Author Topic: Beta 231.11  (Read 6047 times)

Offline DavidW

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Re: Beta 231.11
« Reply #25 on: August 25, 2013, 04:36:15 PM »
Perhaps off-topic, but why TEXT_SPRINT instead of SPRINT?

Offline Mike1072

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Re: Beta 231.11
« Reply #26 on: August 26, 2013, 01:29:31 AM »
I was under the impression that anything assigned via SPRINT will be turned into a .tra reference when --traify is used, while anything assigned via TEXT_SPRINT will remain embedded in the file.


However, when testing just now, I found that this is not the case.  SPRINT strings behave as mentioned, but a TEXT_SPRINT string remains embedded in the file unless the string is used elsewhere as a .tra reference, in which case it is also changed to a .tra reference.

e.g.
Code: [Select]
  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.

Code: [Select]
  OUTER_SPRINT x ~sprint~
  OUTER_TEXT_SPRINT y ~sprint~
  PRINT ~print~
Code: [Select]
  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.


I'm not sure if this is a bug or if I just don't understand the intended uses of SPRINT and TEXT_SPRINT.

Offline Wisp

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Re: Beta 231.11
« Reply #27 on: August 26, 2013, 04:55:57 AM »
But what does it add?

The line looks something like this:
Code: [Select]
'Language', 'Text', 'en_EN'

What I meant was, what does fetching the language from baldur.ini add?
« Last Edit: August 26, 2013, 05:14:02 AM by Wisp »

Offline Wisp

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Re: Beta 231.11
« Reply #28 on: August 26, 2013, 05:13:32 AM »
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).

Offline AL|EN

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Re: Beta 231.11
« Reply #29 on: August 26, 2013, 05:55:09 AM »
But what does it add?

The line looks something like this:
Code: [Select]
'Language', 'Text', 'en_EN'

What I meant was, what does fetching the language from baldur.ini add?
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.
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Offline Wisp

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Re: Beta 231.11
« Reply #30 on: August 26, 2013, 11:29:33 AM »
I can inhibit the prompt in favour of the language loaded from baldur.ini, provided there is a language in baldur.ini. Defaulting to English is not an option, because it will negatively affect a significant portion of the user base. Should the language from baldur.ini be more or less important than the language from weidu.conf?
« Last Edit: August 26, 2013, 11:33:23 AM by Wisp »

Offline GeN1e

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Re: Beta 231.11
« Reply #31 on: August 28, 2013, 03:07:16 PM »
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.

Offline Wisp

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Re: Beta 231.11
« Reply #32 on: August 29, 2013, 06:59:59 AM »
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 X
I 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.

Offline Kulyok

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Re: Beta 231.11
« Reply #33 on: August 29, 2013, 07:09:09 AM »
I'm not very familiar with EE setup, but it seems to me that while asking the user may be annoying, information itself is useful. It doesn't take up much space on the screen, and it's as good as, say, Weidu's current version.

Offline Wisp

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Re: Beta 231.11
« Reply #34 on: August 29, 2013, 09:54:33 AM »
Okay, the next version of WeiDU will print things like
Quote
Using lang/en_us/dialog.tlk
or
Quote
Using lang/de_de/dialog.tlk and lang/de_de/dialogf.tlk
when on BGEE (after language has been selected, before asking about the first component).

Offline Miloch

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Re: Beta 231.11
« Reply #35 on: September 09, 2013, 04:13:14 PM »
If the user file folder BGxEE doesn't exist, you get an error for language settings: "ERROR: unable to save weidu.conf because: Sys_error("C:\\Documents and Settings\\User\\Document\\Baldur's Gate - Enhanced Edition\\weidu.conf: No such file or directory")"

So one solution would be to create the folder if it doesn't exist (e.g. if the game hasn't been run yet but you want to preinstall some mods). However, I think a better solution would be to store weidu.conf locally in the game directory or just read the game language via baldur.ini.

Offline AL|EN

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Re: Beta 231.11
« Reply #36 on: September 10, 2013, 04:56:55 AM »
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!
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