Posted by: AL|EN
« on: September 10, 2013, 04:56:55 AM »Hell NO!and whether the user wants to change thaat.Is this a feature people want? Hands up everyone who want to be badgered about this every time you run WeiDU.
Hell NO!and whether the user wants to change thaat.Is this a feature people want? Hands up everyone who want to be badgered about this every time you run WeiDU.
Using lang/en_us/dialog.tlkor
Using lang/de_de/dialog.tlk and lang/de_de/dialogf.tlkwhen on BGEE (after language has been selected, before asking about the first component).
The active language could be high-lighted as the currently selected one, so that the user doesn't pick the wrong TLK by mistake.I remain unconvinced of the merits of presenting that information. Unless the user is dangerously confused, he or she already knows which language he or she would like to play the game in. What benefit is there to knowing which language the game is set to? As I see it, it's irrelevant information. It makes no difference to the installation of mods and if it's the wrong language, you just change it when you start the game and everything just works. If anything, it could make things more confusing than they already are.
In fact, WeiDU could even state that the active TLK is XI knew there was something I had forgotten.
and whether the user wants to change thaat.Is this a feature people want? Hands up everyone who want to be badgered about this every time you run WeiDU.
But what does it add?The active language could be high-lighted as the currently selected one, so that the user doesn't pick the wrong TLK by mistake. In fact, WeiDU could even state that the active TLK is X and whether the user wants to change thaat.
So we can skip the whole "Select Game (not Mods!) Language" entirely? WeiDU would simple read ini and set corresponding language without asking any question at all. And if someone would want to "install mods ( extend dialog.tlk )"for other languages, he should run WeiDU with some extra parameter like -SelectLanguage etc.What I meant was, what does fetching the language from baldur.ini add?But what does it add?
The line looks something like this:Code: [Select]'Language', 'Text', 'en_EN'
I'm not sure if this is a bug or if I just don't understand the intended uses of SPRINT and TEXT_SPRINT.Traification is a two-step process. First, WeiDU parses the file and builds a list of strings to traify. Strings from SPRINT are included, but strings from TEXT_SPRINT are not. Secondly, WeiDU uses global regexp replacement to substitute the string for a tra reference. As such, when the same string is used in SPRINT and TEXT_SPRINT, it will be replaced in both instances (i.e., it is very likely unintended behaviour).
What I meant was, what does fetching the language from baldur.ini add?But what does it add?
The line looks something like this:Code: [Select]'Language', 'Text', 'en_EN'
OUTER_SPRINT x ~sprint~
OUTER_TEXT_SPRINT y ~text_sprint~
PRINT ~print~
Executing --traify on this code snippet assigns a .tra reference to the OUTER_SPRINT and PRINT lines, but not the OUTER_TEXT_SPRINT line. OUTER_SPRINT x ~sprint~
OUTER_TEXT_SPRINT y ~sprint~
PRINT ~print~
OUTER_SPRINT x ~sprint~
OUTER_TEXT_SPRINT y ~print~
PRINT ~print~
Executing --traify on either of these two code snippets makes all three lines use .tra references.You can read baldur.ini for Language option. If the value is not present, i.e. it hasn't been changed yet, then by default it is English.But what does it add?