What is this Jason. I must've missed that conversation. Your new hard-coded .d to .d/.tra converter technology frightens me. I'm just a caveman!
As I recall, it was a serendipitous offer from Wes, something that I'd secretly hoped we could have someday but never thought to ask about...
I know you know this stuff, GB, but for our home audience I'll give the long explanation:
You can put strings into the game in two different ways. You can do
SAY ~This is a string.~
in your .d, or you can do
SAY @1
and then build a .tra file with
@1= ~This is a string.~
and then, if you want a French version, you do
@1 = ~C'est un string.~ (or whatever)
...
But let's say you're building a mod and, for whatever reason, you built some of all of your .d with the hard-coded system, and then you got an offer to do a translation. You could sit there by hand and break all of the references out into a .tra... or you can remind Wes to put in an --extract-tra function so that
SAY ~This is a string.~
will be processed and WeiDU will spit out a new .d that says
SAY @1
and a new .tra that says
@1 = ~This is a string.~
(Bottom line, is that because we were busting a lot of stuff out of IDU, and because Kelsey took SO DAMN LONG, we only did about half of it in .tra format. But now there are German and Spanish translation offers on the table, so this would be great to have. We have three primary .d files in Kelsey-SOA: one for banter/LOVETALKs, one for his basic J/P dialogues and his quest, and one with all of his interjections. Only the banter/LT .d has a .tra.)