[SOLVED] Is there a way to group all strings in the script?

Started by thiezar, Wed 20/06/2012 16:54:06

Previous topic - Next topic

thiezar

I'd like to proof read all the strings of my game and correct any possible error without checking all global and room scripts.
When you create a translation file the engine groups all the strings in the scripts (but you can't edit original ones). I imagine I could do something similar for proof read them. How can I do that?

monkey0506

There's not really a way to do this currently that would allow you to modify the original text. You could use the translation file, and if an error is found, use the Find/Replace tool. A bit more work, but how many typos do you expect to make? :P

Could be worth looking into a more automated way of handling it though...in fact that gives me some ideas on translation and voice acting as well...hmmmm...

thiezar

#2
What a pity! It could be an useful tool the one that would allow to keep track and edit all the strings in the game. Maybe with a context filter (for room, charachters, items...).
It is very annoying and inefficient to use the translation file and than the find/replace tool.
I could try to read the plugin documentation and implement a tool for handling strings.

SpeechCenter

#3
How about this plugin? :)

PS - Monkey, I'm working on adding translation support too.

thiezar

Cool! It is just what I need.
I always had this plugin under my eyes but I thought it was used for handling audio files for voice actings, things like that :-p
Thak you for opening my eyes.

monkey0506

SpeechCenter, I wasn't aware your plugin allowed editing the strings in-place. That's pretty nice, and I'll keep an eye out for the translation feature. :D

SpeechCenter

The plugin collects all the text as requested and you can quickly jump to the location by double-clicking the location (and then edit). Furthermore, if the lines have numbering, then you can mark whether the text is correct or not. You can also sort, filter the lines and find text.

I haven't added in-grid editing yet, so it will require to double-click in order to fix the text. Editing requires covering many use cases (the editor doesn't help much here since there is no option to know if it has pending edits or even if the script is open), but it's certainly possible. I simply assumed that if someone proof reads, the majority of the text is correct and therefore there won't be that many double clicks. However, if that feature is of more use I can work on getting that earlier than translations.

thiezar, I suggest you give me feedback as to whether the existing features are helpful enough (I know of at least one other person who used the plugin for proof reading purposes). If you find yourself with many edits and therefore the current method slows you down, I'll switch priorities.

thiezar

Well your plugin is well done ad useful. It helped me a lot. Of course if there was the ability to edit strings directly on the grid it would be perfect.
A translation feature would be revolutionary. Your plugin would be the most popular of the AGS community XD
I suggest to collect the GUI text  too.
The filtering options are great.

Only a question: I didn't menage to mark the correct rows. Does this work only if there is a file associated?

SpeechCenter

Quote from: thiezar on Thu 21/06/2012 16:08:09
Only a question: I didn't menage to mark the correct rows. Does this work only if there is a file associated?
You'll need to number the lines to mark them. It's ok if the file is not there, but the lines do require a number. You can set numbering in AGS by selecting "Auto-number speech lines" in the file menu
(it'll add a '&' sign and a number for each line in all the source files when the wizard finishes)

The plugin uses this number as one of the keys for comparison during refresh in order to know whether the text changed.

You can number a few lines manually and then refresh the plugin to see if it works well before numbering the whole project.

SMF spam blocked by CleanTalk