You can use whatever path you like for AUTO_TRA, provided that's from where you want your TRA files loaded. Just bear in mind out_path is only used if the conversion runs, which it won't unless it thinks it needs to run (because the target game uses a different encoding than the one converted from).
I read this again and now I get what you mean. The conversion doesn't happen on EE games when source files already have UTF8 encoding.
That's a problem for AUTO_TRA:
- when I install the example code on classic games, the conversion is run, the AUTO_TRA will load files from ~weidu_external\lang\MyMod\%s~
- when I install the example code on EE games, the conversion won't run, the AUTO_TRA will fail to load files from ~weidu_external\lang\MyMod\%s~
as the consequences, COMPILE EVALUATE_BUFFER "...\xxx.d" won't find proper .tra files. The workaround that I currently use is to add "USING" to COMPILE but that's negating AUTO_TRA usage.
My first idea was to set different path values for AUTO_TRA, using ALWAYS block and set helper variable as "MyMod\lang\%s" for EE and "weidu_external\lang\MyMod\%s" for classic games
ALWAYS
ACTION_IF (GAME_IS ~bgee eet~) THEN BEGIN
OUTER_SPRINT "AUTOTRA_PATH" "MyMod/lang"
END
ACTION_IF !(GAME_IS ~bgee eet~) THEN BEGIN
OUTER_SPRINT "AUTOTRA_PATH" "weidu_external/lang/MyMod"
END
END
AUTO_TRA ~%AUTOTRA_PATH%/%s~
but no matter what I try it doesn't work. Can you please take look and if possible, make AUTO_TRA accept variable evaluation?