Miloch Posted May 8, 2008 Share Posted May 8, 2008 Can someone please tell me what the purpose of a bracketed notation within a string means, when there is also a bracketed soundclip after it? I'm talking about, for example: @100 = ~[ALORA 02] Aaah! Somebody hide me!~ [ALORA02]I know the bracketed notation after the string refers to a soundclip, but what about the one within it? It doesn't print, it isn't a variable... what's the purpose? Link to comment
Nythrun Posted May 8, 2008 Share Posted May 8, 2008 Mnemonic or residue or blunder, take your pick. It does nothing. Link to comment
Miloch Posted May 8, 2008 Author Share Posted May 8, 2008 Ok, cheers... I guess I'll leave them if they do nothing, though an "anti-cruft" line of reasoning might argue for deletion... Link to comment
cmorgan Posted May 8, 2008 Share Posted May 8, 2008 Commenting. I am now adding this to my own stuff for ease of translators when there aren't soundclips, too - that way when they work with a .tra, they can read who is suposed to be speaking (especially good for masculine/feminine languages) ~[ALORA] blah blah bloah~ ~[KELDORN] blah blah bloah~ ~blah blah bloah~ makes it easy to see who says what when working with an isolated .tra file - PC has the no-comment-included lines. (as proofreaders and translators do). Link to comment
devSin Posted May 8, 2008 Share Posted May 8, 2008 Yeah. If you have reason to display the brackets in the game (you never will), they can be escaped as expected ("\[" will cause the bracket to appear instead of being treated as a comment). IIRC, IWD used comments more (where you can find stuff like notes for the voice actors and stuff in a lot of the strings), and BG2 didn't use them at all. BG/TotSC comments were mostly just labels for soundset strings (even the dialogue defaults and such that don't have sounds), although I think they commented a few item descriptions here and there. Link to comment
the bigg Posted May 8, 2008 Share Posted May 8, 2008 They will nudge --traify to work correctly in some cases, so it's better IMHO to leave them in (or add them to your files when a certain string will have translations). Link to comment
Miloch Posted May 8, 2008 Author Share Posted May 8, 2008 My only real issue is the leading space between the end bracket and the text. Does that show up in-game? Seems to from what I can tell... so can it be deleted safely? Link to comment
the bigg Posted May 8, 2008 Share Posted May 8, 2008 My only real issue is the leading space between the end bracket and the text. Does that show up in-game? Seems to from what I can tell... so can it be deleted safely? Stick it to the end of your line rather than the beginning to workaround the issue Link to comment
devSin Posted May 8, 2008 Share Posted May 8, 2008 BioWare put the leading space in soundset strings in as a convention. There's always space between the "Name-" part and the string in the console window, however, so you don't need to preserve it. Link to comment
Miloch Posted May 9, 2008 Author Share Posted May 9, 2008 BioWare put the leading space in soundset strings in as a convention.Yeah, I noticed that. I guess I'll leave them for consistency with the BioWare NPC soundclips. Link to comment
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