Mike1072 Posted August 3, 2016 Share Posted August 3, 2016 EET compatibility has been updated to coincide with changes in EET RC1. Two BiG World fixes have also been included: improved robustness when files are missing and the ability to handle EE v2 changes to .ids files. Quote Link to comment
c4_angel Posted April 15, 2017 Share Posted April 15, 2017 Hello Mike, I've got a question here. Is there any change of the tra files from V3 to V6? I made a translation of Chinese based on V3, is it OK to use it on V6? Thank you. Quote Link to comment
Mike1072 Posted April 16, 2017 Author Share Posted April 16, 2017 The text in the .tra files hasn't changed between v3 and v6. The stuff in the .tp2 file dealing with languages has changed slightly (see details). If you had added a LANGUAGE block to the v3 .tp2 file and want to copy it over to the v6 .tp2 file, just make sure to modify it to match the other languages (removing the "wheels/tra/" prefix from the first line). Quote Link to comment
c4_angel Posted April 29, 2017 Share Posted April 29, 2017 Thank you, and sorry for my late reply. Due to absence of official Chinese language support by now, the Chinese language is not compatible with BG2EE by now. I need a little more work in the .tp2 file to make sure BG2EE game use English .tra files... Quote Link to comment
jastey Posted April 30, 2017 Share Posted April 30, 2017 c4_angel: does this also apply to the zranslation you provided for the mod Alternatives? Quote Link to comment
c4_angel Posted April 30, 2017 Share Posted April 30, 2017 (edited) jastey: I included english .tra file in the LANGUAGE part, but I'm afraid if use Chinese language on e.g. English game will also come to bad end.Maybe another check and LOAD_TRA line ? Edit: A second thought, I think it's not necessary to add anything else, just let users to choose that. Mike: May I just edit the .tp2 file in V6 and attach here along with the .tra files? Edited May 1, 2017 by c4_angel Quote Link to comment
Isaya Posted August 20, 2017 Share Posted August 20, 2017 Installing the mod in French on BG2EE (V2.3) breaks the game: on Windows, when you double-click Baldur.exe, it starts but never displays the interface. The executable keeps running for a long time (I killed it after more than 30 minutes) while eating processor time.The cause lies in the fact that the journal texts in setup.tra (among other texts) are not converted to UTF-8.It can be fixed in the tp2 file by removing setup from the list of files to not convert and adding it to the list of files to reload. This requires adding the array of files to reload in the call to HANDLE_CHARSETS. ACTION_DEFINE_ARRAY cdnoconvert BEGIN END // All files, including setup.tra, have texts to convert ACTION_DEFINE_ARRAY cdreload BEGIN setup END // After conversion, setup.tra must be reloaded for immediate use LAF HANDLE_CHARSETS INT_VAR infer_charset = 1 STR_VAR tra_path = ~wheels/tra~ noconvert_array = cdnoconvert reload_array = cdreload default_language = ~english~ END Additionally, since English setup.tra is stated as fallback if a text is not present in French setup.tra (in the LANGUAGE statement), I think English should be declared as default language when calling HANDLE_CHARSETS (by adding default_language in the call to HANDLE_CHARSETS, as I did in the example above), so that English texts are also converted just in case a text uses a non-ASCII character. Quote Link to comment
CamDawg Posted September 5, 2018 Share Posted September 5, 2018 Installing the mod in French on BG2EE (V2.3) breaks the game: on Windows, when you double-click Baldur.exe, it starts but never displays the interface. The executable keeps running for a long time (I killed it after more than 30 minutes) while eating processor time. The cause lies in the fact that the journal texts in setup.tra (among other texts) are not converted to UTF-8. It can be fixed in the tp2 file by removing setup from the list of files to not convert and adding it to the list of files to reload. This requires adding the array of files to reload in the call to HANDLE_CHARSETS. ACTION_DEFINE_ARRAY cdnoconvert BEGIN END // All files, including setup.tra, have texts to convert ACTION_DEFINE_ARRAY cdreload BEGIN setup END // After conversion, setup.tra must be reloaded for immediate use LAF HANDLE_CHARSETS INT_VAR infer_charset = 1 STR_VAR tra_path = ~wheels/tra~ noconvert_array = cdnoconvert reload_array = cdreload default_language = ~english~ END Additionally, since English setup.tra is stated as fallback if a text is not present in French setup.tra (in the LANGUAGE statement), I think English should be declared as default language when calling HANDLE_CHARSETS (by adding default_language in the call to HANDLE_CHARSETS, as I did in the example above), so that English texts are also converted just in case a text uses a non-ASCII character. I've committed this fix to the repo, so it will be in v7. Quote Link to comment
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