Thank you so much. I will try it on the new Joint Pak 2 files and let you know how it goes. I assume that your Dialogue Helper for ltx files will have the same issues.
the hardest thing to see is what is in front of your eyes
Here are 2 XML files that Dialogue Helper V6 seems to crash on. I have had trouble with this type before on V5 as well.
stable_generate_fnames.xml and stable_generate_snames.xml
Here are 2 XML files that Dialogue Helper V6 seems to crash on. I have had trouble with this type before on V5 as well.
stable_generate_fnames.xml and stable_generate_snames.xml
I used it on the Text folder for Clear SKY Sigerous and it worked straight out the box, Of course that mean's it's only translated <text><text> but I'll try it on a COP mod with gameplay and script files and let you know how it does .
Everything you want to know about Degtarev's zone is in the: COP Survival guidehttp://cop.zsg.dk/
---QUOTATION--- I used it on the Text folder for Clear SKY Sigerous and it worked straight out the box, Of course that mean's it's only translated <text><text> but I'll try it on a COP mod with gameplay and script files and let you know how it does . ---END QUOTATION---
Thanks for posting the problem files!
I found three malformed lines in the game_tasks.xml file:
<map_location_type hint=">Болотный Доктор">blue_location</map_location_type>
The '">' is wrong and should be only the '=' symbol, not the '>' symbol.
Other problem was an extra '=' system on the 'hint =' line:
<map_location_type hint="Радиус поиска = 50 метров">crlc_big</map_location_type>
They should use the word 'equal' or 'is' instead of the '=' symbol.
I was able to fix the two above problems.
Now with the name files, Google is returning missing names. I still need to figure out how to get around this problem.
Fantastic StalkerStein!
All gameplay files tasks are perfect!
You're genious,and your tools definiltly a must have!
Just have little correction to do in LTX files because StalkerDialogLTX
not recognize french accent .Very strange ,because all work perfect in StalkerDialogHelper.
One again,a very big thank you to you ,to provides us such tools!
To happy to can have these gameplay files in our langage,I do not imagine the time it would take without.
Now,all the news dynamics
Perhaps one day you will can create the same, with search
local news_where={
local news_uniq={
local news_when={
local news_text={
local tips_icons = {
...
scan and machine translate all these entries...
It was never enough and always wants more!
There are situations when dealing with translations where some text will not be translated.
Example:
Let's say we are converting Russian text to French.
the line 'inv_name = хлеб' becomes 'inv_name = pain'
But if the line is 'inv_name = bread' then no translation takes place because the input text is not in Russian, it's in English. And we need to know the input language.
The biggest translation problem is when the input language is using the Latin alphabet. Most of the time it is not possible to determine the language unless you analyze the words, and that would be a really huge undertaking. There are many languages that use the Latin alphabet.
Anyway, I am going to continue to test the .ltx helper program.
Oh, and I should mention that I do have a script helper program but because of the permutations of how the code is written in the script files it becomes less reliable. So I cannot release it yet.