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Can you make a modified version of Translator++ that respects symbols (even when using google translator) and doesn't mess up when translating script file?Use the tpp I attached to create your files.
You should also search the plugins.json of the game and set to status false
"MOG_Weather_EX" and "MOG_TimeSystem" .
Both these plugins depend from the names of the maps and actors (inside the maps) and if you do not disable you would have to remove the translation in English (but is a lot of work) or you should find the images they refer to and translate them in English too (even more work).
It can not be done. The problem lies on the translation engines and not in the translator++.Can you make a modified version of Translator++ that respects symbols (even when using google translator) and doesn't mess up when translating script file?
"autoplayBgm":true,"autoplayBgs":false,"battleback1Name":"[BattleBack]Town","battleback2Name":"","bgm":{"name":"ルエディダリア","pan":0,"pitch":100,"volume":90},"bgs":{"name":"","pan":0,"pitch":100,"volume":90},"disableDashing":false,"displayName":"ルエディダリア","encounterList":[],"encounterStep":30,"height":32,"note":"LAYER 1 pipo-fog016 0.5 0.1 80 10 0 0 0","parallaxLoopX":false,"parallaxLoopY":false,"parallaxName":"","parallaxShow":true,"parallaxSx":0,"parallaxSy":0,"scrollType":0,"specifyBattleback":true,"tilesetId":21,"width":41,
"data"
"autoplayBgm":true,"autoplayBgs":false,"battleback1Name":"[BattleBack]Town","battleback2Name":"","bgm":{"name":"\u30eb\u30a8\u30c7\u30a3\u30c0\u30ea\u30a2","pan":0,"pitch":100,"volume":90},"bgs":{"name":"","pan":0,"pitch":100,"volume":90},"disableDashing":false,"displayName":"Ruedidaria","encounterList":[],"encounterStep":30,"height":32,"note":null,"parallaxLoopX":false,"parallaxLoopY":false,"parallaxName":"","parallaxShow":true,"parallaxSx":0,"parallaxSy":0,"scrollType":0,"specifyBattleback":true,"tilesetId":21,"width":41,"data":
{"name":"\u30eb\u30a8\u30c7\u30a3\u30c0\u30ea\u30a2"
instead of the translated name "name":" Ruedidaria"
"note":null
instead of "note":"LAYER 1 pipo-fog016 0.5 0.1 80 10 0 0 0"
ルエディダリア
is endoded/translated as \u30eb\u30a8\u30c7\u30a3\u30c0\u30ea\u30a2
.I get that, but how about making a feature in the translator++ that changes all references (i.e "%s") to special characters before translating, and after finishing translating it changes the emojis back accordingly. Translator++ will have a list of all common/known references (ex. "%s") to change them to emojis. This would greatly lessen the work of the translator (the guy who is translating) if something similar is implemented on T++ rather than blaming the translator engine.It can not be done. The problem lies in the translation engines and not in the translator++.
But you can circumvent it:
-translate some lines of the game with special characters. Check which of those characters where eliminated or modified in the response and mark them down.
- close the translator++
- use notepad++ to search and replace (multiple files & subdirectories) those characters with other symbols (and note the paired modifications in a text) not existing in the game that the translation engine does not touch. (use the "character map" or an online tool likeYou must be registered to see the links). You will find the files in the directory Translator++\www\php\cache\
- Open again translator++ reload the project. Perform the auto-translation and close translator++.
- use notepad++ to revert the previous modifications.
- open translator++, reload the project and finish the translation as usual.
What work? The 1-3 minutes before translating and another 1-3 minutes after translating?I get that, but how about making a feature in the translator++ that changes all references (i.e "%s") to special characters before translating, and after finishing translating it changes the emojis back accordingly. Translator++ will have a list of all common/known references (ex. "%s") to change them to emojis. This would greatly lessen the work of the translator (the guy who is translating) if something similar is implemented on T++ rather than blaming the translator engine.
You can do that with textcrawler proAutoTranslate!
the menu should be somewhere in the "plugins.js" the other lines could be in the "system.json".hi, ihave a problem with the translation in my game, there is still something in japanese in the menu. Can someone guess what i can do to fix this?also where could those files probably be? if t++ doesnt load them. well the menu is less important. the important part are the lines that are also not translated when you open it.