Thanks for the video. Yes, because you don't really have a fast computer and all the dialogs are in one big file, you can see that the file is constantly being overwritten. I agree that there is a better algorithm how to export dialogs. When I have more time, I will change that. Thank you for your remarks.
Eah, it's big file.
It helped me to cut the file into smaller files and feed the program. Im used
KeyWordKeeper5. I cut the file 20 000 lines, but the processing was crooked because blocks of code were broken, so if you cut the blocks - the best option.
The translation program worked in about an hour. And then merge the file into one.
Notepad++ is also not happy with this size of the text file, and
Sublime Text is not so critical to it.
Yes... multithreading opens some borders, but closes others
The existing method is also good, and it works. But in my case, it’s more about the power of the computer than the file size, because it processes smaller files in the same way, except for the smallest ~ up to 10,000-15 000 lines.
The choice to make a game the author does, and he non asks how much it will be convenient later to work with her in the translation(not every author, has partnered with interpreter), and many people who do not know the author’s language want to play his game.
I don’t know if it’s worth proposing how to cut the file with this case (it’s not convenient for lines, but for blocks of code)
If we divide 20 000(in my case, but it is possible less than 10 000 lines for example) lines into 6 lines(which form the standard largest size of the code block), but there are exceptions to this rule*, then we get about 3 000 of such blocks (for my case) or about 2 000 blocks if 10 000 lines, and for the performance of the program to create a new file with the old name and with an annotation to the number file, something like *_1.rpy, *_2.rpy, etc. and after the import program file in
game folder, combine the file together.
been:
script.rpy
become:
script_1.rpy
script_2.rpy
script_3.rpy
...
result:
script.rpy
And if it is possible to cut a large file into number of blocks managed through the settings - this will be a bomb. Who has a powerful calculator, he will not cut, and who has a weak machine will set the value at its discretion.
And still, sorry, but with file translate.txt inconvenient to work all I with the same success can open any game file *.rpy and edit it directly, and since I have not yet understood (how this code looks like) how you extract the necessary lines from the files that need to be translated, I will voice my "wishlist", if you do not mind. I'm still in the process of learning the .NET framework, but there's a lot I can't understand and this is for me the difficulty.
Wandering around the forum, I came across a Translator++(I have it not started, it is for RPG Maker) would be nice if there is a similar tool for RenPy. Let it be simpler, but it worked stably. I think it would be cool. Or is there already such a tool for RenPy? QSPTool i don't understand, and it seems his working on source game *.rpy files, his not working folder game/tl for multi languages or I don’t understand anything such an incomprehensible program... in addition, it works on Java machine and at a trial run seemed to me a very slow tool.
At the moment, the tool is very strictly limited to two online translators - there is room to grow. But if it will be possible to work with text in other programs (until it is implemented in this program and will there be a question?) and then feed the file back, then this will expand its functionality, there are other online and offline translators, and the limit for processing a large game is quickly selected by the program. For example, with GGGB, for example, you can try to transfer the game once a day and after that wait for the next day or pay. I don’t know how it is in the world, but localization into Russian, for example, is not paid for from the word at all (mentality + few rich people who are ready to sponsor localization - if we talk about indie adult development). In contrast, for example, from English-speaking localization.
I outlined where the program to grow, but the logic and code in there will become complicated at times, I understand.
Thanks