jaBote 438 Posted February 24, 2015 Please remember any .pot files are not for smoking. We at Hercules are always concerned for your health. (Joke based on one Jman told in IRC) 4 Neo-Mind, Roberto, Kichi and 1 other reacted to this Quote Share this post Link to post Share on other sites
KohakuSan 1 Posted February 25, 2015 This is awesome Quote Share this post Link to post Share on other sites
KirieZ 88 Posted February 25, 2015 (edited) Really good! Not sure if it's only here but I can't open the .pot file in POEdit, it shows more than a hundred errors due to unescaped " in NPC messages, when strings get exported they are not being saved with before quotes. @edit: I'm doing the following: Open POEdit -> Create new Translation -> Selected generated_translations.pot Edited February 25, 2015 by KirieZ Quote Share this post Link to post Share on other sites
evilpuncker 503 Posted February 25, 2015 Really good! Not sure if it's only here but I can't open the .pot file in POEdit, it shows more than a hundred errors due to unescaped " in NPC messages, when strings get exported they are not being saved with before quotes. @edit: I'm doing the following: Open POEdit -> Create new Translation -> Selected generated_translations.pot you don't need to create a new translation, just assign .po files to be opened with poedit and open the generated po file Quote Share this post Link to post Share on other sites
KirieZ 88 Posted February 25, 2015 Really good! Not sure if it's only here but I can't open the .pot file in POEdit, it shows more than a hundred errors due to unescaped " in NPC messages, when strings get exported they are not being saved with before quotes. @edit: I'm doing the following: Open POEdit -> Create new Translation -> Selected generated_translations.pot you don't need to create a new translation, just assign .po files to be opened with poedit and open the generated po file Thanks, it works although when I save it says that there are 20 errors (I can't find the red lines, too big file ) Quote Share this post Link to post Share on other sites
Kusoo 3 Posted February 25, 2015 What am I doing wrong? Quote Share this post Link to post Share on other sites
PcPocket 2 Posted February 26, 2015 Suggestion: Make it for item / mob database as well. Thanks Quote Share this post Link to post Share on other sites
jaBote 438 Posted February 27, 2015 Suggestion: Make it for item / mob database as well. Thanks Server side's item DB has no text for the items other than a name that goes unused client side. All seeable item information via the client (except its bonuses) are managed on the client side DB. And why translate mob db? Quote Share this post Link to post Share on other sites
evilpuncker 503 Posted February 27, 2015 Suggestion: Make it for item / mob database as well. Thanks Server side's item DB has no text for the items other than a name that goes unused client side. All seeable item information via the client (except its bonuses) are managed on the client side DB. And why translate mob db? when spawning a monster via command it will be translated Quote Share this post Link to post Share on other sites
anacondaq 55 Posted February 27, 2015 LOOOOOOOOOOOOL This is awesome! Thx guys for that! <3 Quote Share this post Link to post Share on other sites
Beret 50 Posted March 1, 2015 I noticed that the names of the npcs do not work on this system? Quote Share this post Link to post Share on other sites
PcPocket 2 Posted March 2, 2015 Suggestion: Make it for item / mob database as well. Thanks Server side's item DB has no text for the items other than a name that goes unused client side. All seeable item information via the client (except its bonuses) are managed on the client side DB. And why translate mob db? Suggestion: Make it for item / mob database as well. Thanks Server side's item DB has no text for the items other than a name that goes unused client side. All seeable item information via the client (except its bonuses) are managed on the client side DB. And why translate mob db? when spawning a monster via command it will be translated So you can use @mobsearch, @monsterinfo, @iteminfo, using their names in your language. Quote Share this post Link to post Share on other sites
Kichi 6 Posted March 2, 2015 (edited) first time i tried this feature there are random bug sometimes the NPC can't show switch with ( : ) , if there are no Transalation example: "Yes:No" >> Eden Teleport Office in Morroc it suppose to be default "English" dialog if there are no translation right? Sometimes the NPC lost of their mes example: [Kafra Employee] The Kafra Corporation is always bla bla bla become is always bla bla bla * Kafra Morocc The dialogs of kafra is broken even we don't have translated language, @lang <any language other english> = broken Sometimes the NPC unable to read the translation. Tried Rare diamond Merchant, i've change the dialogs. but not all translation readed the merchant still speak english Need more update Edited March 2, 2015 by Kichi Quote Share this post Link to post Share on other sites
Ind 945 Posted March 5, 2015 Wooonderful people I expect you to know by now that reports do not go in the forum, they go in the bug tracker. Michieru and I have tested this system prior to release under many settings, I suspect all the issues mentioned so far are environment-related and thus I need the proper venue to pose questions on the setup and such, and I can't do it properly on this topic, so I reiterate, reports should go in the tracker. and no, you should not reply here with links to the bug tracker. Thank you. Quote Share this post Link to post Share on other sites
evilpuncker 503 Posted March 5, 2015 Wooonderful people I expect you to know by now that reports do not go in the forum, they go in the bug tracker. Michieru and I have tested this system prior to release under many settings, I suspect all the issues mentioned so far are environment-related and thus I need the proper venue to pose questions on the setup and such, and I can't do it properly on this topic, so I reiterate, reports should go in the tracker. and no, you should not reply here with links to the bug tracker. Thank you. what about suggestions? Quote Share this post Link to post Share on other sites
Dastgir 1246 Posted March 5, 2015 Wooonderful people I expect you to know by now that reports do not go in the forum, they go in the bug tracker. Michieru and I have tested this system prior to release under many settings, I suspect all the issues mentioned so far are environment-related and thus I need the proper venue to pose questions on the setup and such, and I can't do it properly on this topic, so I reiterate, reports should go in the tracker. and no, you should not reply here with links to the bug tracker. Thank you. what about suggestions? Suggestion should go to suggestion forum Quote Share this post Link to post Share on other sites
evilpuncker 503 Posted March 5, 2015 Wooonderful people I expect you to know by now that reports do not go in the forum, they go in the bug tracker. Michieru and I have tested this system prior to release under many settings, I suspect all the issues mentioned so far are environment-related and thus I need the proper venue to pose questions on the setup and such, and I can't do it properly on this topic, so I reiterate, reports should go in the tracker. and no, you should not reply here with links to the bug tracker. Thank you. what about suggestions? Suggestion should go to suggestion forum that forum seems so forgotten by devs but okay Quote Share this post Link to post Share on other sites
Angelmelody 221 Posted March 18, 2015 Hercules Ultimate Localization Design in EndlessTower.txt switch(select("Generate dungeon "+.@md_name$+":Enter the dungeon:Return to Alberta:Cancel")) { How can I make the string of var .@md_name$ work well? Quote Share this post Link to post Share on other sites
Ind 945 Posted March 18, 2015 in EndlessTower.txt switch(select("Generate dungeon "+.@md_name$+":Enter the dungeon:Return to Alberta:Cancel")) { How can I make the string of var .@md_name$ work well? .@md_name$ = "Endless Tower";would have to become.@md_name$ = _("Endless Tower"); 2 Senos and Angelmelody reacted to this Quote Share this post Link to post Share on other sites
Angelmelody 221 Posted March 18, 2015 in EndlessTower.txt switch(select("Generate dungeon "+.@md_name$+":Enter the dungeon:Return to Alberta:Cancel")) { How can I make the string of var .@md_name$ work well? .@md_name$ = "Endless Tower";would have to become.@md_name$ = _("Endless Tower"); ok now its working fine...ty. Quote Share this post Link to post Share on other sites
rewindz 0 Posted April 4, 2015 hi i try to use Hercules Ultimate Localization Design, but i get some error like this.. (before i set my config, i've to try to delete some '=' on comment line, map-server is show the same error.) this is my setting help me to fix this please Quote Share this post Link to post Share on other sites
Angelmelody 221 Posted April 5, 2015 hi i try to use Hercules Ultimate Localization Design, but i get some error like this.. (before i set my config, i've to try to delete some '=' on comment line, map-server is show the same error.) this is my setting help me to fix this please you have to convert the conf file into the ANSI format and set the default_langueage to the same as your po filename 1 Ragno reacted to this Quote Share this post Link to post Share on other sites
rewindz 0 Posted April 5, 2015 solved! thanks to Angelmelody Quote Share this post Link to post Share on other sites
OmarAcero 15 Posted April 15, 2015 Not change the lenguaje in renewall? Quote Share this post Link to post Share on other sites
Dastgir 1246 Posted April 16, 2015 Not change the lenguaje in renewall?If you mean if we can change language in renewal, then , its a yes..If you mean why we don't have custom language? Because other languages won't be supported by dev, but any user willing to translate are most welcome. Quote Share this post Link to post Share on other sites