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?
They're labels. You can't remove them. Not unless you manually edit the TXT file. :P
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.
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
THNX...
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?
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.
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=17731.0
Brought up before.
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)
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.
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.