Jump to content

qwerty1234567

Members
  • Content Count

    193
  • Joined

About qwerty1234567

  1. Sorry for chiming in so late, I don't know if it's still relevant, but anyway: I think that .iemod thing is good in general. I don't care about the extension specifically, it could've been zip as far as I'm concerned. I guess it's more convenient for Windows users to have a specialized extension, though. I agree that there's no reason to pack copies of weidu and other tools within .iemod. It's specifically desigined to be consumed by mod managers, and mod managers can take care of the tools themselves. I do not understand the fuss about including or not including weidu executable inside, as well as other files (tisunpack.exe, thumbs.db and whatever). I would rather think of this in terms of IFTT (if this than that). What are you going to do if "setup-mymod.exe is included", and why? - Not including it is not a problem, as far as I can see. - Including it is not also not a problem, as far as I can see. A mod manager doesn't have to use files that exist on filesystem. OR do you actually plan to abort mod installation because there are files you don't like inside? (Aren't you causing the problem you wanted to avoid in the first place??) @AL|EN has pointed out to me that some antiviruses throw a false positive on weidu. I say: this is a problem with these antiviruses. Not with weidu. If a user purchased an antivirus, and it throws a false positive, it's the antivirus' fault. It must be communicated clearly to the user, the company producing the antivirus, and all other involved parties. I shall not budge a single inch on this. All the talking and agreeing is nice, but I do not see the actual file format definition. Not as an editable forum post, but as something versionable, like an .md doc on github, at least? The reason I'm asking is that I might want/need to add automatic packaging to Golem.
  2. So I've put together a Golem. Runs stuff, reports the results. More info here. .
  3. To follow up on this, Ascension is now in the system, waiting for translators.
  4. I'd like to share a VScode extension with support for WeiDU syntaxes. That includes highlighting, basic completion, hovers, etc. It's new and still rough, but usable. Some details (and instructions if you want to help with development) are here.
  5. http://readme.spellholdstudios.net/rr_core.html#Revised_Thievery https://github.com/BGforgeNet/bg2-tweaks-and-tricks#shops-always-buy-goods-at-the-same-price
  6. stick with ascii, or you have any reason not to?
  7. You can see both new strings and strings requiring revision (with highlighted differences, which I find very convenient). I tend to works on mods while playing, and I don't think I'll have time for EET soon. Also, I'm not sure if anyone's actually using UA or WMA 2, so it's low on my priority list. However, you can open issues on github for that. Pull requests are welcome too, of course.
  8. basically, you create a simple ini file like that and add a collaborator (weblate account) to the repo, that should be enough. I'll detail if there's demand.
  9. Here's a translation service which allow to crowdsource translations for mods. The purpose it to take out all the hassle with charsets, code updates, glossary maintenance, malformed strings, etc, and let the translators just translate. Plus, it provides a nice overview of current project state. It requires the mod to be hosted on github (or other VCS). Takes some work to hook it up, but after that the workflow is pretty much seamless. It's open to new projects. If you're interested and want to add your mod, start a new topic on the forum.
  10. You know what, these are really good. Unlike some poorly voiced NPC mods. The only downside I see is that they are too similar to each other.
×
×
  • Create New...