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Isaya

Member Since 05 Mar 2003
Offline Last Active Apr 03 2019 12:00 PM

Posts I've Made

In Topic: All IEP mods for BG2 / BG2EE / EET - beta files

27 August 2017 - 01:30 PM

Lava, you will find attached the changes I mentioned (tp2 for the english text path for IEP, tra files for IEP, Imoen, Viconia and Yoshimo), except for the readme language suggestion, as per your answer.

For missing texts, I copied the missing text from English to the other languages and translated them for French. I fixed the synthax and keywords issues as well.

I hope it helps.

In Topic: All IEP mods for BG2 / BG2EE / EET - beta files

27 August 2017 - 12:54 AM

Thank you for making those mods up to date and working to bring the latest version on the download pages.

I compared them to my previous archives and found a potential problem in IEP. I also have a suggestion regarding displaying the readmes.

IEP
  • Dialogs are compiled with USING to tell the tra file to use, with an English fallback if a text is missing in a translation. However the path to English tra file is wrong: "translations/" is missing in the path given. This needs to be fixed for all COMPILE statements for dialogs. As all translations are complete for dialogs, this won't cause trouble though.
  • German and Russian are missing strings @14 and @15: you should copy the English texts there since the mod is not stating to fallback to English setup.tra in the LANGUAGE statements (or you can add the fallback in LANGUAGE statements)
  • german\banters.tra contains unknown keyword <PRO_HISER> in @473 (spotted by TraChecker)
  • The english readme in the main directory is never used and is a duplicate of the one in the English directory. If you want to have a readme in the main directory so that people can find it more easily than in a translation directory, you could remove the one in English directory by using the following from:
    README ~iepbanters/translations/%LANGUAGE%/iepbanters_readme.html~ ~iepbanters/iepbanters_readme.html~
Imoen Friendship
  • The ability to display a translated readme, if present, is not used. You could use this form to allow displaying the French readme when French is chosen:
    README ~imoenfriendship/translations/%LANGUAGE%/imoenfriendship.html~ ~imoenfriendship/imoenfriendship.html~
  • All languages other than English are missing @1 in setup.tra. You should copy the English texts there. And here is the French translation:
    @1    = ~Imoen Friendship est compatible uniquement avec les installations BG II - ToB, BGT et BG2EE.~
Mazzy Friendship
  • You could allow for showing a translated readme (Jastey suggested that already) while avoiding duplication of the English readme (both in the mod directory and english directory) by using this form:
    README ~mazzy/translations/%LANGUAGE%/mazzyfriendship.html~ ~mazzy/mazzyfriendship.html~
Sarevork Friendship
  • Same suggestion as for Mazzy.
Viconia Friendship
  • Same suggestion as for Mazzy.
  • Could you recover the french\setup.tra file from my archive, please? For some reason, the WeiDU prompts handling the EE game language choice are missing in version 4.1. Thank you.
  • All languages other than English are missing @5 in setup.tra. You should copy the English texts there. And here is the French translation:
    @5    = ~Viconia Friendship est compatible uniquement avec les installations BG II - ToB, BGT et BG2EE.~
Yoshimo Friendship
  • Same suggestion as for Imoen readme.
  • In English YoshJ.tra, text @249 includes an unknown keyword <Hero/Heroine> (spotted by TraChecker)
  • In Polish YoshJ.tra, a line feed is missing before text @173. However I'm not sure this a problem for WeiDU
  • Thank you.

In Topic: conversion of Check the Bodies to EE/EET

05 March 2017 - 06:38 AM

You're right, I didn't pay enough attention to the setup name as well. No wonder it could crash at any time.

You only need to reload tra files that are loaded directly by the tp2 file as part of the LANGUAGE statement. They are loaded before the ALWAYS block that takes care of the conversion is called, as they usually contain the component names and the ALWAYS block is triggered only when a component is installed.

Operations that happen in a component (after BEGIN ~component~), either LOAD_TRA or a COMPILE for a dialog or a script that has an associated tra file, will happen after the ALWAYS block, hence the conversion is already done when the tra file is loaded for the first time.

In Topic: conversion of Check the Bodies to EE/EET

05 March 2017 - 02:59 AM

Thanks for bringing back this mod.

Regarding this
CAREFULL
 
There is a bug with the french translation on EE / EET (even after charset conversion it crash the game at some moment)
I believe there is something missing in the tp2 file.
It loads two files to gain access to texts:
LANGUAGE ~English~
	 ~english~
	 ~CtB/Language/English/wsetup.tra~
     ~CtB/Language/English/script.tra~
but only setup.tra is reloaded after UTF-8 conversion:
  // setup.tra needs to be reloaded after conversion
  ACTION_DEFINE_ARRAY va#reload BEGIN setup END

  LAF HANDLE_CHARSETS // recursively converts all tra files found in tra_path
    INT_VAR
      infer_charsets = 1
    STR_VAR
      tra_path = EVAL ~%MOD_FOLDER%/Language~
      reload_array = va#reload
  END
You need to tell WeiDU to reload script.tra as well:
  // setup.tra and script.tra need to be reloaded after conversion
  ACTION_DEFINE_ARRAY va#reload BEGIN setup script END
It is likely to be enough to avoid crashes due to wrong character encoding.
I believe other languages (except english) also have the same kind of crash if script.tra is not reloaded.

In Topic: BG2EE Chloe!

02 February 2017 - 03:34 PM

Hello Roxanne,

 

Le Marquis, one of the French translators of the mod, would be interested in translating the new content once you think the content is table. Unfortunately, the new dialogs do not have a tra file right now. If you're interested in opening the new content to translation, it's actually easy to convert the dialogs and transfer texts to tra files with a simple WeiDU command.

Provided you have the mod in the game directory, and you also have weidu.exe in the game directory, you just have to type

weidu --nogame --traify Chloe\D\RChloeToB.d --out RChloeToB --traify-comment
weidu --nogame --traify Chloe\D\SoANew.d --out SoANew --traify-comment

to get a new d file and a tra file in the game directory for both dialogs.

--traify-comment tells WeiDU to keep the texts withing comments in the converted d files.

Then you could just replace the existing d files in Chloe\D with the new d files and move the tra files in Chloe/Language/English.

 

 

I also have a comment about the parameters used for HANDLE_CHARSETS. I noticed you used default_language. However, as the tp2 is written now, default_language will not provide any help to install the mod because the way the LANGUAGE statements are written, English is not the default language when installing. It's only the first one in the list.

The purpose of default_language is to tell WeiDU to convert to UTF-8 tra files in both the language selected by the player and the tra files of the default language. But this is useful only if your LANGUAGE statements are written in such a way that English texts will be used when installing in case a text is missing in the selected language.

To do that, you need to write the LANGUAGE statements like this:

LANGUAGE ~Francais (par Miry Wolfwood, Le Marquis et Magiere)~
         ~French~ 
         ~Chloe/Language/English/setup.tra~
         ~Chloe/Language/French/setup.tra~

This tells WeiDU to load texts from English/setup.tra, then load French/setup.tra. In practise French texts will overwrite English texts, unless a French text is not defined in the French tra file.

The purpose of default_language in HANDLE_CHARSETS is to tell WeiDU that, when the player selects French when installing, it should convert French tra files to UTF-8, and English files too, in order to ensure that any text that could be used when installing is indeed using UTF-8 encoding.

 

Using default_language and adding ~Chloe/Language/English/setup.tra~ to all languages except English will not be enough to allow installation of the mod in languages other English if you traify the new dialogs.

In order to get the "default language" behaviour for the dialogs, I believe you could compile them using this statement (for SoANew):

COMPILE SoANew.d USING ~Chloe/Language/English/SoANew.tra~ ~Chloe/Language/%LANGUAGE%/SoANew.tra~

 

 

Please tell us if you're interested in a translation of the new content.

Thank you for bringing back this mod.