- Jan 30, 2019
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Thanks for the tips and attention.I don't think someone gave the link, so the page ofYou must be registered to see the linksregarding translation. Which is what I mean and what you should read before continuing to do translation. Not that I'm against the idea of a translation, whatever the language but because, like scrumbles implied, it will really ease your works when you'll do it correctly.
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Ren'py have really nothing in common with Gamebryo, even the Bethesda's modified version. And in this discussion, the main reason is that Ren'py offer a native translation system.
You don't even need a dedicated thread, just post on the game thread to give the link to the translation files, then add a mod to update the OP. Then player using the translation can at anytime during their play, pass from English to Portuguese, Portugues to English, without the need to do more than click on a button (that you have to add).
It doesn't matter if you're a little late for the update of the translation, the file will still works, just presenting in English the dialog that haven't been translated.
No. Sorry to say that, but presented like that, it's one of the worse, and Belle is right when saying that it's more an example of how not to fix an error, and how not to translate a game ; which isn't a problem by itself, you just still have to learn and, more important, are apparently whiling to to it.
It works, more or less, in your particular case, where there's two original files (your translation and the original game) and the error is due to the translation. But for all the other cases, so 99% of the "there's an error in this game", it will not effectively works.
You encountered easy to fix errors, because you're only working on translation and by default don't touch to the code, but those are exceptions.
Just take a classical (quoted from memory), "_menu screen not found". Most of the time it's due to the enabling of the developer mode, and in 100% of the case, the said "_menu screen", exist, can be found, and have absolutely nothing to see with the error.
There's also the classical case of recursion :
that throw an exception totally not related with the effective error, and can throw it three months after the wrong line was effectively wrote. If my memory don't betray me, there's one person in this thread that encountered it.Code:define m = Character( "[m]" ) [...] $ m = renpy.input( "John" )
Same for the last fix I've done, two/three days ago, because a dev used my Dynamic String Patcher, but didn't updated the definitions. If you're not me (yet it took me time to understand the cause), or don't take a look at the code of the said patcher, you'll never found, nor understand, why you've "I FORGOT TO SET THIS" that appear on the dialogs. It's obviously a bug, and at least two people reported it, but you can look at the dialog line and the code of the game all you want, you'll not find the reason.
Fixing bugs is way more complicated that just reading the traceback. I think I said it above, half of the time what you see in it say nothing about the real error, and don't even have, among the many lines listed, the line where the said error really is. Take this, that's the last traceback of a mod I'm working on :
Now, if with this you can tell me that the error come from the line X of another file (not listed in the traceback), where a variable, conditionally returned by thep
function, is overwrote by a string, well you're better than me. Took me 10 minutes and a lot of debug text to find it.
And this is the kind of error people report concerning games. Like I said previously, the traceback show where the error break the game, not where it effectively is located.
There were so many answers that I need to study every thing that has been passed to me rather complex but I think I can slowly understand and make use of everything that was passed to me.
Thank you.