Author Topic: Tiax v4 released!  (Read 23681 times)

Offline Sergio1992

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Re: Tiax v3 released!
« Reply #25 on: August 15, 2014, 12:52:38 PM »
thanks for considering it, at least  ;D

Offline Graoumf

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Re: Tiax v3 released!
« Reply #26 on: October 19, 2014, 02:28:28 PM »
Hi Kulyok,

As Galathée updated the french translation, Isaya made a patch in order translations works with the last WeiDU's version, and particularly:

- tp2 updated to display the translated readme if it exists, otherwise the default (english) one
- tp2 updated to convert files in utf-8 to work with BGEE
- added files for conversion's tool
- updated french translation by Galathée (of the d'Oghmatiques)
- WeiDU updated

As a result, RussianEE directory can be removed.

Is it possible to update Tiax with these changes, please?

-------------------------

Isaya noticed there is a sound which lacks when Tiax is waiting in the Pocket Plane. Tiax tries to say something which results to  "Invalid: 16777215".
« Last Edit: October 19, 2014, 02:34:04 PM by Graoumf »

Offline Kulyok

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Re: Tiax v3 released!
« Reply #27 on: October 20, 2014, 12:37:26 AM »
Thank you to you and to Isaya! I have to do it this weekend, please remind me if I don't - unfortunately, I'm really busy for the next two weeks, and I can't access the mods at work anymore, only the forums.

Offline Isaya

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Re: Tiax v3 released!
« Reply #28 on: October 20, 2014, 04:46:53 PM »
Originally I posted the details Graoumf provided for internal use in our translation forum since someone was about to test the modified version. I didn't know Graoumf would post them here. I was thinking of providing a bit more technical information for you.
If you'd like more details, please let me know.

Regarding the missing string, I can confirm this does not happen in ToB. Since I didn't see anything triggering any dialog line in Tiax script, it may be that BG2EE is activating another sound that is currently not used in BG II. Either that or BG II does not display anything if the text associated with the sound it tried to trigger does not exist. Maybe Camdawg could tell which sounds are used in BG2EE.

Offline Kulyok

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Re: Tiax v3 released!
« Reply #29 on: October 21, 2014, 02:29:15 AM »
I would like more details! I mean, the more the better. :)

Offline Isaya

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Re: Tiax v3 released!
« Reply #30 on: October 26, 2014, 06:29:03 PM »
Hello Kulyok,

Here are detailled descriptions of the changes I made in the archive and about the problem I found in BG2EE.

I replaced the block
Code: [Select]
ALWAYS AT_INTERACTIVE_EXIT ~VIEW Tiax/Readme-Tiax.txt~
ACTION_IF FILE_EXISTS ~Tiax/%LANGUAGE%/Readme-Tiax.txt~ THEN
  BEGIN
  AT_INTERACTIVE_EXIT ~VIEW Tiax/%LANGUAGE%/Readme-Tiax.txt~
  END
END
with
Code: [Select]
README ~Tiax/%LANGUAGE%/Readme-Tiax.txt~ ~Tiax/Readme-Tiax.txt~This allows the readme to be displayed, upon request, at the beginning of the installation. Hence any useful information for installing is available beforehand. The WeiDU synthax allows using a default file (second on the line) in case the translated readme is not available.
The consequence is, contrary to the original, it only displays one readme, either in the selected language or the english one if there is none for the selected language. The original code could display two, both the english one and the translated one.
Any translated readme has to be called Readme-Tiax.txt and be located in each language directory.

The EE conversion part looks a lot like the code in UB V25.
Code: [Select]
ALWAYS
  // Borrowed from Edwin Romance: convert strings to UTF-8 for BGEE/BG2EE
  INCLUDE ~%MOD_FOLDER%/handle_charsets.tpa~

  // No exception, everything needs to be converted
  ACTION_DEFINE_ARRAY O#noconvert BEGIN END

  // Only setup-Tiax.tra needs to be reloaded
  ACTION_DEFINE_ARRAY O#reload BEGIN Setup-Tiax END

  // There is no "language" folder so the root of all languages in %MOD_FOLDER%
  LAF HANDLE_CHARSETS
    INT_VAR
      infer_charset = 1
    STR_VAR
      tra_path = EVAL ~%MOD_FOLDER%~
      // charset_table = O#charsets // Included for illustrative purposes.
      noconvert_array = O#noconvert
      reload_array = O#reload
  END
END
It's pretty simple in this mod since there is no special case about tra files and only the Setup-Tiax.tra has to be reloaded after conversion. The other files will be loaded only when needed to compile dialogs.

As explained by Wisp in this topic on HANDLE_CHARSETS in the WeiDU forum, you have to include the iconv directory side by side with the directories for each language. In Tiax, this means the mod folder.

Since the conversion for BG2EE encoding is made on the fly, you can remove the fake EE language and its directory.


Regarding the missing sound and subtitle, what I did was install the mod in French and reuse an existing save game in the pocket plane, then call Tiax from the spirit in order to check the dialog was properly installed and with the right charset (that was ok). I did not ask him to join at this time so he moved to some other place. He's still in range. Quickly I noticed the "Invalid: 16777215" that appeared at some interval. Occasionnally I also get one voiced line of his too, but most of the time it's "Invalid: 16777215".
I checked the CRE file and it appears to have most unset voices at -1. I guess 16777215 is the way BG2EE sees all values set to -1. It seems to ignore the most significant byte of the integer though.
I have no idea which other voice should be set to avoid that. I couldn't find an NPC guide showing an example with more sounds than Tiax. Sure, some are missing, such as a few thief lines but it seems Tiax has no script assigned that could explain he's trying to hide or something.
That's why a BG2EE specialist would be helpful to locate what's missing. Alternatively, I could assign a different value for each voiced line in Tiax and see which one shows up as "Invalid: xxx".

Offline Kulyok

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Re: Tiax v4 released!
« Reply #31 on: November 10, 2014, 05:21:37 AM »
I've gotten access to my PPG directory this morning and uploaded Tiax v4 at once. I'm really sorry for the wait! Once again, thank you so much for the help! I think it's indeed more useful to show only one readme to the players - and not double the translation.

I probably won't be able to do it for all PPG mods with my other obligations, but I'm going to repeat this procedure to all other translated mods of mine(multi-language support, I mean) as soon as possible.

(I've also been asked to use .zip in the future for all OSX versions. I'm not really an OSX person, and I can't judge which is best, so .zip it is, starting with Tiax).

 

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