Page 1 of 1

Patch and mod

Posted: Tue Jun 26, 2012 11:01 am
by Epervier
Hi,
First of all, I'm french, so excuse my english.
Well, to the point now...
I just finish translating the black gate anf forges of virtue in french using a tool that some italian guys wrote a long time ago (I think he was italian, but i can be mistaken). The tool in question is named U7Ed.
It's a cool tool, it edits the usecode and lets you translate text, then recompile a new usecode.
It works well
So...
Here are my questions :
I have the possibility to copye the new usecode in the patch directory of exult/U7, and yes, it works !
but... If I want to use the keyring mod from marzo, it seems that the patch directory is no longer used. I --can-- replace the original usecode, but... that's not very clean :)

Question 1 : I am missing something ? is it normal ?

Question 2 :Any idea how I can translate a mod ? the tool doesn't work on the usecode generated by the mod... I don't know why.

Thanks for your help !
(and thanks for Exult !!!!!!!)

Re: Patch and mod

Posted: Tue Jun 26, 2012 11:54 am
by Epervier
I don't know how to edit my essage, so here is a complement
I was finally able to put my hand on the italian tool version 0.98. Is used to use the version 0.94.
And wow !! I can finally edit the usecode from the mod (haven't tested it yet, so I don't know if it will work but hey !)

My first question stands however. The one with the patch/mod folders :)

Thx !

Re: Patch and mod

Posted: Tue Jun 26, 2012 1:40 pm
by Dominus
You can edit the usecode of a mod much easier. The uncompiled usecode of marzos mod is in our source code. Just simple text files that get 'compiled' into usecode.

Re: Patch and mod

Posted: Wed Jun 27, 2012 6:33 am
by The Ancient One
Hi Epervier!

I'm one of the Italian translators.

If you need help with our tool, you can write on our forum: http://www.oldgamesitalia.net/forum/ind ... owforum=60
The guy who coded it (DK) is still around.

The last version of the tool has a very useful feature: it automatically suggests the translation used in the original usecode for the similar lines of the mods (almost 99% of the mods' text). With this feature it's much faster to translate a mod or update it.


Bye,
Diego

Re: Patch and mod

Posted: Wed Jun 27, 2012 11:43 am
by marzo
Sometime ago, I started writing some text extractors to pull all the strings from within the code files and refer to them as string constants. That would allow for easier translation and recompilation of mods.

I will see if I get around to finishing that and converting my mods to use it.

Re: Patch and mod

Posted: Wed Jun 27, 2012 12:37 pm
by Epervier
Thx for your answers
Like I said, I can finally use the italian tools, and it seems to work so far...
I will confirm when I have finished and played the game.
Any idea for my first question ? Is it possible to use the patch folder AND the mod folder, or do I have to replace the original usecode with the patch file (it works as far I can see, but I find it 'unclean'...

Re: Patch and mod

Posted: Wed Jun 27, 2012 3:14 pm
by marzo
Patch and mod are mutually exclusive; you can only use one at a time.

Re: Patch and mod

Posted: Wed Jun 27, 2012 7:31 pm
by Epervier
Thanks ! I have my answer...
too bad, but at least, I know !

Re: Patch and mod

Posted: Thu Jun 28, 2012 8:15 pm
by kallewirsch
So, as mods ignore patches, I was wondering how to put the "Rune of Honor-Quest" from the patch into the TFL-mod. First I checked in what Usecode-Files from the patch are missing in the mod. I found six of them:

"headers/new_gflags.uc"; //Newly added global flags
"items/miningmachine.uc"; //Reimplemented for Rune of Honour quest
"npcs/finnigan.uc"; //Finnegan the mayor of Trinsic (adds Rune of Honour quest)
"npcs/candice.uc"; //Candice's the curator in Britain (adds Rune of Honour quest)
"npcs/gladstone.uc"; //Gladstone the sculptor in Minoc (adds Rune of Honour quest)
"quests/honor.uc"; //Rune of Honor quest

A seventh is also missing, but doesnït have anything to do with the quest:

#include "monsters/cow.uc"; //Cows!

Besides this, two sequences in npcs/lordbritish.uc have to be added:

//Candice asked for LB's permission (added for Rune of Honor quest)
if (gflags[NEED_PERMISSION_FOR_RUNE] && !gflags[GOT_PERMISSION_FOR_RUNE]) add("Rune of Honor");

and

//added for Rune of Honor quest
case "Rune of Honor" (remove):
say("You explain to the sovereign about your desire to return the Rune of Honor to Trinsic, and that the Museum needs his permission.");
say("He nods. \"A noble goal indeed that thou hast set yourself, and I dare say the relics could do with some fresh air.~\"But tell me, how did the Rune come to be left here in the first place? Surely thou didst return it after thy quest to the place the Codex into the void?\"");

converse(["'Twas an impostor who took it.", "Err...I sort of forgot."])
{
case "'Twas an impostor who took it.":
say("\"Aye, lately I have been hearing the odd report of counterfeit Avatars defrauding the populace. 'Twould seem thine identity has great currency, my friend!");
break;

case "Err...I sort of forgot.":
say("Lord British gets a gleam in his eye. \"Why, a hero cannot be expected to remember -everything-, now can they?~Ah well, 'tis better late than never as they say.\" He smiles knowingly.");
break;
}

say("\"Very well, I agree to let thee bring the Rune back to Trinsic, and I shall let the Museum know in writing.~Thank thee for thine attention to this matter, 'tis good to have thee cultivating the Virtues once more!\"");
gflags[GOT_PERMISSION_FOR_RUNE] = true; //Can now ask Candice about it again
gflags[NEED_PERMISSION_FOR_RUNE] = false; //just to be tidy
}

I added these and also copied missing uc-Files into the proper TFL-Subdirectory. The question to me is: How to hook these files into the mod to make them run properly. I added the list into usecode.uc within the SRC-subdirectory, but it didnït work.

BTW: I restarted a little into the game. I stumbled at least over two topics in conversations with npcs, that do not work in TFL anymore: Iolo cannot be asked about "Trinsic", Shamino not about "pocketwatch". In the mere Keyring-mod both still work.

Regards

Re: Patch and mod

Posted: Fri Jun 29, 2012 7:31 am
by marzo
I seem to remember having talked about having support for translations, but I can't remember what was decided; I will see if I dig into the archives.

Re: Patch and mod

Posted: Fri Jun 29, 2012 6:17 pm
by Malignant Manor
I found the thread you are looking for.

Call for help with usecode