remove unwanted text from dumped script file

Started by YotamElal, Sun 08/05/2005 16:58:58

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YotamElal

I dumped my script into a txt and I saw this:

$$$!$$$ GM 997
Talking to yourself is a sign of madness!
$$$!$$$ GM 998
You rub your hands up and down your clothes.
$$$!$$$ GM 999
Damn, I'm looking good!

where can I find these lines & how to remove them?

Ishmael

I used to make games but then I took an IRC in the knee.

<Calin> Ishmael looks awesome all the time
\( Ö)/ ¬(Ö ) | Ja minähän en keskellä kirkasta päivää lähden minnekään juoksentelemaan ilman housuja.

TerranRich

They're labels. You can't remove them. Not unless you manually edit the TXT file. :P
Status: Trying to come up with some ideas...

strazer

They're the default global messages. Go to the "Global messages" pane in the editor, scroll down and just remove the text of those messages.

What TerranRich probably means is that some of them are used as label texts on the built-in GUIs (inventory, save, load, quit and so on) and should better be left alone.

TerranRich

Oh, I thought he meant the "$$$!$$$ GM 999" parts. :P I know I find those annoying if I have to send people lines to read. :P
Status: Trying to come up with some ideas...


GarageGothic

Um, related to this, I was thinking: Whenever I dump my text to file  for proofreading, I get huge chunks of code in there as well (pretty much my whole global script). How come the regular text dump is so much messier than the translation source dump?

strazer

I don't quite understand what you mean.
I've never used the feature, but choosing "Dump game text to file..." pops up a dialog box where you can tick what parts you want to dump. If you check "Text scripts", that will obviously dump your scripts as well.

I don't see what's particularly messy about it. It's designed to make global changes easier and is supposed to be reimported later. For that to work, AGS has to put some special control lines in there so it knows where everything goes.

If you just need it for proofreading, why not use the translation source dump? AFAIK that dumps every text that's displayed in the game.


GarageGothic

Um, yeah, I think my problem is the same as Ishmael links to. I must admit that it was a while since I tried it (seeing this message just reminded me of the problem), so I don't quite remember what boxes there are to tick. Probably the issue was that all my dialog is written as DialogRequests, so I had to dump script strings too.

Using the translation source to proofread is ok, but as it can't be reimported you have to implement all the changes manually afterwards. I was just wondering why the translation source was so much cleaner, although it too must have some kind of formatting system (or does it just replace according to string content? I don't think so, but I may be wrong)

strazer

QuoteProbably the issue was that all my dialog is written as DialogRequests, so I had to dump script strings too.

As far as I know, the translation source also contains script strings of selected functions like Character.Say, .SayBackground and so on.
But you're right, it can't be re-imported so it's of limited use.

GarageGothic

Yeah, the translation source does dump all strings. What I meant was that the checkboxes in the regular text dump function didn't help me a lot since I had to dump the whole script anyway.

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