- Apr 22, 2020
- 11
- 2
For the record:anyone else has the issue that videos are not loading? no error messages.
Eyo!Hi Ninoss, thanks for the new version (0.36). Overall, the changes looks good.Unfortunatelly, I noticed that you haven't fixed many of the chages I reported.
I understand, that you want to stick with your version of webmfinder's get function, so at least I fixed it instead of remaking it, since my comments didn't provide enough hints what's wrong with it.
I won't bother you anymore with the mother id, so if you want others to rename your files instead of using the assigned number, so be it.
The rest is just some minor fixes. There is a diff of every changed file as well.
I also noticed how you have implemented the translation. As a software developer, let me tell you, that it would be a real pain in the ass. Since you made most of it as a replacement of an English value into a French value, it means that you have the English value in more than one place and in case of some changes, it might end in some language mix. Usually, the simple translation is made by having all texts of one language in a file, with a key assigned to every text. Those keys are used in a code, and the selected language just switches the source file of the texts to get the proper value for the key.
Well, even at runtime you could switch it. Approach it like other objects, load texts into an object representing messages by a map of keys and values. Then a global variable referencing an instance of selected language. Then you can get any text by a function call on that instance, that translates a key into a value. It would be much easier to add other languages. Just providing source file for a language with all the keys, and someone could transtlate all the text into another language. It could really be that simple. But it needs some time to go through the code and replace those texts by the function call. Then you could also remove the duplicates.Eyo!
Yeah translations are a nightmare anyways for a game that wswitches dialogues at run-time. Tried to use the built-in RenPy thing but defaulted to your method sometimes too, can't do much about it.
I'll take a look to the provided fixes, I'm planning a 0.361 really soon but for now I'm just ill as hell, I just hope I'll be recovered enough to celebrate New Year![]()
Oh yeah I see, like calling "localized_str_lb_whatever_dialogue_1" instead of actually writing the base in English. But that would make the proccess infinitly more time consuming for translators and for me to give them the right files. The RenPy built-in system kinda already do a similar thing that auto-generates ids for each string and do the templates and translators so they just write translations under each english base strings (except for some files that were impossible to make compliant with RenPy's sytem so found another way)Well, even at runtime you could switch it. Approach it like other objects, load texts into an object representing messages by a map of keys and values. Then a global variable referencing an instance of selected language. Then you can get any text by a function call on that instance, that translates a key into a value. It would be much easier to add other languages. Just providing source file for a language with all the keys, and someone could transtlate all the text into another language. It could really be that simple. But it needs some time to go through the code and replace those texts by the function call. Then you could also remove the duplicates.
Anyway, get well soon to enjoy the New Year's Eve. Have a good one![]()
It has already been fixed, you can re-download the girlView attachment 4388323
there seems to be an error in Jasmine's christmas event event
wait, already? i only downloaded it about an hour agoIt has already been fixed, you can re-download the girl![]()
Oof, I missed some errors-wait, already? i only downloaded it about an hour ago
It would be quite the same for translators, but instead of one file they have many. They could just copy the english file and translate texts in it. So definitely not “infinitely” more time consuming.Oh yeah I see, like calling "localized_str_lb_whatever_dialogue_1" instead of actually writing the base in English. But that would make the proccess infinitly more time consuming for translators and for me to give them the right files. The RenPy built-in system kinda already do a similar thing that auto-generates ids for each string and do the templates and translators so they just write translations under each english base strings (except for some files that were impossible to make compliant with RenPy's sytem so found another way)
But yeah I've just gone "let's use the native translation thing", with thousands of lines of dialogues the game has that would have taken idk 6 months to translate it otherwise ><
Thanks, I hope so![]()
Yup that mostly uses the built-in system, it knows it's ids even if they are not specified manually, seeIt would be quite the same for translators, but instead of one file they have many. They could just copy the english file and translate texts in it. So definitely not “infinitely” more time consuming.
I am not a python programmer, nor a RenPy programmer, so I have no knowledge of the built-in libraries. I noticed some of the generated ids of some messages and that was going the right direction. I just haven't seen much of it actualy used, and some translated files just have ids I couldn't find referenced from the code. So right now it seems like a mixture of different PoCs.
It is also to be considered whether the translations are really needed. I am aware that not everyone is fluent in English or at least have the level of understanding. The point is, that there are as you mentioned thousands of lines, and we're still talking about the game base, not events or photoshoots descriptions etc. Unless you force the modders to add all translations etc. I noticed you did some of it in sponsors, and I think it will crash in case a sponsor does not have the params for French and French would be selected. Which is also another thing not mentioned in HOW_TO_MOD instructions. Back on track. After some time of playing the game. Most of the dialoges are skipped anyway, so is the translation really worth the effort you put into it? Honestly, I think there are other parts of the game that could use your focus instead and show WIP.
No worries, I can see the fallback now.Non-translated sponsors (or whatever modded content) won't cause any crashes, you can check the code or test for it to be sure, I won't force anyone to do anything.
That is not mutualy exclusive. And I am sorry, I messed the punctuation. Reading the dialogs once or twice is ok, so more story is welcome. However, to read it for many times, as most of the dialogs are triggered over and over again, it just ends up being skipped. So yeah, I am one of those, who are looking forward seeing new parts of the game, even though I eventually end up skipping repetitive dialogs.It's always the same story, some ppl want more story, some are skipping dialogues, some others want this, other ones want that... And that's fine, I'm here to process the various and conflicting feedbacks.
I didn't say you shouldn't do this. As usual, I am just asking whether it is well thought through. I can see quite often, that developers waste time on minor issues or features, and they lose their efficiency. Or the contrary, they release new feature without proper thinking and testing and it kinda destroys whole user experience so users won't use it anymore, etc. So all the effort they put into it will be in vain, which discourages them to continue.But I did not anticipated that adding translations for some players to enjoy the game in their own language would also trigger an "Actually... I think you shouldn't do this..." moment tho-![]()
It looks like you've mixed up the games.You`re talking about Corrupted Academy and this is WTM AcademyI mean it's fine to download the vids and girls separately, but where are all the extra content? The ui is now way worse, the rooms in academy are removed, there is no alumni, interaction in girls home is now worse and there is no teaching assistant anymore.
Clear your old insall of the game.i can run :
I'm sorry, but an uncaught exception occurred.
While loading the script.
Exception: G:\wtm\game/scripts/INIloaderz/INIhelper_ren.py and G:\wtm\game/scripts/INIloaderz/INIhelper.rpy conflict, and can't exist in the same game.
-- Full Traceback ------------------------------------------------------------
Full traceback:
File "G:\wtm\renpy\bootstrap.py", line 359, in bootstrap
renpy.main.main()
File "G:\wtm\renpy\main.py", line 455, in main
renpy.game.script.load_script() # sets renpy.game.script.
File "G:\wtm\renpy\script.py", line 359, in load_script
self.load_appropriate_file(".rpyc", [ "_ren.py", ".rpy" ], dir, fn, initcode)
File "G:\wtm\renpy\script.py", line 879, in load_appropriate_file
raise Exception("{} conflict, and can't exist in the same game.".format(" and ".join(i[1] for i in rpyfns)))
Exception: G:\wtm\game/scripts/INIloaderz/INIhelper_ren.py and G:\wtm\game/scripts/INIloaderz/INIhelper.rpy conflict, and can't exist in the same game.
Windows-10-10.0.19045 AMD64
Ren'Py 8.2.3.24061702
Sun Jan 5 01:59:57 2025
Way Too Modded*It's been bugging me and I did try searching but I couldn't find a post about it: What is "WTM"