Exporting ALL text from game for editor

Started by Thanyx, Wed 18/01/2023 12:47:03

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Thanyx

Hello guys,

Is there a way to export all text from the game (preferably without code around it), for my writing editor?

What I need basically, is that I need all my text like dialogues, cEgo.Say's, Displays, etc, to be exported to let's say a word document, then my editor checks my grammar and stuff, and then I would be able to upload this document into AGS again with these edited texts.

TL;DR
1) Export ALL text from AGS
2) Give it to my editor
3) Update my AGS project with these new edited texts.



Khris

#1
Creating a translation source will do exactly that (1), and in theory you can simply fix lines instead of translating them.
However there's no way to update in-game texts based on the translation, so you would have to do it manually.
Or publish your game with the compiled translation set to active and hope nobody changes it back in winsetup ;)

Crimson Wizard

#2
Well, using translation files, one could write a script that replaces texts back with "translations". Since in TRS you have original and "translated/fixed" entries, such script would have to run through all asc files, + Game.agf for dialog scripts, and replace old with new.

Actually, I wonder if such tool already exists. I vaguely recall either a tool or editor plugin that would export speech texts for editing.
Was that SpeechCenter, or DialogDesigner?

Thanyx

Quote from: Khris on Wed 18/01/2023 18:34:23Creating a translation source will do exactly that (1), and in theory you can simply fix lines instead of translating them.
However there's no way to update in-game texts based on the translation, so you would have to do it manually.
Or publish your game with the compiled translation set to active and hope nobody changes it back in winsetup ;)

Thanks Khris.

I tried to run the translation file, however, when I tried to simply re-write the texts, and tried to compile/update it to AGS, it gave me an error something like "can't use this translation, because it has no words translated".

So from what I understood, you need to fill in the gaps between the lines, instead of just re-writing the text.


Khris

Yeah, like I said you would have to write fixed versions in the empty lines and activate the resulting "translation" in winsetup.exe

The next best (possible) thing is to give the file to your editor, let them write fixed versions into the empty lines, then manually go through your source code / dialog scripts and fix the lines.

It's probably also possible to write a script that does this, because room scripts are just text files and Game.agf is an XML file.

Thanyx

Quote from: Khris on Sat 21/01/2023 12:33:49Yeah, like I said you would have to write fixed versions in the empty lines and activate the resulting "translation" in winsetup.exe

The next best (possible) thing is to give the file to your editor, let them write fixed versions into the empty lines, then manually go through your source code / dialog scripts and fix the lines.

It's probably also possible to write a script that does this, because room scripts are just text files and Game.agf is an XML file.

I think the main difference between my grammar edit and regular translation is that in my case I really don't need to (and don't want to) re-write 100% of the text.

I just need like 30% of the text to be fixed. Really just little grammatical errors here and there and that's it.


Cassiebsg

You can replace the "translation" to be the default language, and that will replace the game text with the new "fixed" text.

Backup your game before trying this... :)

Better yet, start a new game, add a few lines, create a new translation, change only one of the lines, then import the file, and make it default... that way you know how it's suppose to work.

And of course, always backup you game before trying with your game. ;)
There are those who believe that life here began out there...

Crimson Wizard

Quote from: Thanyx on Sat 21/01/2023 14:14:15I think the main difference between my grammar edit and regular translation is that in my case I really don't need to (and don't want to) re-write 100% of the text.

This does not matter, translation may include empty translations, in which case the game will simply use original text.

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