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Machiavélique

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Everything posted by Machiavélique

  1. If the dialogue was supposed to happen if an NPC picked up the ring, it makes sense and I understand my misunderstanding a bit better although but it doesn't explain why this action is only on p6. That's why I was confuse. On b!talk.d, we can go to the bf1.10 label if the player knew Gavin on BG1 or didn't know Gavin on BG1 (depending on the player's reponse at b!gav.d) In my mind the @69 text shouldn't be displayed if the player didn't know Gavin in BG1. @69 = ~I probably have you to thank for my life. If you had not been so thorough in getting rid of the hobgoblins in the Cloud Peaks, the crows would have been picking over whatever the hobgoblins hadn't eaten.~ If you add the condition "!Global("B!GavNoBG1", "GLOBAL",1)" to display @69, I don't think it will cause any problem. In my mind, the sentences @69-@73 follow each other as well as @68-@73 So I propose to replace by this :
  2. Don't worry, I'm not offended. It's really more an "idée fixe" from my side. Gavin mod got a lot of dialogues and I need to get pleasure when I translate it. I need to be satisfied with the work I do. There are many things I tried to correct unitil now as : - Splitting too big Dialogs - Reworking the dialogues that follow on from each other (Changing the order of sentences for better understanding) - Making the dialogue flow better (By checking all references where texts are used. Mainly, it consists of minors rearrangements at the end or beginning of a dialogue) - Making slight differences in tone between sentences with "vous" and those with "tu". It's very time-consuming, but it will takes less time to do it all at once (official + unofficial) than to do a classic French translation first and then start again with a French adaptation. I'm at about 4% of translation. I understand that I have no choice but to cancel all the changes I've made, but I don't know if I would really enjoy translating Gavin in this way. In the end, I will not be proud of my work. I need to make up my mind about that. No, you already have a lot of work to do and I don't want to give you more. I would rather learn and make the changes myself than ask you to do it for me.
  3. Thank you. I didn't realise that and now I understand what Jastey meant. Indeed, I admit that working in this way cannot provide an official translation. But I don't think it will be a problem... As I only add new sentences, I can easily work on two paths at the same time. One with the original .d files for an official translation, and one for an unofficial translation. Do you think it would be a problem to publish and share an official translation here and an unofficial translation elsewhere ?
  4. I think there is a problem in the b!player1.d Even today, I am not sure what is supposed to be done when you select @8 or @9. The dialogue box will never start if the ring is not in the PC inventory when the file is read.Looking at the code, the script is on player1 and the ring will always end up in the PC inventory in any case. So what confuses me is "what is the meaning of ~ActionOverride(Player1,TakePartyItem("B!PCRING"))~" here ? The ActionOverride() is useless here because the script is already bound to the player1 and the TakePartyItem() doesn't change anything either. I thought for a long time that Berelinde had meant to destroy the ring and that the @13 "You put the ring away and return to what you were doing." had more the meaning of "You throw the ring away and return to what you were doing." Now I think Berelinde rather wanted to put the ring away in the chest where it was found. What is your idea about it ? Otherwise how can we explain this "ActionOverride(Player1,TakePartyItem("B!PCRING"))" on p6? If Berelinde had wanted to store the ring in the PC inventory, why is this code not also present at @10, @11, @12? There are an other problem : What's happen if Jaheira takes the ring and keep it in her inventory ? And then the player meet Gavin, and after that the player put the ring in his inventory to start the b!player1 dialogue ? I think it would be better to force the dialog as soon as someone takes the ring, but in this case it will be necessary to add some sentences
  5. Thanks I've been trying to find a way to do this in a clean and simple way for a long time, but I see now that it's impossible without the CHAIN During the translation of the GavinII mod where I added the possibility of "vouvoying" and "tutoying" I was confronted with this problem many times and this was a good example to illustrate it. To do this type of translation correctly, I need to recheck everything and so far I have seen 2 major strange problems in Gavin mod. But if you are in charge of maintaining this mod, I will post in the relevant topic before doing this kind of modification myself. I want my translation to be public and since I don't want to create compatibility problems, the .d files will be overwritten when another language is chosen. So my plan is to have 2 types of .d files, one with the current .d and one with the modified .d files, so Gavin and the PC could address each other in formal or informal terms. The idea is these new files can also be used in other languages with formal/informal terms (Spanish, German, Italian etc). I explained my translation project to Berelinde who replied "Please feel free to do what you feel is best".As you are in charge of maintaining this mod, I would like us to work together, I want to be able to give you all the possible errors/omissions that I will find during my translation and to give you my ideas to corrects them.
  6. Hello, I would like to add a condition to display a text but I don't know if it is possible to do it in a simple way I can't find the correct syntax APPEND ~B!GAVJ~ /* Preceding code */ IF ~~ bf1.10 SAY @65 = @66 = @67 = @68 = /* I'd like to add the condition !Global("B!GavNoBG1","GLOBAL",1) */ @69 IF ~GlobalGT("B!GavAffinity","GLOBAL",1)~ THEN + bf1.13 //link to @73 IF ~!GlobalGT("B!GavAffinity","GLOBAL",1)~ THEN + bf1.13v //link to @3073 END /* Following code */ END Strangely there is a syntax that works perfectly in a CHAIN But I don't know if there is a way to adapt it to an APPEND (I tried many things, but to no avail...) Thanks in advance
  7. Ah ah I GOT IT !! Good to know : It seems there are a delay after an "ACTION", you can't Set a variable and immediatly check its value. When I check my variable with CLUA console, I always got the good value but the code doesn't work. IF ~~ LABEL SAY %Gavin sentence% ++ %PC sentence% DO ~SetGlobal("B!GavAffinity","GLOBAL",1)~ + NextLabel END IF ~~ NextLabel SAY %Another Gavin sentence% + ~Global("B!GavAffinity","GLOBAL",1)~ + %Another PC sentence% + AnotherLabel END This code is simplified version of the problem and may not work properly. B!GavAffinity will be Set to "1" anyway but... B!GavAffinity can still be Set on "0" when read from NextLabel (it seem "0" is the default value, I have tested if I use the values "1" and "2" instead of "0" and "1" and these choices don't display at all) To confirm this default, I just added a kind of timer : I just set the value of the variable, put an intermediate label, and read the value of this variable. Strangely... everything works fine now PROBLEM SOLVED I don't need to put an intermediate label because for now I don't need to check the value right after I changed it. But I will be careful about this in the future...
  8. Ok... after reading some tutorials I understood we don't need to declare the variables beforehand. So I went back to the code and found that it works for some replicas and doesn't work for others replicas and... I don't understand why? Here is the code, I just add a variable B!GavAffinity (0=No affinity and Gavin says "vous" to the PC, 1=Affinity and Gavin says "tu" to the PC). I put the relevants lines in bold. If I select @1 I should go to b01 and my B!GavAffinity should be set to "1" (Btw don't worry there are no comments in my .d file. I just put comments to help you to read the code) And here is what I got if I select "1.Gavin !? Mais que fais-tu ici, mon amour ?" I expect to get the choice "3. Affinité ?" whereas I get the choice "3. Pas affinité ?", which means my B!GavAffinity is set to "0" instead of "1" and I don't understand why... ? At the first dialogue, If I select : "1. Gavin !? Mais que fais-tu ici, mon amour ?" B!GavAffinity takes the wrong value "2. Gavin ! Qu'est-ce que tu fais ici ?" B!GavAffinity takes the wrong value "3. Hmf. Je ne pensais pas te revoir un jour." B!GavAffinity takes the good value "4. Est-ce... que je vous connais ?" B!GavAffinity takes the good value EDIT : I tried uninstalling the mode completely, reinstalling it and creating a new game and I get the same problem
  9. I found a way to get around that (for this mod) Here is my setup-gavin_bg2.tp2 Before compiling, I just copy and overwrite all the .D files from the current language folder into Gavin's dialogue folder. (Of course it need to put the modified .d files in gavin_bg2/languages/%LANGUAGE%/dialogues and gavin_bg2/languages/%LANGUAGE%/dialogues/tob ) This way, when the mod installer compiles the files, it uses those corresponding to the user's language. I don't really like this method. For me, it just looks like bad tinkering but... it works so I'll be able to continue the translation. But... I got a new problem ! I would like to add a new global variable, is this possible? Do you have any modding tutorials for beginners? I can see that SetGlobal("B!GavNoBG1", "GLOBAL",1) allows to set a value. I can see that Global("B!GavNoBG1", "GLOBAL",1) allows to read the value. But where do you declare a global variable? I tried to define and read a new variable, I didn't get any errors but of course... it doesn't work ! Can you help me again? (I think I could find a way around that but... again it will be a very dirty work and I'd rather avoid it ) setup-gavin_bg2.tp2
  10. Sorry but I need your help again Sometime, there are sentences in .d file ( eg : IF ~~ THEN DO ~DisplayStringHead(Myself,%sentence%) Wait(5)~ EXIT ) So I add a new sentence @XXX in .tra file and I edit the line in .d file to "IF ~~ THEN DO ~DisplayStringHead(Myself,@XXX) Wait(5)~ EXIT" But... problem is all .d files are common to all languages, if I don't add the @XXX in the english file it will generate an error, right ? (In the case of an English install) Btw in the English .tra files, the same sentence can be used when gavin know or don't know the main character. It doesn't matter in English but in French I can't use the same sentence when Gavin need to adress as "vous" instead of "tu" and vice versa. So I'll need to edit more the .d file and I can't systematically add a sentence in the english . tra files (and others futures languages). Is it possible to change the setup-gavin_bg2.tp2 to it compile .d files since ~gavin_bg2/languages/french when anothers languages than English are used ? What should I do ? I need your advices
  11. Finally... I found this topic below and I modifed the setup-gavin_bg2.tp2 Now I can encode in UTF-8 and everything seems OK Thank you very much ! Without your help, I would never found the files I needed to change
  12. Hi Thank you both, I tried your setup-gavin_bg2.tp modified and now I can select the french language when I install the mod and it's really a good thing but... That don't solve the problem with the characteres when I encode in ANSI or I convert in ANSI since UTF-8 format Here is my .tra file (encoded in ANSI and displayed in ANSI) with the setup-gavin_bg2.tp2 from Jastey and what it return in the game : Here is my .tra file (encoded in ISO 8859-1and displayed in ANSI) with the setup-gavin_bg2.tp2 from Gwendolyne and what it return in the game : Each time I uninstall completely Gavin mod. Then I modify the .tra file or the encodage of .tra file and I reinstall the mod So if I encode in ISO 8859-1 it works except for the "œ" character but I don't think I should continue in this way. It looks like everyone is encoding in ANSI or UTF-8 and I'm worry to waste severals months to translate something that no one could use
  13. Thanks for trying to help me I don't know why but encoded in ANSI don't work at all (I can't get "é" "è" "î" "œ" or any other accented character) Here is 2 screenshots with my .tra file (where you can see I encoded in ANSI) and what it return in the game : As you can see, ANSI encoded keep correctly the "cœur" word but in the game I got something else Gavin mod BG2 don't have multi-languages intallations. I'm not sure but I think this mod use a defaut encodage which not support the "œ" character. Maybe I'm wrong cause it's the first time I try to translate a WeiDU mod but I suppose usually you select the encodage according to your language and the modder had already planned a conversion inside his mod (when you select "french" or "spanish" install, the mod installer know what to do with the .tra files). Here the only language supported for this mod is "english", so I'm afraid this mod can only use his defaut encodage...
  14. I almost to get it ! (I can get uppercase characters too as "É" "À" ) In notepad++ if I enable "DirectWrite" option and I encode characters with ISO 8859-1 I can get all french characters except "œ" Anybody have a better solution where I could get every french characters with this important character "œ" which we are using in words like "cœur", "œil" etc
  15. Hi all, I would like to translate GavinBG2EE. Unfortunaly, I can see the setup-gavin_bg2.exe only allow English language so... I tried to translate the .tra files in the English directory and then launched the setup-gavin to install my translation. It work except specials caracteres as "é" "è" "î" don't display correctly. I tried to convert my file in ANSI but that don't work either. It seem specials caracteres as "é" "è" convert my file in UTF-8 and when I install Gavin mod for BG2 I got caracteres as "é" "è" Do you have an idea to solve this problem ? I'm really motivate to translate completly this mod
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