This Mod prescans all dialogues in the init of game automatically.I didn't understand how to enable full scanningHow do I do this?
v0.37.aI don't have any performance issues or crashes.
What I do occasionally encounter is that some dialogues are not translated.
In the log:
Translation disabled or no texts provided.
After restarting, it will work again.
I noticed that pre-scan texts with variables like [mc_name] will be translated twice,v0.37.a
update:01-12-2025
updated file:realtimetrans.rpy
1-Use id(Text) in Redrawn_set rather than Text itself, which might help reduce memory usage.
2-When there is nothing to translate but some texts in translation_cache are not displayed , redraw function is called.
(This could be because the translation process is running in a sub-thread and is out of sync with the redraw function.
v0.38.aI noticed that pre-scan texts with variables like [mc_name] will be translated twice,
i will try to fix that in next update.
Yes,I usually use “freellm” and it works well.
Lately, however, “You must be registered to see the linksseems to be down or overloaded.
I've removed it for myself. Is there an alternative?
v0.38.bI usually use “freellm” and it works well.
Lately, however, “You must be registered to see the linksseems to be down or overloaded.
I've removed it for myself. Is there an alternative?
In next update:v0.38.b
update:05-12-2025
updated file:realtimetrans.rpy
Del freellm providerYou must be registered to see the links
as it is down now.
Hi friend, great program, it works very well. Just one question: where do I put the glossary.json file? In the .exe folder or the game folder?v0.35.a
update:25-11-2025
updated file:realtimetrans.rpy
Glossary replacement feature has been added.
Term replacement occurs after the text is converted to HTML.
There are two ways to use the glossary dic:
direct replacement, which allows the translation engine to read the replaced text,
and protected replacement, where the replaced content should be manually protected.
Glossary file should be named as glossary.json.
SET persistent.glossary_enabled to True.
eg.
{
"Auto": "Automatisch",
"Auto-Forward Time": "Autom. weiter",
"skip": "<input type='Vorspulen'/>"
}
The glossary.json file should be in the .exe folder.Hi friend, great program, it works very well. Just one question: where do I put the glossary.json file? In the .exe folder or the game folder?
Sorry if it's not clear, I'm using Google Translate.
1-It seems to be the old bug.I have
("translation_service", "freellm")
but I get the following in the log:
current translation_service is google 1 freellm
Translation disabled or no texts provided.
current translation_service is bing 2 freellm
Translation disabled or no texts provided.
current translation_service is freellm 3 freellm
Translation disabled or no texts provided.
all methods failed
I thought that switching was only possible with “Auto.”
In addition, I have approximately 10,000 lines in the log like
MCT Aaand there she is, that was fast… 'ADVCharacter' object has no attribute 'prefix_suffix'
MC So what are we waiting for then? 'ADVCharacter' object has no attribute 'prefix_suffix'
Are these errors or just information? The log file is now 1064 KB in size.
What I do occasionally encounter is that some dialogues are not translated.
In the log:
Translation disabled or no texts provided.
3-Add a new setting variable redraw_time,it means how quikly translation is displayed after getting the translation.What I do occasionally encounter is that some dialogues are not translated.