Jump to content

Edvin69

Members
  • Posts

    10
  • Joined

  • Last visited

About Edvin69

Edvin69's Achievements

  1. Actually, that's one of the things I've been thinking about lately. Some old translations of old mods work without problems (old versions of weidu?), but translations of new EE mods always have a problem with fonts. I usually use UTF-8 without BOM, then mod instalation converts my texts to ANSI and problems arise. I tried to convert my texts to ANSI and it was much better, but a few letters were still missing. The old translators obviously did something right because their translations work and mine don't (unless it's just because old version of weidu work better with czech).
  2. I know about that, but right now I have about 7 translated mods (I'm planning much more) and they all have the same problem. Once I find a solution, it should be possible to apply it to everything.
  3. Hmm, what if I put Czech texts in a separate folder outside the folder lang? Wouldn't it help to avoid changes that are applied to the lang folder? Or apply my changes only to my texts outside the lang folder.
  4. Actually, I'm trying to translate Tactic This was just an example. I wanted to know if I understood correctly. But Ascension is also one of the mods I'm working on (same problem with bad letters) and doesn't have HANDLE_CHARSETS in scripts (I just checked it). My plan is to find a working solution first and then contact the authors of the mods.
  5. Yes, that's exactly what I need! I just I make sure that I understood correctly. Let's say this is the path: ascension/lang/czech Tra files are: ascension.tra, setup.tra, epilogues.tra ACTION_DEFINE_ARRAY noconvert BEGIN ~ascension~ ~setup~ ~epilogues~ END ACTION_DEFINE_ARRAY reload BEGIN ~lines~ END LAF HANDLE_CHARSETS INT_VAR infer_charsets = 1 STR_VAR tra_path = ~ascension/lang/czech~ noconvert_array = ~ascension~ ~setup~ ~epilogues~ reload_array = ~reload~ END Is this correct?
  6. Let's say I want a mod that will be compatible only with EE and not original BG2. (If I understand well, this is the main reason why the texts must be converted.) Would be possible to use some script that tells weidu "DO NOT TOUCH MY TRA FILES!!!" ?
  7. It would be much easier if I didn't have to work with such an ancient mod... It have two .tp2 file and so confusing setting that I was unable to install Czech until I rewrote the English language. I've been trying to solve this for several days. If you can figure out why it does not install Czech (I'm almost sure that I set the installation path correctly) and how to edit text to display them properly, I will call you Sensei. https://gofile.io/?c=eJ5m6h
  8. I liked the simple way he said it. From your complex explanation I'm just more confused. Ok, I'll try it another way. This is one of my translated dialog files. Could someone please modify it to make it work correctly? Then I use reverse engineering to apply it to other files. ilysetup.tra
  9. That's exactly the information I needed. Thank you very much. So if I convert my translations into CP1250, everything should work properly, right?
  10. Recently I have translated a large number of modes into the Czech language. I use standard UTF-8 withnout BOM. But for some reason, during the installation of the mods, all the texts I translated are converted to ANSI (coding in the files I translated is physically changed). The problem is that the Czech language has a large number of special letters that are not supported by ANSI (š,č,ř,ž,ý,é,á etc.) So the translated files are now full nonsenses and same nonsenses can be seen in the game. I tried to convert texts ANSI (cut the texts, convert the file and reinsert them into the ANSI tra file) and to my surprise it almost worked. I still lost a few letters, but it was much better than before. Can anyone advise me what I am doing wrong, where is the problem, or how to fix it? (Preferably all three.)
×
×
  • Create New...