエラーになるので、持ち過ぎに注意しましょう 設定内容のサンプルは 設定ファイルのサンプル ▼ を参考にしてください このサンプルは、AWP、AWPMod を含む全ての武器追加MODの武器、アイテム指定が可能な状態です 「;;Actors=~」の様な二重コメント化については、同梱のファイルを参照 [List.List_User] で、#(グループ名)の直後に目的の武器、アイテムを追加してください Actors=#CustomPawnsInventory が ArmednDangerous(NPC武器所持チート) Actors=#Sweet が Sweet(デュード武器所持チート) に対応しています プロップランチャー プロップランチャーで発射出来るキャラクター、武器などは [List.List_Prop] 以降に指定 ★ 詳細を表示 一覧に 「None」 と表示される場合、以下の理由が考えられます 1)対応するMODをインストールしていない 2)インストール先の誤り 3)設定ファイル内のパス指定が無いか間違っているかコメント化のままである 4)キャラクター、武器名の記述誤り 5)インストール順を守らなかっため、互換性が崩れている 設定内容のサンプルは 設定ファイルのサンプル ▼ を参考にしてください User.ini の更新 User.ini の空いているFキーにチートを追加 ★ 詳細を表示 F2=imacheatingcheaterwhocheats(チート有効化 ⇔ 無効化の切り替え) F3=gottabefuckingkidding(AWPチート) F4=ArmednDangerous(NPC武器所持チート、指定の武器 ⇔ デフォルト武器の切り替え) F7=Massacre(NPC増殖) F12=GhostTown2(したいを消す) Massacre → ArmednDangerous と続けて発動すれば増殖したNPC全員が 指定した武器、アイテムをランダムに持ちます ArmednDangerous → Massacre と順番を逆にしても可能 Sweet 発動でデュードが設定した武器、アイテムを持ちます [Engine.Input] のFキー指定を、以下の設定例に置き換える F1=ShowScores F2=imacheatingcheaterwhocheats F3=gottabefuckingkidding F4=ArmednDangerous F5=QuickSave F6=ViewTeam F7=Massacre F8=QuickLoad F9=shot F10=GammaUp F11=BrightnessUp F12=GhostTown2 F13= F14= F15= F16= F17= F18= F19= F20= F21= F22= F23= F24= ;==== ( Default ) ==== ;F1=ShowScores ;F2= ;F3= ;F4= ;F5=QuickSave ;F6=ViewTeam ;F7= ;F8=QuickLoad ;F9=shot ;F10=GammaUp ;F11=BrightnessUp ;F12= ;F13= ;F14= ;F15= ;F16= ;F17= ;F18= ;F19= ;F20= ;F21= ;F22= ;F23= ;F24= 設定ファイルのサンプル 当ページで記載し切れない設定を外部ファイルに保存しています 内容は AWPMod の武器所持チート、プロップランチャー で指定する「Actors=~」の一覧です サンプルの設定ファイルは ( ダウンロード(暫定版) ) DLキーワードは 「GODORUDAYO」 です AWP上で他のゲームをプレイ AWP上でED、AVPC などをプレイ出来ます 開始マップの作成 初めからプレイする場合、カスタムマップから起動するため まずは開始マップのシングルマップ版を作成します ★ 詳細を表示 AWP/AWPMod AW7_suburbs-3.fuk をコピーして cus-AWP_StartMAP.fuk などで保存 Eternal Damnation / Eternal Damnation Advanced eternal damnation\Maps\ED_ss_basement.fuk をコピーして cus-ED_StartMAP.fuk あるいは cus-EDA_StartMAP.fuk などで保存 Eternal Damnation Remake EternalDamnationRemake\Maps\ED_ss_basement.fuk をコピーして cus-EDR_StartMAP.fuk などで保存 ロシアより愛をこめて Maps\psih.fuk をコピーして cus-RUSSIA_StartMAP.fuk などで保存 AVPC v1420 AVPC_SM\Maps\plotscite_2.fuk をコピーして cus-AVPC_v1420_StartMAP.fuk などで保存 AVPC v1300 A Very Postal Christmas v1300\Maps\plotscite_2.fuk をコピーして cus-AVPC_v1300_StartMAP.fuk などで保存 Lost Island LostIsland\Maps\LIMAP1.fuk をコピーして cus-LostIsland_StartMAP.fuk などで保存 P2 Tropik P2TropicFinal\Maps\suburbs-3.fuk をコピーして cus-P2Tropic_StartMAP.fuk などで保存 Musicファイルのコピー 各MOD の Musicファイル(拡張子はOGG)を、AW、AWP にコピーします ★ 詳細を表示 これを行わないとバックに流れる音楽が無音状態になります なお、上書きはしてもしなくても良い 1) 対象MOD の Musicフォルダ にある OGGファイル 全てを、AW の Musicフォルダ にコピー 対象MODは以下の通り AVPC v1420、追加MOD専用フォルダ、DarkFire、ED、EDR、EDA Lost Island、Action Postal 2、The Freak Story、P2Tropic、Day of Death 2、ロシアより愛をこめて 2) AW の Musicフォルダ にある OGGファイル 全てを、AWP V1.3 の Musicフォルダ にコピー 他のゲームをプレイ ★ 詳細を表示 通常通り AWP を起動 初めからならカスタムマップからマップを選択 途中からならロード(Load Game)からセーブデータを選択
https://w.atwiki.jp/gpsgps/pages/56.html
このページは? Transystem製のロガー もくじ photoMate887 i-Blue821 i-Blue757 i-Blue747DataLogの吸出しがうまくいかなすぎる件 i-Blue737 i-Blue 747A+ TripMate 850 TripMate 852 掲示板 タグリスト photoMate887 最強伝説。 仕様:http //www.transystem.com.tw/products/index_detail.php?mcat_no=2 cat_no=33 pno=21 ver=en(英語) 詳細は略。 -- 名無しさん (2009-01-09 20 46 26) 名前 コメント i-Blue821 wbt-201も飽きてきたので、i-blueを買うかと思ってる。もしかすっと821になるかも -- 名無しさん (2008-02-15 17 25 18) 747買ったから821は買わない -- 名無しさん (2008-06-02 11 48 05) 名前 コメント i-Blue757 アンテナ部 厚さ9mm 本体16mm ログの設定により SightField プレテストサービスに放り込めるファイルを出力可能 -- 名無しさん (2007-08-31 23 31 45) DataLog.exeでDownLoadがうまくいかないとき ・SWをLOGモードにする ・ConnectしDataLogListでStopLogする ・Disconnectし再びConnect ・DownLoadする -- 名無しさん (2007-09-09 11 21 18) 名前 コメント i-Blue747 DataLogの吸出しがうまくいかなすぎる件 Windows 2000(笑) USB1.1(笑) PTM-UBT3S NAVモードでPCとBT接続 かつ USBケーブルでUSB接続 上記ハードウェア構成で、DataLogはUSBのポートへ接続、Download。 これでいままで見たことないスピードで吸い出されました(ただしログ容量は8%のみ)。 とりあえずメモしときます(7/16)。 wbt-201より一回りでかい -- 名無しさん (2008-05-02 10 09 45) GpsBabelでの吸い出し方法 入力形式をmtkにして、入力ファイル名のかわりにスペシャルファイル(windowsだとなんていうんだっけ) を指定すればOK ポートがCOM10だったら gpsbabel -i mtk -f COM10 -o gpx -F OUTPUTFILE.gpx とかで -- ☆★☆モバイルGPSスレッドその22☆★☆ 59転載 (2008-06-11 22 39 19) このデカさは汎用バッテリだからさ。Nokia用で世界中でGet可能。 -- 名無しさん (2009-08-04 00 03 37) 名前 コメント i-Blue737 名前 コメント i-Blue 747A+ 仕様:http //www.transystem.com.tw/products/index_detail.php?mcat_no=2 cat_no=33 pno=55 ver=en(英語) ユーザーマニュアル:ttp //www.gpsdgps.com/product/gpsdgps_dl/090325/trs_747a_mj_ver100.pdf(某旭川) 名前 コメント TripMate 850 仕様:http //www.transystem.com.tw/products/index_detail.php?mcat_no=2 cat_no=33 pno=58 ver=en(英語) AAA batteryで駆動しログはMicro SDに記録されるらしい・・・ AAA battery 2本で駆動します(eleloop実績アリ)。付属のMicro SDには、1Gまでログできます。 -- 14階 (2011-10-26 09 29 25) 名前 コメント TripMate 852 仕様:http //www.transystem.com.tw/products/index_detail.php?mcat_no=2 cat_no=33 pno=56 ver=en(英語) AAA batteryで駆動しログはMicro SDに記録されるらしい・・・ http //www.transystem.jp/index.html -- 2009/7/30 TripMate850とPhotoMate887がブルートゥース技術適合証明を取得しました。 (2009-09-09 07 45 36) V2.2を当てました。良いところ(Sleepでログが分かれない、移動中Sleepにならない)、悪いところ(GSA,GSVが無くなった)、その他() -- 名無しさん (2010-09-27 21 22 47) 名前 コメント 掲示板 photoMate887、さいこうだわ -- 名無しさん (2009-01-04 12 44 28) http //spreadsheets.google.com/pub?key=pyCLH-0TdNe-5N-5tBokuOA gid=5 -- iBlue 747/757 - Qstarz BT-Q1000 - iTrek Z1 - Commands (2009-02-07 08 53 43) 747A+と新製品について追加 -- 名無しさん (2009-06-13 21 08 58) 名前 コメント タグリスト Bluetooth Micro SD Transystem ロガー bookmark_fc2 bookmark_saaf bookmark_delicious bookmark_nifty bookmark_hatena bookmark_yahoo bookmark_livedoor
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Exporting to Your Animation Package Once you are happy with the object paths and tracker positions, use the Export menu items to save your scene. The following options are currently available (note that this list is constantly being expanded; check the web site) · 3ds max 4 or later (Maxscript). Should be usable for 3D Studio MAX 3 as well. Separate versions for 3dsmax 5 and earlier, and 3dsmax 6 and later. · After Effects (via a special maya file) · Bentley Microstation · Blender · Carrara · Cinema 4D (via Lightwave scene) · Combustion · ElectricImage (less integrated due to EI import limitations) · FLAIR motion control cameras (Mark Roberts Motion Control) · Flame (3-D) · Fusion 5 · Hash Animation Master. Hash 2001 or later. · Houdini · Inferno 3-D Scene. · Lightwave LWS. Use for Lightwave, Cinema 4D · Maya scene file · Mistika · Motion – 2-D · Nuke (D2 Software, subsidiary of Digital Domain) · Particle Illusion · Poser · Realsoft 3D · Shake (several 2-D/2.5-D plus Maya for 3-D scenes) · SoftImage XSI, via a dotXSI file · Toxik · trueSpace · Vue 5 and 6 Infinite · VIZ (via 3ds Max scene) SynthEyes offers a scripting language, SIZZLE™, that makes it easy to modify the exported files, or even add your own export type. See the separate SIZZLE User Manual for more information. New export types are being added all the time, check the export list in SynthEyes and the support site for the latest packages or beta versions of forthcoming exporters. General Procedures You should already have saved the scene as a SynthEyes file before exporting. Select the appropriate export from the list in the File/Exports area. SynthEyes keeps a list of the last 3 exporters used on the top level of the File menu as well. Hint SynthEyes has many exports. To simplify the list, clickScript/System Script Folder, create a new folder “Unused” in it, and move all the scripts for applications you do not use into that folder. You will have to repeat this process when you later install new builds, however. There is also an export-again option, which repeats the last export performed by this particular scene file, with the most-recently-used export options, without bring up the export-options dialog again to save time for repeated exports. When you export, SynthEyes uses the file name, with the appropriate file extension, as the initial file name. By default, the exported file will be placed in a default export folder (as set using the preferences dialog). In most cases, you can either open the exported file directly, or if it is a script, run the script from your animation package. For your convenience, SynthEyes puts the exported file name onto the clipboard, where you can paste it (via control-V or command-V) into the open-file dialog of your application, if you want. (You can disable this from the preferences panel if you want.) Note that the detailed capabilities of each exporter can vary somewhat. Some scripts offer popup export-control dialogs when they start, or small internal settings at the beginning of each Sizzle script. For example, 3ds max does not offer a way to set the units from a script before version 6 and the render settings are different, so there slightly different versions for 3dsmax 5 and 6+. Settings in the Maya script control the re-mapping of the file name to make it more suitable for Maya on Linux machines. If you edit the scripts, using a text editor such as Windows’ Notepad, you may want to write down any changes as they must be re-applied to subsequent upgraded versions. Be aware that not all packages support all frame rates. Sometimes a package may interpret a rate such as 23.98 as 24 fps, causing mismatches in timing later in the shot. Or one package may produce 29.96 vs 29.97 in another. Handle image sequences and use frame counts rather than AVIs, QTs, frame times, or drop-frame time codes wherever possible. TheCoordinate System control panel offers an Exportable checkbox that can be set for each tracker. By default, all trackers will be exported, but in some cases, especially for compositors, it may be more convenient to export only a few of the trackers. In this case, select the trackers you wish to export, hit control-I to invert the selection, then turn off the checkbox. Note that particular export scripts can choose to ignore this checkbox. Setting the Units of an Export SynthEyes uses generic units a value of 10 might mean 10 feet, 10 meters, 10 miles, 10 parsecs—whatever you want. It does not matter to SynthEyes. This works because match-moving never depends on the overall scale of the scene. SynthEyes generally tries to export the same way as well—sending its numbers directly as-is to the selected animation or compositing package. However, some software packages use an absolute measurement system where, for instance, Lightwave requires that coordinates in a scene file always be in meters. If you want something else inside Lightwave, it will automatically convert the values. For such software, SynthEyes needs to know what units you consider yourself to be using within SynthEyes. It doesn’t care, but it needs to tell the downstream package the right thing, or pre-scale the values to match your intention. To set the SynthEyes units selection, use the Units setting on the SynthEyes preferences panel. Changing this setting will not change any numbers within SynthEyes; it will only affect certain exports. The exports affected by the units setting are currently these · After Effects (3-D) · Hash Animation Master · Lightwave · 3ds max · Maya · Poser Before exporting to one of these packages, you should verify your units setting. Alternatively, if you observe that your imported scene has different values than in SynthEyes, you should check the units setting in SynthEyes. Hint if you will be exporting to acompositing package, they often measure everything, including 3-D coordinates, in terms of pixels, not inches, meters, etc. Be sure to pick sizes for the scene that will work well in pixels. While you might scale a scene for an actor 2m tall, if you export to a compositor and the actor is two pixels tall that will rarely make sense. Image Sequences Different software packages have different conventions and requirements regarding the numbering of image sequences whether they start at 0 or 1, whether there are leading zeroes in the image number, and whether they handle sequences that start at other numbers flexibly. For example, if you have a shot that originally had frames img1.tif-img456.tif, but you are using only images img100.tif-img150.tif of it, SynthEyes will normally consider it as a 51 frame shot, starting with frame 0 (img100.tif) or, withFirst frame is 1preference on, as frame 1 at img100.tif. Other software sometimes requires that their frame numbers match the file number, so img100.tif must always be frame 100, no matter what frame# they normally start at. SynthEyes gives you the option to pad the beginning of IFLs with extra copies of the first frame, so that the SynthEyes frame number matches the image frame number, by turning on the Match frame# s preference. While this sounds simple, it will cause trouble for many of the exports. It is especially a problem if you do not have the unused frames, as is often the case. By being aware of these differences, you will be able to recognize when your particular situation requires an adjustment to the settings—typically when there is a shift between the camera path animation and the imagery. Generic 2-D Tracker Exporters There are a number of similar exporters that all output 2-D tracker paths to various compositing packages. Why 2-D, you protest? For starters, SynthEyes tracking capabilities can be faster and more accurate. But even more interestingly, you can use the 2-D export scripts to achieve some effects you could not with the compositing package alone. For image stabilizing applications, the 2-D export scripts will average together all the selected trackers within SynthEyes, to produce a synthetic very stable tracker. For corner-pinning applications, you can have SynthEyes output not the 2-D tracker location, but the re-projected location of the solved 3-D point. This location can not only be smoother, but continues to be valideven if the tracker goes off-screen. So suppose you need to insert a painting into an ornate picture-frame using corner pinning, but one corner goes off-screen during part of the shot. By outputting the re-projected 3-D point (Use solved 3-D points checkbox), the corner pin can be applied over the entire shot without having to guess any of the path. Taking this idea one step further, you can create an “extra” point in 3-D in SynthEyes. Its re-projected 2-D position will be averaged with any selected trackers; if there are none, its position will be output directly. So you can do a four-corner pin even if one of the corners is completely blocked or off-screen. By repeating this process several times, you can create any number of synthetic trackers, doing a four-corner insert anywhere in the image, even where there are no trackable features. Of course, you could do this with using a 3-D compositing environment, but that might not be simplest. At present, there are compatible 2-D exporters for AfterEffects, Digital Fusion, Discreet (Combustion/Inferno/Flame), Particle Illusion, and Shake. Note that you will need to import the tracker data file (produced by the correct SynthEyes exporter) into a particular existing tracker in your compositing package. There is also a 2-D exporter that exports all tracker paths into a single file, with a variety of options to change frame numbers and u/v coordinates. A similar importer can read the same file format back in. Consequently, you can use the pair to achieve a variety of effects within SynthEyes, including transferring trackers from SynthEyes file to SynthEyes file, as described in the section onMerging Files and Tracks. This format can also be imported by Fusion. Generic 3-D Exporters There are several 3-D exports that produce plain text files. You can use them for any software SynthEyes don’t already support, for example, non-visual-effects software. You can also use them as a way to manipulate data with little shell, AWK, or Perl scripts, for example. Importantly, you can also use them as a way to transfer data between SynthEyes scene files, for example, to compute some tracker locations to be used by a number of shots. There are several ways to do this, see the section onMerging Files and Tracks. The generic exports are Camera/Object Path for a path, Plain Trackers for the 3-D coordinates of trackers and helper points, and corresponding importers. You can import 3-D locations to create either helper points, or trackers. This latter option is useful to bring in surveyed coordinates for tracking. After Effects 3-D Procedure 1. Export to After Effects in SynthEyes to produce a (special) .ma file. 2. In After Effects, do a File/Import File 3. Change Files of Type to All File Formats 4. Select the .ma file 5. Double-click the Square-whatever composition 6. Re-import the original footage 7. Click File/Interpret Footage/Main and be sure to check the frame rate and pixel aspect. 8. Rewind to the beginning of the shot 9. Drag the re-imported footage from the project window into the timeline as the first layer 10.Tracker nulls have a corner at the active point, instead of being centered on the active point as in SynthEyes. After Effects 2-D Procedure 1. Select one or more trackers to be exported. 2. Export using the After Effects 2-D Clipboard. You can select either the 2-D tracking data, or the 3-D position of tracker re-projected to 2-D. 3. Open the text file produced by the export 4. In the text editor, select all the text, using control-A or command-A. 5. Copy the text to the clipboard with control-C or command-C. 6. In After Effects, select a null to receive the path. 7. Paste the path into it with control-V or command-V. Bentley MicroStation You can exporter to Bentley s Microstation V8 XM Edition by following these directions. Exporting from SynthEyes MicroStation requires that animated backgrounds consist of a consecutive sequence of numbered images, such as JPEG or Targa images. If necessary, the Preview Movie capability in SynthEyes s Perspective window can be used to convert AVIs or MOVs to image sequences. Perform tracking, solving, and coordinate system alignment in SynthEyes. (Exporting coordinates from MicroStation into SynthEyes may be helpful) File/Export/Bentley MicroStation to produce a MicroStation Animation (.MSA) file. Save the file where it can be conveniently accessed from MicroStation. The export parameters are listed below. SynthEyes/MicroStation Export Parameters Target view number. The view number inside MicroStation to be animated by this MSA file (usually 2) Scaling. This is from MicroStation s Settings/DGN File Settings/Working Units, in the Advanced subsection the resolution. By default, it is listed as 10000 per distance meter, but if you have changed it for your DGN file, you must have the same value here. Relative near-clip. Controls the MicroStation near clipping-plane distance. It is a “relative” value, because it is multiplied by the SynthEyes world size setting. Objects closer than this to the camera will not be displayed in MicroStation. Relative view-size.Another option to adjust as needed if everything is disappearing from view in MicroStation. Relative far-clip. Controls the MicroStation far clipping-plane distance. It is a “relative” value, because it is multiplied by the SynthEyes world size setting. Objects farther than this from the camera will not be displayed in MicroStation. Importing into MicroStation Open your existing 3-D DGN file. Or, create a new one, typically based on seed3d.dgn Open the MicroStation Animation Producer from Utilities/Render/Animation File/Import .MSA the .msa file written by the SynthEyes exporter. Set the View Size correctly—this isrequiredto get a correct camera match. Settings/Rendering/View Size Select the correct view # (typically 2) Turn off Proportional Resize Set X and Y sizes as follows. Multiply the height(Y) of your image, in pixels, by the aspect ratio (usually 4 3 for standard video or 16 9 for HD) to get the width(X) value. For example, if your source images are 720x480 with a 4 3 aspect ratio, the width is 480*4/3 = 640, so set the image size to X=640 and Y=480, either directly on the panel or using the “Standard” drop-down menu. This process prevents horizontal (aspect-ratio) distortion in your image. Hit Apply Turn Proportional Resize back on Close the view size tool On the View Attributes panel, turn on the Background checkbox. Bring up the Animation toolbar (Tools/Visualization/Animation) and select the Animation Preview tool. You can dock it at the bottom of MicroStation if you like. If you scrub the current time on the Animation Preview, you’ll move through your shot imagery, with synchronized camera motion. Unless you have some 3-D objects in the scene, you won’t really be able to see the camera motion, however. If desired, use the Tools/3-D Main/3-D Primitives toolbar to create some test objects (as you probably did in SynthEyes). To see the camera cone of the camera imported from SynthEyes, bring up Tools/Visualization/Rendering, and select the Define Camera tool. Select the view with the SynthEyes camera track as the active view in the Define Camera tool, and turn on the Display View Cone checkbox. Transferring 3-D Coordinates If you would like to use within MicroStation the 3-D positions of the trackers, as computed by SynthEyes, you can bring them into MicroStation as follows. You have the option of exporting only a subset of points from SynthEyes to MicroStation. All trackers are exported by default; turn off the Exportable checkbox on the coordinate system panel for those you don’t wish to export. You may find it convenient to select the ones you want, then Edit/Invert Selection, then turn off the box. In SynthEyes, File/Export/Plain Trackers with Set Names=none, Scale=1, Coordinate System=Z Up. This export produces a .txt file listing all the XYZ tracker coordinates. In MicroStation, bring up the Tools/Annotation/XYZ Text toolbar. Click the Import Coordinates tool. Select the .txt file exported from SynthEyes in Step 1. Set Import=Point Element, Order=X Y Z, View=2 (or whichever you are using). Transferring Meshes SynthEyes uses two types of meshes to help align and check camera matches mesh primitives, such as spheres, cubes, etc; and tracker meshes, built from the computed 3-D tracker locations. The tracker meshes can be used to model irregular areas, such as a contoured job site into which a model will be inserted. Both types of models can be transferred as follows In SynthEyes, select the mesh to be exported, by clicking on it or selecting it from the list on the 3-D panel. Select the File/Export/STL Stereolithography export, and save the mesh to a file. In MicroStation, select File/Import STL and select the file written in step 2. You can use the default settings. Meshes will be placed in MicroStation at the same location as in SynthEyes. You can bring up its Element/Information and assign it a material. To Record the Animation Select the Record tool on the Animation toolbar (Tools/Visualization/Animation) Important Be sure the correct (square pixels) output image size is selected, the same one as the viewport size. For example, if your input is 4 3 720x480 DV footage, youMUSTselect640x480output to achieve 4 3 with square pixels (ie 640/480 = 4/3). MicroStation always outputs square pixels. You can output images with any overall aspect you wish, as long as the pixels are square (pixelaspect ratio is 1.0). Note that HD images already have square pixels. Don’t clobber your input images! Be sure to select a different location for your output footage than your input. Blender Directions Blender has a tendency to change around frequently, so the details of these directions might best be viewed more as a guide than the last word. When working with image sequences and blender, it will be a good idea to ensure that the overall frame number is the same as the number in the image file name. Although you can adjust the offset, Blender incorrectly eliminates a frame number of zero. 1. In SynthEyes, export to Blender (Python) 2. Start Blender 3. Delete the default cube and light 4. Change one of the views to the blender Text Editor 5. In the text editor, open the blender script you exported in step 1. 6. Hit ALT-P to run the script 7. Select the camera (usually Camera01) in the 3-D Viewport 8. In a 3-D view, select Camera on the View menu to look through the imported, animated, SynthEyes camera 9. Select View/Background image 10.Click Use Background Image 11.Select your image sequence or movie from the selection list. 12.Adjust the background image settings to match your image. Make sure the shot length is adequate, and that Auto Refresh is on. If the images and animation do not seem to be synced correctly, you probably have to adjust the offset. 13.Decrease the “blend” value to zero, or you can go without the background, and set up compositing within blender. 14.On the View Properties dialog, you might wish to turn off Relationship Lines to reduce clutter. 15.Use a Timeline view to scrub through the shot. Cinema 4D Procedure 1. Export from SynthEyes in Lightwave Scene format (.lws) — see below. 2. Start C4D, open the .lws file 3. From the Objects menu, add a Background 4. Create a new Texture with File/New down below. 5. At right, click on “…” next to the file name for texture. 6. Select your source file. 7. Click on the right-facing triangle button next to the file name, select Edit. 8. Select the Animation panel 9. Click the Calculate button at the bottom. 10.Drag the new texture from the texture editor onto the “Background” on the object list. Background now appears in the viewport. DotXSI Procedure 1. In SynthEyes, after completing tracking, do File/Export/dotXSI to create a .xsi file somewhere. 2. Start Softimage, or do a File/New. 3. File/Import/dotXSI... of the new .xsi file from SynthEyes. The options may vary with the XSI version, but you want to import everything. 4. Set the camera to Scene1.Camera01 (or whatever you called it in SynthEyes). 5. Open the camera properties. 6. In the camera rotoscopy section, select New from Source and then the source shot. 7. Make sure “Set Pixel Ratio to 1.0” is on. 8. Set “Use…” pixel ratio to “Camera Pixel Ratio” (should be the default) 9. In the Camera section, make sure that Field of View is set to Horizontal. 10.Make sure that the Pixel Aspect Ratio is correct. In SynthEyes, select Shot/Edit Shot to see the pixel aspect ratio. Make sure that XSI has the exact same value 0.9 isnota substitute for 0.889, so fix it! Back story XSI does not have a setting for 720x480 DV, and 720x486 D1 causes errors! 11.Close the camera properties page. 12.On the display mode control (Wireframe, etc), turn on Rotoscope. ElectricImage The ElectricImage importer relies on a somewhat higher level of user activity than normal, in the absence of a scripting language for EI. You can export either a camera or object path, and its associated trackers. 1. After you have completed tracking in SynthEyes, select the camera/object you wish to export from the Shots menu, then select File/Export/Electric Image. SynthEyes will produce two files, an .obm file containing the trajectory, and an .obj file containing geometry marking the trackers. 2. In ElectricImage, make sure you have a camera/object that matches the name used in SynthEyes. Create new cameras/objects as required. If you have Camera01 in SynthEyes, your camera should be Camera 1 in EI. The zero is removed automatically by the SynthEyes exporter. 3. Go to the Animation pull-down menu and select the Import Motion option. 4. In the open dialog box, select All Files from the Enable pop-up menu, so that the .obm file will be visible. 5. Navigate to, and select, the .obm file produced by SynthEyes. This will bring up the ElectricImage motion import dialog box which allows you to override values for position, rotation, etc. Normally, you will ignore all these options as it is simpler to parent the camera/object to an effector later. The only value you might want to change is the start time to offset when the camera move begins. Click OK and you will get a warning dialog about the frame range. This is a benign warning that sets the range of frames rendering option to match the length of the incoming camera data. Hitting cancel will abort the operation, so hit OK and the motion data will be applied to the camera. 6. Select Import Object from the Object pull-down menu. 7. Enable All Files in the pop-up menu. 8. Select the .obj file produced by SynthEyes. 9. Create a hierarchy by selecting one tracker as the parent, or bringing in all trackers as separate objects. 10.If you are exporting an object path, parent the tracker object to the object holding the path. Fusion 5 There are several Fusion-compatible exporters. The main exporter is the Fusion 5 composition export, which can be opened directly in Fusion. The Tracker 2-D Paths export can write all the exportable trackers to a text file, which can then be read in Fusion with the Import SynthEyes Trackers script and assigned to any Point-type input on a node. Select a node and start the Import script from its right-click menu. At present, it appears that you should animate the desired control before importing, then tell the script to proceed anyway when it notices that the control is already animated. There is also a generic 2-D path exporter for Fusion. Houdini Instructions 1. File/New unless you are addding to your existing scene. 2. Open the script Textport 3. Typesource c /shots/scenes/flyover.cmd or equivalent. 4. Change back from COPs to OBJs. Lightwave The Lightwave exporter produces a lightwave scene file (.lws) with several options, one of them crucial to maintaining proper synchronization. As mentioned earlier, Lightwave requires a units setting when exporting from SynthEyes. The SynthEyes numbers are unitless by changing the units setting in the lightwave exporter as you export, you can make that 24 in SynthEyes mean 24 inches, 24 feet, 24 meters, etc. This is different than in Lightwave, where changing the units from 24 inches would yield 2 feet, 0.61 meters, etc. This is the main setting that you may want to change from scene to scene. Lightwave has an obscure preferences-like setting on its Compositing panel (on the Windows menu) named “Synchronize Image to Frame.” The available options are zero or one. Selecting one shifts the imagery one frame later in time, and this is the Lightwave default. However, for SynthEyes, a setting of zero will generally be more useful (unless the SynthEyes preferenceFirst Frame is 1is turned on). The Lightwave exporter from SynthEyes allows you to select either 0 or 1. We recommend selecting zero, and adjusting Lightwave to match. You will only have to do this once, Lightwave remembers it subsequently. In all cases, you must have a matching value on the exporter UI and in Lightwave, or you will cause a subtle velocity-dependent error in your camera matches in Lightwave that will drive you nuts until you fix the setting. The exporter also has a checkbox for using DirectShow. This checkbox applies only for AVIs, and should be on for most AVIs that contain advanced codecs such as DV or HD. If an AVI uses an older codec and is not opened automatically within Lightwave, export again with this checkbox turned off. Nuke The nuke exporter produces a nuke file you can open directly. The pop-up parameter panel lets you indicate if you have a slate frame at the start of the shot, or select renderable or non-rendering tracker marks. The renderable marks are better for tracking, the non-rendering marks better for adding objects within Nuke s 3-D view. Poser Poser struggles a little to be able to handle a match-moved camera, so the process is a bit involved. Hopefully Curious Labs will improve the situation in further releases. The shot must have square pixels to be used properly by Poser; it doesn t understand pixel aspect ratios. So if you have a 720x480 DV source, say, you need to resample it in SynthEyes, AfterEffects or something to 640x480. Also, the shot has to have a frame rate of exactly 30 fps. This is a drag since normal video is 29.97 fps, and Poser thinks it is 29.00 fps, and trouble ensues. One way to get the frame rate conversion without actually mucking up any of the frames is to store the shot out as a frame sequence, then read it back in to your favorite tool as a 30 fps sequence. Then you can save the 640x480 or other square-pixel size. Note that you can start with a nice 720x480 29.97 DV shot, track it in SynthEyes, convert it as above for Poser, do your poser animation, render a sequence out of Poser, then composite it back into the original 720x480. One other thing you need to establish at this time---exactly how many frames there are in your shot. If the shot ranges are 0 to 100, there are 101; from 10 to 223, there are 214. 1. After completing tracking in SynthEyes, export using the Poser Python exporter. 2. Start Poser. 3. Set the number of frames of animation, at bottom center of the Poser interface, to the correct number of frames. It is essential that you do this now, before reading the python script 4. File/Run Python Script on the python script output from SynthEyes. 5. The Poser Dolly camera will be selected and have the SynthEyes camera animation on it. There are little objects for each tracker, and also SynthEyes boxes, cones, etc are brought over into Poser. Open Question How to render out of Poser with the animated movie background. The best approach appears to be to render against black with an alpha channel, then composite over the original shot externally. Shake SynthEyes offers three specific exporters for Shake, plus one generic one 1. MatchMove Node. 2. Tracker Node 3. Tracking File format 4. 3-D Export via the “AfterFX via .ma” or Maya ASCII exports. The first two formats (Sizzle export scripts) produce shake scripts (.shk files); the third format is a text file. The fourth option produces Maya scene files that Shake reads and builds into a scene using its 3-D camera. We’ll start with the simplest, the tracking file format. Select one tracker and export with the Shake Tracking File Format, and you will have a track that can be loaded into a Shake tracker using the load option. You can use this to bring a track from SynthEyes into existing Shake tracking setups. Building on this basis, #2, Tracker Node, exports one or more selected trackers from SynthEyes to create a single Tracker Node within Shake. There are some fine points to this. First, you will be asked whether you want to export the solved 3-D positions, or the tracked 2-D positions. These values are similar, but not the same. If you have a 3-D solution in SynthEyes, you can select the solved 3-D positions, and the export will be the “ideal” tracked (predicted) coordinates, with less jitter than the plain 2-D coordinates. Also, since you might be exporting from a PC to a Mac or Linux machine, the image source file(s) may be named differently perhaps X \shots1\shot1_#.tga on the PC, and //macmachine/Users/tom/shots/shot1_#.tga on the PC. The Shake export script s dialog box has two fields, PC Drive and Mac Drive, that you can set to automatically translate the PC file name into the Mac file name, so that the Shake script will work immediately. In this example, you would set PC Drive to “X \\” and Mac Drive to “//macmachine/Users/tom/”. Finally, the MatchMove node exporter looks not for trackers to export, but for SynthEyes planes! Each plane (created from the 3-D panel) is exported to Shake by creating four artificial trackers (in Shake) at the corners of the plane. The matchmove export lets you insert a layer at any arbitrary position within the 3-D environment calculated by SynthEyes. For example, you can insert a matte painting into a scene at a location where there is nothing to track. You can use a collection of planes, positioned in SynthEyes, to obtain much of the effect of a 3-D camera. The matchmove node export also provides PC to Mac/Linux file name translation. trueSpace Directions Warning trueSpace has sometimes had problems executing the exported script correctly. Hopefully Caligari will fix this soon. 1. In SynthEyes, export to trueSpace Python. 2. Open trueSpace. 3. Right-click the Play button in the trueSpace animation controls. 4. Set the correct BaseRate/PlayRate in the animation parameters to match your source shot. 5. Open the Script Editor. 6. From inside the Script Editor, Open/Assign the python script you created within SynthEyes. 7. Click Play (Time On) in the Script Manager. 8. When the Play button turns off, close the ScriptManager. 9. Open the Object Info panel. 10.Verify that the SynthEyes camera is selected (usually Camera01). 11.Change the Perspective view to be View from Object. 12.Select the Camera01Screen. 13.Open the Material Editor (paint pallete). 14.Right click on Color shaders button. 15.Click on (Caligari) texture map, sending it to the Material Editor color shader. 16.Open the subchannels of the Material Editor (Color, Bump, Reflectance). 17.On the Color channel of the Material Editor, right click on the Get Texture Map button and select your source shot. 18.Check the Anim box. 19.Click the Paint Object button on the Material Editor. 20.Click on File/Display Options and change the texture resolution to 512x512. 21.You may want to set up a render background to overlay animated objects on the background, or you can use an external compositing program. Make the Camera01Screen object invisible before rendering. 22.In trueSpace, you need to pay special attention to get the video playback synchronized with rest of the animation, and to get the render aspect ratio to match the original. For example, you must add the texture map while you are at frame zero, and you should set the pixel aspect ratio to match the original (SynthEyes s shot panel will tell you what it is). Vue 5 Infinite The export to Vue Infinite requires a fair number of manual steps pending further Vue enhancements. But with a little practice, they should only take a minute or two. 1. Export from SynthEyes using the Vue 5 Infinite setting. The options can be left at their default settings unless desired. You can save the python script produced into any convenient location. 2. Start Vue Infinite or do a File/New in it. 3. Select the Main Camera 4. On its properties, turn OFF Always keep level 5. Go to the animation menu, turn ON the auto-keyframe option. 6. Select the Python/Run python script menu item, select the script exported from SynthEyes, and run it. 7. In the main camera view, select the Camera01 Screen object (or the equivalent if the SynthEyes camera was renamed) 8. In the material preview, right-click, select Edit Material. 9. The material editor appears, select Advanced Material Editor if not already. 10.Change the material name to flyover or whatever the image shot name is. 11.Select the Colors tab. 12.Select Mapped picture 13.Click the left-arrow Load icon under the black bitmap preview area 14.In the Please select a picture to load dialog, click the Browse File icon at the bottom --- a left arrow superimposed on a folder 15.Select your image file in the Open Files dialog. If it is an image sequence, select the first image, then shift-select the last. 16.On the material editor, under the bitmap preview area, click the clap-board animation icon to bring up the Animated Texture Options dialog 17.Set the frame rate to the correct value. 18.Turn on Mirror Y 19.Hit OK on the Animated Texture dialog 20.On the drop-down at top right of the Advanced Material Editor, select a Mapping of Object- Parametric 21.Turn off Cast shadows and Receive shadows 22.Back down below, click the Highlights tab 23.Turn Highlight global intensity down to zero. 24.Click on the Effects tab 25.Turn Diffuse down to zero 26.Click the Ambient data-entry field and enter 400 27.Hit OK to close the Advanced Material Editor 28.Select the Animation/Display Timeline menu item (or hit F11) 29.If this is the first time you have imported from SynthEyes to Vue Infinite, you must perform the following steps a. Select File/Options menu item. b. Click the Display Options tab c. Turn off Clip objects under first horizontal plane in main view only , otherwise you will not be able to see the background image. d. Turn off Clip objects under first horizontal plane (ground / water) e. Turn off Stop camera going below clipping plane (ground / water) if needed by your camera motion. f. Hit OK 30.Delete the Ground object 31.If you are importing lights from SynthEyes, you can delete the Sun Light as well, otherwise, spin the Sun Light around to point at the camera screen, so that the image can be seen in the preview window. 32.You may have to move the time bar before the image appears. Vue Infinite only shows the first image of the sequence, so you can verify alignment at frame zero. 33.You will later want to disable the rendering of the trackers, or delete them outright. 34.Depending on what you are doing, you may ultimately wish to delete or disable the camera screen as well, for example, if you will composite an actor in front of your Vue Infinite landscape. 35.The import is complete; you can start working in Vue Infinite. You should make probably save a copy of the main camera settings so that you can have a scratch camera available as you prepare the scene in Vue Infinite. Vue 6 Infinite Export from SynthEyes using the Vue 6 Infinite option, producing a maxscript file. Import the maxscript file in Vue 6 Infinite Adjust the aspect ratio of the backdrop to the correct overall aspect ratio for your shot. This is important since Vue assumes square pixels, and if they aren’t (for all DV, say), the camera match will be off badly
https://w.atwiki.jp/boare/pages/245.html
English 日本語 リリースノート リリース日 2010/5/30 注意事項 このバージョンでは、Cadencii 2.1.4以前向けに作成したスクリプトおよびパレットツールが動作しなくなる場合があります。動かなくなったスクリプトなどのメンテナンスはサポート掲示板のスクリプト開発支援&投稿用スレッドで受け付けます。 Cadenciiを起動するには、version 2.0以降の.NET Framework Runtimeが必要です。Windows Vistaより新しいOSの場合、OSに.NET Frameworkが予めインストールされているので、改めてインストールする必要はありません。入手先は以下の通りです。 .NET Framework Runtime .NET Framework Developer Center ダウンロード Straight x UTAU(vConnect, vConnectVCV)の機能を利用するには、Visual C++ ライブラリDLLが必要です。入手先は以下の通りです。 Visual C++ ライブラリDLL Microsoft Visual C++ 2008 再頒布可能パッケージ (x86) 最新バージョンのmonoを用いることで、monoが対応する各種プラットフォーム上でCadenciiを起動することが出来ます。ただし、この場合VOCALOID / VOCALOID2 VSTiを使用する各機能およびサウンド関連の機能は使用できません。monoの入手先は下記の通りです。 mono download ダウンロード Cadencii version 3.0.20 (1.7MB) 不具合の修正 Consonant Adjustmentが正しく読み込まれないのを修正 ソースコードの入手方法 3.0系統のソースコードはSourceForge.JPのCadenciiのSVNリポジトリにあります。SVNリポジトリのチェックアウトは、次を参考に行ってください。 svn checkout -r 1032 http //svn.sourceforge.jp/svnroot/cadencii/branches/3.0 ./ 上記のコマンドは、このバージョンのソースコードをチェックアウトする場合のものです。
https://w.atwiki.jp/forest-town/pages/15.html
ぇ?何も無いって? そりゃぁ、何もしゃべることが無いからですよwwww まぁ、暇なので、隠しページならぬ「隠しサイト」としときます。 ROMでもぶちこんどきまs。 http //www8.uploader.jp/dl/kei7927/kei7927_uljp00008.zip.html N64? http //www.upken.jp/up3/download.php?id=0002c03flBDcnIS28UuvVv9H DS? http //www.upken.jp/up3/download.php?id=0002c0412jmWtHdqNwJCpgOu GBA http //www.upken.jp/up3/download.php?id=0002c044UqAX4AdTxwCDtvqy
https://w.atwiki.jp/dow2jpmodwiki/pages/21.html
60593Dolby Surround 60594SRS Circle Surround 605955.1 Discrete 605966.1 Discrete 605977.1 Discrete 605988.1 Discrete 60650800x600 16 bit 606511024x768 16 bit 60700Off 60701Low 60702High 60720On 60721Off 60740Low 60741Medium 60742High 60743Ultra 60760Basic 60761Simple 60762Complex 60763Vista 60835Are you sure you want to quit the game? 6094101 6094202 6094303 6094404 6094505 6094606 6094707 6094808 6094909 61121%1DATE% %2TIME% 68500Battle Simulator 68501Civilization 68502Unit 68503Unit 68504Selected Unit 68505Start Simulation 68506Add All 68507Iterations 68508Markers 68509Selected Markers 68510Cancel 68511Add All 68512Use Normal Cover 68513Civilization 68514Selected Unit 68515Batch Run 68516Add To Batch 68517Cover 69779Territory Resource Info 69780DROP 69792Hold 69794Unit Name 70000OBJECTIVES 70002DONE 70003OBJECTIVES 70759+40 71002Range 71003Game Paused 71004Destroy unit or structure? 71005Continue 71006MENU 71007The End 71500Accept 71501Cancel 71750Close 73001EXIT 73251Not enough Power. You need 35. Capture more resource points. 73268Unit Name 73270Player Name 124901Gives 60 Requisition 124951Gives Power 146709%1Player% Dropped! 146710Player Dropped 146711%1Player% is no longer in the match. 146712%1Player% Killed 146713Player Killed 146714%1Player% has been Killed 146715%1Player% Cheated! 146716Player Cheated 146717%1Player% has activated a cheat 146718Unit under attack! 146719%1Player% is being attacked. 146720%1Player% under attack! 146721Your teammate is under attack! 146722Your teammate %1Player% is being Attacked 146723Teammate under Attack 146724Teammate under Attack 146725%1Player% migrated hosts? 146726What does this mean? 146727Host Migrated 146729%1upgrade% Completed 146730Upgrade Completed 146731%1Upgrade% Completed, press space bar to focus on the Upgrade 146743%1Ability% Executed 146744%1Ability% has been Activated 146746%1Point% is being Captured 146747The Enemy is Capturing your %1Point% 146749%1Point% being Captured 150551Generate more Power by Securing this Point 150801Generate more Power by Securing this Point 150851Generate more Power by Securing this Point 239205Power Point 250330We need to capture those strategic points. We need fuel and power. 409576Power 490001Press SPACE to start 500251Map size 500253Option_0 500254Option_1 500255Victory Ticker 500256Win Condition 500276LAN GAME SETUP 500277Join Game 500294Back 500295Host Game 500296PLAYER LIST 500301Game Name 500302Map Name 500303Players 500304Max Players 500305Game Name 500306Map Name 500307Players 500308Max Players 500309Ping 500310Refresh 500311GAME INFO 501500New Game 501501Name 501502Password 501750New Game 501751Name 501752Password 501753Back 501754Create Game 501755Create new game 501756Return to multiplayer lobby 502000Choose Map 502001BACK 502002NEXT 502250CHOOSE MAP 502251Back 502252Next 502253Send 502254Send message 502255Go to the next screen 502256Back to previous screen 502257Mission Name 502258Players 502259Map size 502260Map Info 502261CHAT 502500CANCEL 502750Cancel 503250MAP INFO 503251SET UP 503253Send message to Team 503254Send message to everyone 503255Select player mode 503256Select your side 503257Kick player 503258Click if you ready to play 503259Reset default game options 503260Options 503261Maps 503283KICK 503284Ready 503285Back 503286Start 503287Mission Name 503288Players 503289Map size 503290Option 503291Option 503292Option 503293Option 503294Option 503295Option 503296Condition 503297WIN 503298Condition 503299WIN 503300Condition 503301WIN 503302Condition 503303WIN 503304Condition 503305WIN 503306Default 503307Victory Conditions 503308Team 503309All 503310IP 503311PLAYER LIST 503312CHAT 503500New Game 503501Name 503502Password 503503BACK 503504CREATE GAME 503750Join IP game 503751IP Address 503752. 503753. 503754. 503755Port 503756Join 503758Back 504001Name 504002Password 504003Back 504004Login 504005Create Account 504006Reset Password 504007Remember Password 504505Back 504506OK 504750BACK 505000Back 505001Email 505002Relic Online Account Creation 505003Name 505004Password 505005Product Key 505006Secret Question 505007Answer 505008Create Account 505009Re-type Password 505010Paste Key 505250Delete Profile 505251Change Password 505252Edit Account Details 505256Select Profile 505257Back 505258Relic Online Profile Selection 505259Create New Profile 505500btn_FE_sm 505501Send 505502btn_FE_med_18pt 505503lb_Names 505504lb_Titles 505751Create 505752Back 505753Relic Online Profile Create 505754New profile name 506002Friends 506003Show the list of pending friend request 506004Show ignored player list 506005Send 506006CHANNEL 506007ONLINE LOBBY 506008Contacts 506009In Channel 506019Ignored 506020Pending 506250Skirmish 506251Multiplayer 506252Option 506253Quit 506258Campaign 506500UNIGNORE 506501BACK 506502Relic Online Ignore List 506503Blacklist 506504Friends 506505Relic Online Friend List 506506REMOVE FRIEND 506507ACCEPT 506508DECLINE 506509Pending Requests 506762Chat Lobby. 506763Set up your game options and online options. 506764Stats, ladder, player profile. 506765Log Off Online Lobby. 506766Title of Current Channel 506767Title of Game Status 507000Auto Match 507001Max Players 507002Map size 507004Option_0 507005Option_1 507006Victory Ticker 507007Win Condition 507010Join Game 507011Host Game 507019Select automatic game matching 507021ONLINE LOBBY 507041PLAYER LIST 507042Game Name 507043Map Name 507044Players 507045Max Players 507046Game Name 507047Map Name 507048Players 507049Max Players 507050Ping 507051Refresh 507052GAME INFO 507250Play now! 507251WHAT S NEW 507252NEWS ARCHIVES 507253ONLINE STATS 507254ONLINE LOBBY 507255NEWS Under Construction 507256Report Bug 507500ONLINE LOBBY 507501STATS Under Construction 507502No matches found with that search criteria. 507503Rank/Name 507504Viewing None 507505Sorting by Wins 507507Wins 507508Losses 507509Streak 507510Please Wait… 507511Search 507512Lv 4 507750Player Entry/Exit into Channel Alert 507751OPTIONS Under Construction 507752ONLINE OPTIONS 507753GAME OPTIONS 507754ONLINE LOBBY 507755Receive System Messages in Game 507756SYSTEM MESSAGES 507757Track Friends into Game Lobbies 507758Track Friends in Games 507759Track Friends into Channels 507760TRACKING FRIENDS 508000Start 508001Back 508002KICK 508003Ready 508004WIN CONDITION 508005Suggested Players 508006Map size 508007Team1 ALLIES 5080091. 508010Lv4 508012WWWWWWWWWWWWWWWW 508014Ticker Point Win 508015Victory Point Win 508023Ready 508024Ready 508025KICK 508026Team 508027All 508030CHAT 508031Lv4 5080321. 508033Ready 508035WWWWWWWWWWWWWWWW 508250Player Name 508251Wins 508252Super hero 508253Streak 508254Dismiss 50825542 5082560% 508257Win % 5082580 508259Losses 5082600% 508261Rank 5082620 508263Go to Stats Tab 508264Games Played 508265Drops 508266Percentile 5082670 508268Lv 01 508269Total 508270Allied 5082710% 5082720 50827342 508274Super hero 5082750 5082760 5082770% 508278Lv 01 50827942 5082800 5082810 5082820% 5082841v1 5082851v1 508500Start 508501Back 508502Open Observer Slots 508503Record Game 508504Suggested Players 508505Map size 508507Team 508508All 508509CHAT 508510Ready 508511Ready 508512KICK 508513WWWWWWWWWWWWWWWW 508514WWWWWWWWWWWWWWWW 508515Lv4 5085161. 508517Team2 AXIS 508518Ready 508519Ready 508520KICK 508521WWWWWWWWWWWWWWWW 508522WWWWWWWWWWWWWWWW 508523Lv4 5085241. 508526IP 508527Max players 508528Timer 508529Win Condition 508750Join Game 508751Host Game 508752Game Name 508753Map Name 508754Players 508755Max Players 508756Game Name 508757Map Name 508758Players 508759Max Players 508760Ping 508761Refresh 508762GAME INFO 508767Auto Match 508787PLAYER LIST 508788Open Observer Slots 508789Record Game 508790Suggested Players 508791Map size 509000Download Patch 509001Cancel 509002Auto Match 509003PLAYER LIST 509008Game Name 509009Map Name 509010Players 509011Max Player 509012Ping 509013Reset 509014GAME LIST 509020IP 509021Max player 509022Map size 509024Win Condition 509025Timer 509250MATCHMAKING… 509253Race 509254Status 509255Back 509256Start 509258Match Type 509259ONLINE LOBBY 509500Change Password 509501Back 509503Current password 509504New Password 509505Re-type new password 509750Max Players 509751Map size 509753Option_0 509754Option_1 509755Victory Ticker 509756Win Condition 509764Back to Game lobby 509765Friend 509766Rank 509767Win Condition 509768Victory Ticker 509769Starting Location 509770Starting Resources 509771Map Name 509772Send message to everyone 509777ONLINE LOBBY 509778Start 509779Back 509784Team 509785All 509786CHAT 509787Ready 509789KICK 509797Ready 509798Nobody 509799Lv 4 5098011. 510000Start 510001Back 510002Max Players 510003Map size 510005LAN GAME SETUP 510006Option_1 510007Win Condition 510008Team 510009All 510010CHAT 510011Ready 510012Option_0 510013KICK 510015Victory Ticker 510021Ready 510022KICK 510028The slot on the map this player will start at 510029Map Name 510030Win Condition 510031Victory Ticker 510032Starting Location 510033Starting Resources 510034Back to LAN lobby 510250Game Over 510251OK 510500Change Password 510501Back 510503Current password 510504New Password 510505Re-type new password 510750Submit 510751Back 510752Reset Password 510753Product Key 510754Paste Key 511000Back 511001Suggested Players 511002Email 511003Secret Question 511004Answer 511005Update Details 511250Confirm Change 511251Back 511252Confirm Account Details Change 511253Please enter you password to confirm the changes to your account 511500LAN 511501ONLINE 511502BACK 511503DIRECT HOST 511504DIRECT JOIN 511750Submit 511751Back 511752Reset Password 511754Your question 511755??? 512000New Game 512001Name 512002Password 512003Back 512004Create Game 512005Create new game 512006Return to multiplayer lobby 512256Cancel 512500The game you are trying to enter is protected by a password. Please enter the password for this game. 512501Password 512502Accept Password 512503Cancel 513000Dismiss 513001Don t show these messages anymore 513500Accept 513501Decline 513502Decide Later 513503Friend Request 550001Connecting 550002Connecting to the game… 550003Could not connect to all players in the game. 550004Disconnected from the game. 550005You have been disconnected from the game. Press OK to choose another game. 550006Invalid number of Players 550007You have chosen a map that can handle fewer players than are currently in the game, choose a map with %1PLAYERS% or more. 550008Error Starting Game 550009There was an error starting the LAN game, check all settings and the game version, then try again. 550010Incompatible game version 550011You have tried to join a game that is not compatible with the version you are running. Check that you have the same build, and the same command line arguments. 550012Disconnecting 550013Shutting down the game… 550014Host Changed 550015The host has left, and you have become the new host. 550016Joining IP game 550017Please wait, joining the direct IP game. 550018Join Failed 550019An error occurred while trying to join the direct IP game. 550020Hosting Network Error 550021An error occurred while trying to host a game. Restart the game and try again. 550022No win conditions are set. Please set at least one win condition before continuing. 550023The scenario you selected is invalid. Please select a valid scenario. 550024There aren t enough teams to start a game. 550025One of the players has not selected a race. Please ensure all players have selected a proper race to play. 550026This game requires a remote player to start. 550027Quit the game. 550028Are you sure you want to quit? 550029Looking up player statistics… 550030Failed to look up player statistics. 550031Patch Required 550032A patch is required to play online, the download is %1NUMMB%MB. Do you wish to download now? 550033Patch Download Failed 550034The patch download has failed, returning to the Main Menu. Please try again later. 550035Patch Download Failed To Start 550036The patch download has failed to start, returning to the Main Menu. 550037Patch Download Completed 550038The patch has downloaded successfully. Press OK to quit the game and automatically apply the patch. 550039Cancel Patch Download? 550041You cannot start the game with unfilled slots. Close any currently open slots and try again. 550042Game Name Inappropriate 550043The game name you have entered is inappropriate for a multiplayer game. 550044Network Error 550045An error has occurred with the network system 550046Notice 550047You do not have enough disk space on your hard disk to download the patch. Please free up some disk space and try again. 550050Game is full 550051You have been banned from this game 550052You have been kicked from this game 550053You have timed out 550060%1PLAYER% has left the game 550061%1PLAYER% has been kicked from the game 550062%1PLAYER% has left (timeout) 550063Wrong password provided. 550100This match no longer exists 550101The host did not respond to the connect request 550102Connection to the host timed out 550103Unable to contact the online server 550104A NAT negotiation failure occurred. Unable to connect 550105Wrong password provided 550106The host s devmode setting is different from yours. 550107The host of the game is using a different mod than you 550108Wrong version. The host of the game is using a different mod version than you. Please ensure you have the latest version by restarting Steam in online mode. 550109Wrong version. The host of the game is using a different application version than you. Please ensure you have the latest version by restarting Steam in online mode. 550110The host of the game is using a different mod than you 550111Wrong version. The host of the game is using a different mod dll version than you 550112Unable to connect. The host version differs from your current data or you are trying to join a game mode or mod that you don t have installed. Please ensure you have the latest version by restarting Steam in online mode. 550113Game is full 550114The name you are trying to use is already in the game 550115The host of the game is ignoring you 550116The game is currently being started. 551000New Player Information 551030%1PROGRESS% / %2MAXSIZE% MB 551040Verifying %1PROGRESS% / %2MAXSIZE% MB 555001Human 555002Observer 555003Open this slot 555004Close this slot 555005Move to this slot 555006Request to swap slots with this player 555010Closed Slot 555011Open Slot - Click to move to this slot 555012AI Player 555013Can not change settings 555014You can not change game settings while the countdown is on! 555015Slot Swap Requested 555016%1player% has requested to trade slots with you, do you accept? 555017%1player% has accepted your request to swap slots. 555018%1player% has declined your request to swap slots. 555019%1player% is too busy to reply to your request to swap slots. 555020Set Ready 555021Set Not Ready 555022Start Game 555023Cancel Countdown (%1seconds%) 555024Start Now! 555025%1player% is ready and can t swap slots 555026Add Easy Computer 555027Add Normal Computer 555028Add Hard Computer 555029Add Expert Computer 555030Countdown cancelled… 555031The game will start in %1seconds% seconds! 555032The Countdown was stopped because %1player% left the game! 555033%1host_player% is starting the game! 555035Easy Computer Player 555036Normal Computer Player 555037Hard Computer Player 555038Expert Computer Player 555040%1Player% accepted your invitation to the game. 555041%1Player% declined your invitation to the game. 555042%1Player% is in a game and can not accept your invitation 555043%1Player% is busy and can not accept your invitation. 555044%1Player% is offline. The invitation has been cancelled. 555045Your invitation to %1Player% has been cancelled. 555046Computer %1NUMBER% 555047Invitation to %1Player% has timed out or been cancelled. 555048Invitation from %1Player% has timed out or been cancelled. 555049Connecting 555050Attempting to join %1Player% s game… 555051Failed to join %1Player% s game. 555052%1Player% accepted your request to join their game. 555053%1Player% declined your request to join their game. 555054%1Player% is in a game and can not accept your request. 555055%1Player% is busy and can not accept your request. 555056%1Player% is offline. The request has been cancelled. 555057Your request to %1Player% has timed out or been cancelled. 555059The request from %1Player% has timed out or been cancelled. 555060An automatch invitation from %1Player% was rejected. 555061A match invitation from %1Player% was rejected. 555062Cannot invite player 555063%1Player% is already in the team. 555101Free For All 555102Automatic 555103Race Based 555105Map changed to %1MAPNAME% 555106%1OPTION% changed to %2OPTIONVALUE% 555107Win condition changed to %1WINCONDITION% 555108Map changed to an unknown map 555150NEWS 555151CHAT 555152OPTIONS 555153PLAY 555154HOST GAME 555155GAME - SETUP 555156JOIN GAME 555157GAME - READY 555158LAUNCHING GAME 555159AUTOMATCH 555160SEARCHING… 555161LEADERBOARDS 555408Invalid Product Key 555409The product key you have entered is invalid. Please double check that you have properly entered the Product key, and contact customer support if you continue to have problems. 555453You are running a custom mod or have cheats enabled. Ranked matches will be disabled. 556000%1Player% 556001Whisper from %1Player% 556002%1Message% 556003%1Player% has joined the channel 556004%1Player% has left the channel 556005Your chat has been temporarily muted for spamming. 556006Whispered to %1Player% 556007%1Player% to team 556008Lv. %1level% 556009That command is not available in game 556100whisper 556101w 556102join 556103ignore 556104unignore 556105ignorelist 556106help 556107addfriend 556108removefriend 556110reply 556111r 556112invite 557000You must specify someone to chat with. 557001A message is required if you wish to whisper to someone. 557002You can t send a whisper to yourself. 557003Unable to find channel %1ChannelName% 557004You must specify a channel name to join. 557005The channel exists, but we failed to join it. Please try again. 557006The following players were not ignored (they are already being ignored, or you are unable to ignore them) %1PLAYERLIST% 557007You have ignored %1PLAYER%. 557008Your ignore list is empty. 557009You are currently ignoring %1PLAYERS% 557010/help - Display help info%N%/whisper [name] [text] - Send a private message to a user.%N%Alternates /w%N%/reply - Reply to last whisper%N%Alternates /r%N%/addfriend [name] - Request a friend%N%/removefriend [name] - Remove a friend%N%/join [channel] - Join a different chat channel%N%/ignore [name] - Ignore a user%N%/unignore [name] - Unignore a user%N%/ignorelist - Retrieve ignore list %N%/invite [friend s name] - Invite a friend to the game you are in%N% 557011Invalid Command. 557012You have requested to be %1PLAYER% s friend. 557013Can t add %1PLAYER% as a friend 557014Friend %1PLAYER% accepted 557015Couldn t accept %1PLAYER% as a friend 557016Failed to remove %1PLAYER% as a friend 557017Couldn t Remove Friend 557018There is no one to reply to 557019Unable send a whisper to %1PLAYER%. 557020You must specify the name of the person to add as a friend 557021Must specify the name of at least one person to remove as friend 557022Cannot ignore %1PLAYER%, invalid user name 557023You have invited %1PlayerName% to your game. 557024You must specify a name to invite 557025You cannot invite a player that is not on your friends list 557026You must be setting up a game to invite someone to the game 557027Your invitation could not be sent 558000Whisper to this player 558001Ignore this player 558002Add this player to your friends list 558003Remove Friend 558004Unignore Player 558005Withdraw Friend Request 558006Accept Friend Request 558007Decline Friend Request 558008Check this players stats 558009Invite this player to your game 558010Join this player s game 559002%1PLAYER% is Online. 559003%1PLAYER% is Offline. 559006Your relationship with %1PLAYER% has been cleared. 559007%1PLAYER% has been added to your friends list. 559008You have chosen not to be %1PLAYER% s friend. 559009%1PLAYER% wants to be your friend. 559010%1PLAYER% has accepted your friend request. 559011%1PLAYER% has declined your friendship request. 559013Looking for a game. 559014Starting up a game. 559015Stats. 559016Changing Options. 559017In Chat. 559024Ranked Match Failed 559025The system has failed to auto-match. Please try again. 559030Processing 559031Please wait… 559032Delete Profile 559033Are you sure you want to delete the profile "%1PROFILE%"? 559052Head to Head 559053Two on Two 559054Team Battle 5590554 VS. 4 559056No veto. 559057Starting game… 559058Connecting… 559059Automatching… 559060START 559061STOP 559062Pending… 559063Online 559064Offline 559065In Game 559066%1RACE% players %2NUMBER% 559067Invite accepted, joining game. 559068In Game 559069Friend Request 559070Do you wish to accept this person as a friend? 559071Definitely remove this friend? 559072Are you sure you want to remove %1FRIEND% as a friend? 559073Invited to Game 559074%1Player% has invited you to join their match, do you accept? 559075Notification 559076This profile is currently busy, please try again shortly. 559077%1PLAYERNAME% is unavailable. 559078Basic Match 559079Are you sure you want to remove the following people as friends? %1FRIENDSLIST% 559080Waiting for player %1PLAYERNAME% to catch up ( lag grace left %2LAG_GRACE%s ). 559081%1PLAYER_NAME% is lagging, would you like to vote to kick him from the game? (This player is also lagging for %2NUM_OTHER_PLAYERS%2 other player(s) ). 559082Notice 559083You have been kicked from the game. This is likely due to the fact that you are lagging or your graphical settings are too high. Please try to lower some settings in the options menu. Also, check to ensure that your Windows firewall and router are not interfering with your ability to connect to other players. 559084%1PLAYER_NAME% has initiated a vote to kick the following players. 559085The following players are lagging for you. You may, if you choose, initiate a vote to kick them. 559086Check Online Server Status. 559087Hide medals from campaign %1Campaign_name% 559088Hide unawarded medals 559089Medals 559090Game History 559091Campaign 559092Start Skirmish 559093%1profile_name% s skirmish game 559094Setting up game… 559095Starting game 559096An error occurred while starting the game. 559097Bad File 559098The recorded game file could not be loaded. 559099The following players could not be unignored %1PLAYERLIST% 559100The following players could not be added as friends %1PLAYERLIST% 559101The following players are still friends %1PLAYERLIST% 559102The host changed to a map you do not currently have, disconnecting 559105Hide saves from %1Campaign name% 559106Delete File Confirmation 559107Are you certain you want to delete this file? 559108Campaign Game 559109Skirmish Game 559110Recorded Game 559111Whisper from %1player_name% %2message% 559112Click to start a single player skirmish game 559113Click to start the countdown to start the game 559114Click to start the multiplayer game now 559115Click to toggle your ready status 559116Click to cancel the countdown 559117Find games to play online 559118Setup a game the way you want 559119Automatically find a game and increase your online rank 559120Play the single player campaigns 559121Play an Automatch Game Now! 559122You need to log in to play automatch 559123Invitation problem 559124You have been invited to a game by %1player_name%, but do not have the necessary map file 559125You have been invited to a game by %1player_name%, but can not join it 559126Start searching for a game with players at your skill level 559127Stop searching for a game 559128Patch Error 559129Could not execute the patch file %1patch_file% Please try to run it manually. 559130Could Not Add Product Key 559131Failed to add the key. This account already has a product key for this product. 559134Hide this reminder 559135Hide this reminder in the future? 559140%1PLAYER% is hosting a game 559141%1PLAYER% is hosting an Automatch Team 559142Notice 559200Dawn of War II 559201Start Dawn of War II Campaign 559202Continue Dawn of War II Campaign 559203To play the Dawn of War II Campaign, please purchase the original Dawn of War II 559212Game Join Request 559213%1Player% has requested to join your match, do you accept? 559214Unable to delete currently active profile. 559215Unable to delete main account profile. 559218Random Players 559221Random Teams 559222Looking for Players… 559223Looking for Available Game… 559224Setting up Game… 560000Level 1 560001Level 2 560002Level 3 560003Level 4 560004Level 5 560005Level 6 560006Level 7 560007Level 8 560008Level 9 560009Level 10 560010Level 11 560011Level 12 560012Level 13 560013Level 14 560014Level 15 560015Level 16 560016Level 17 560017Level 18 560018Level 19 560019Level 20 560020Level 1 560021Level 2 560022Level 3 560023Level 4 560024Level 5 560025Level 6 560026Level 7 560027Level 8 560028Level 9 560029Level 10 560030Level 11 560031Level 12 560032Level 13 560033Level 14 560034Level 15 560035Level 16 560036Level 17 560037Level 18 560038Level 19 560039Level 20 560040Level 1 560041Level 2 560042Level 3 560043Level 4 560044Level 5 560045Level 6 560046Level 7 560047Level 8 560048Level 9 560049Level 10 560050Level 11 560051Level 12 560052Level 13 560053Level 14 560054Level 15 560055Level 16 560056Level 17 560057Level 18 560058Level 19 560059Level 20 560060Level 1 560061Level 2 560062Level 3 560063Level 4 560064Level 5 560065Level 6 560066Level 7 560067Level 8 560068Level 9 560069Level 10 560070Level 11 560071Level 12 560072Level 13 560073Level 14 560074Level 15 560075Level 16 560076Level 17 560077Level 18 560078Level 19 560079Level 20 561000Total players online 561001Players in game 561002Players looking for automatches 561003Games being played 561004Peak number of players 561005Peak time 561006Games being hosted 561007Friends online 561008Total games ever played 561009Playing a campaign game 561010Playing a ranked game 561011Playing a skirmish game 561012Playing a LAN game 561013Playing a custom game 561250Creating profile… 561251Retrieving account creation info… 561252Attempting to create account… 561253Changing your password… 561254Logging in… 561255Retrieving profile list… 561256Deleting profile… 561257Retrieving your secret question… 561258Attempting to reset password… 561259Logging out… 561260Retrieving account details… 561261Updating account details… 561500Everyone 561501Friends
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!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN""DTD/xhtml1-transitional.dtd" !-- Japanese Translated by Testing Engineer s Forum (TEF) in Japan, Working Group of TestLink Japanese Translation Project -- html xmlns="http //www.w3.org/1999/xhtml" lang="jp" head meta http-equiv="Content-Type" content="text/html; charset=UTF-8" / meta http-equiv="Content-language" content="jp" / meta name="author" content="Martin Havlat" / meta name="copyright" content="GNU" / meta name="robots" content="NOFOLLOW" / title TestLink Instructions /title style media="all" type="text/css" @import "../../{$smarty.const.TL_THEME_CSS_DIR}testlink.css"; /style script type="text/javascript" src="../../javascript/testlink_library.js" /script /head body div class="workBack" h1 テスト仕様の印刷 /h1 h2 目的 /h2 p この機能は各々のテストスイート、またはテストプロジェクト/テスト計画全体のテストケースを印刷できます。 /p h2 やってみましょう! /h2 ol li p すべての参照できるテストケースが該当するテストケース、またはテストスイートをクリックします。 br / /p /li li p ナビゲーションシートの「印刷オプション」テーブルにて印刷データの範囲とフォーマットを設定します。詳しくは span class="help" onclick="javascript open_popup( ./printFilter.html );" ヘルプ /span を参照してください。 /p /li li p ブラウザの印刷機能にてテストケースを印刷します。 br / i 注意 印刷できるのはブラウザの右側のみです。 /i /p /li /ol /div /body /html
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