jh1990

Newbie
Jun 11, 2020
56
85
WTM update 5.7 is out now it adds 10 more girls taking the pack to 170 girls added to the core game , don't forget if you want to see the full changelog or want to have a girl put into the pack join my discord. , this is the last update before xmas my next update will be in the new year
 
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mangasm

Newbie
May 29, 2017
88
102
WTM update 5.7 is out now it adds 10 more girls taking the pack to 170 girls added to the core game , don't forget if you want to see the full changelog or want to have a girl put into the pack join my discord. , this is the last update before xmas my next update will be in the new year
Christmas is early!!!
 

EllenD

Newbie
Mar 13, 2018
28
11
Hi Ninoss, thanks for the new version (0.36). Overall, the changes looks good. (y) 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.
 

EllenD

Newbie
Mar 13, 2018
28
11
It also would be nice to have new information in the HOW_TO_MOD file about what changed in those or what are the new options, etc.
 

Ninoss

Active Member
Donor
Game Developer
Nov 20, 2017
643
1,163
Hi Ninoss, thanks for the new version (0.36). Overall, the changes looks good. (y) 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.
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 :rolleyes:
 

EllenD

Newbie
Mar 13, 2018
28
11
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 :rolleyes:
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 ;)
 

Ninoss

Active Member
Donor
Game Developer
Nov 20, 2017
643
1,163
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 ;)
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 :coffee:
 

EllenD

Newbie
Mar 13, 2018
28
11
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 :coffee:
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.

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.
 
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Ninoss

Active Member
Donor
Game Developer
Nov 20, 2017
643
1,163
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.

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.
Yup that mostly uses the built-in system, it knows it's ids even if they are not specified manually, see
Nah that would have definitly wasted a lot of time re-inventing an entire system, I can assure you.
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.

I'm French myself and a French speaker proposed to help me with this so.. I know German would also be cool :cool:
"Other parts or the game" requires up-front design and thinking which is really not the same as checking/adding some translations.... After initial setup, it barely took anytime for me.

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.

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- :unsure:
 

EllenD

Newbie
Mar 13, 2018
28
11
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.
No worries, I can see the fallback now. ;)

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.
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.

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- :unsure:
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.

So as I am saying developers in my team. Don't take any comments in code review personal, they are not against you, but to improve the code and your code style.
 

maxymka132

New Member
Nov 7, 2021
1
1
I 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.
It looks like you've mixed up the games.You`re talking about Corrupted Academy and this is WTM Academy
 
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Ninoss

Active Member
Donor
Game Developer
Nov 20, 2017
643
1,163
0.361 is OUT!
(Gofile and Mediafire link contains 0.361)

Happy New Year everyone!
0.361 cumulates many update (you can check the full changelog), notably: external content, uniform system and inspection, translation support (french), new clothing, custom sponsor events, significant bug fix/rework and QoL...

I hope you'll enjoy it :cool:
(version will likely be updated on the thread this WE)
 

Morkar

Well-Known Member
Aug 9, 2016
1,130
642
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
 
3.80 star(s) 20 Votes