Home » MODDING HQ 1.13 » v1.13 General Development Talk » .edt to .xml conversion
.edt to .xml conversion[message #195892] Thu, 04 September 2008 16:57 Go to next message
lalienxx

 
Messages:83
Registered:February 2006
To support multiple languages we'll need to convert .edt (merc and NPC speech) files to .xml format. Please post comments and suggestions in this thread.


Re: .edt to .xml conversion[message #195895] Thu, 04 September 2008 17:15 Go to previous messageGo to next message
lalienxx

 
Messages:83
Registered:February 2006
Possible design for XML files format:

1. one file for all NPC's and all languages (1 file total)
advantages: only one file (isn't a really advantage)
disadvantages: on change in one language or NPC the entire file must be replaced, hard to find anything


2. one file for each language with all NPC's in it (number of files = number of languages)
advantages: only one file per language
disadvantages: on change of one NPC the entire file must be replaced, hard to find anything


3. one file per NPC with all languages in it (number of files = number of NPC's)
advantages: less files, easy to understand
disadvantages: on change in one language the entire file will be replaced


4. one file per NPC and per language (number of files = number of NPC's * number of languages)
advantages: easy to understand, easy to change, new language or NPC may also be added without changing old files
disadvantages: many files



For now the number 4 seems to be a good solution. If somebody has a better one don't hesitate to post.


Re: .edt to .xml conversion[message #195896] Thu, 04 September 2008 17:24 Go to previous messageGo to next message
lalienxx

 
Messages:83
Registered:February 2006
Handling multiple languages:

- English language will be a standard one and distributed with mod.
- It should be possible to install another language via it's own installer or by copying the files manually.
- Text form english files will be read first and overwritten with the text in another language. If some text is missing in another language the english text will be shown.


Re: .edt to .xml conversion[message #195897] Thu, 04 September 2008 18:08 Go to previous messageGo to next message
Wil473

 
Messages:2842
Registered:September 2004
Location: Canada
Will there will still be legacy .EDT support in the .exe?


Re: .edt to .xml conversion[message #195949] Fri, 05 September 2008 19:01 Go to previous messageGo to next message
ctiberious

 
Messages:605
Registered:March 2007
I would think one file, with all the available languages, for each NPC would be the better solution. Keeps you from having hundreds of files, while still giving the same kind of control that exists with the .edt files.

And I would think it should be possible to leave in legacy .edt support. Have the code look for the xml file and, if it doesn't exist, read in the edt file instead.

Re: .edt to .xml conversion[message #196052] Mon, 08 September 2008 14:38 Go to previous messageGo to next message
Lokadamus

 
Messages:15
Registered:July 2006
Location: Germany
Whats about externalisation from prof.dat to xml? It will go in same direction.

I think, best solution is to make one folder for MERC and one for AIM and everbody can make a new folder for a new website like merc with other backgroundimage.
Problem is how to name npc's files? One file for items, one for language, one for skills and attributes and so on. When it will put in its own folder, we will see a structur like this:
/ --> MERC --> Numb -> Files of Numb
/ --> MERC --> Razor -> Files of Razor
/ --> AIM --> Fox -> Files of Fox
/ --> AIM --> Buzz -> Files of Buzz
/ --> Gaga --> Booster --> New merc with new files
Re: .edt to .xml conversion[message #213547] Sat, 18 April 2009 23:35 Go to previous messageGo to next message
Czert

 
Messages:107
Registered:August 2007
I think option 3 will be best - reduces number of files, and it is easily updated. Onlyest complication can be done if two or more translators will translate same merc, but this can be solved with good comunication. And big advantage is two or more transaltors of same language can work at same time (firt will translate mercs eq. 1 - 10, second 11-20, third 21-30..etc).

And externalizing proof.dat for transating will be big + .

And after externalization is done, it will requre only one exe to launch multiple languages (selectable) or it will be old way - one exe for each language ?
Re: .edt to .xml conversion[message #213621] Sun, 19 April 2009 20:54 Go to previous messageGo to next message
Kaerar

 
Messages:2045
Registered:January 2003
Location: Australia :D
I would say number 4 is the best solution as it minimizes the knock on effects if changes need to be made to localisations.

Additional files isn't too much of an issue, just look at the amount of .ogg's are in the sounds folder for 1.13...


Re: .edt to .xml conversion[message #213629] Sun, 19 April 2009 22:40 Go to previous messageGo to next message
Czert

 
Messages:107
Registered:August 2007
No problem then. Lets have nr. 4.

Any info if/when this project start ? And how translating will be done ? In similiar way to XMLeditor with browsing on languages ? This will be ideal.
Re: .edt to .xml conversion[message #213638] Mon, 20 April 2009 05:31 Go to previous messageGo to next message
SpaceViking

 
Messages:757
Registered:January 2004
Location: Rochester, Minnesota, USA
Based on working with "real" software development 4 is the way to go. Use a separate folder for each language so that we don't have to install all the languages at once (or can easily clean up the ones we don't use). It also ought to check the "current" language and if something is missing default to the base one (which I assume will be English).


Re: .edt to .xml conversion[message #213688] Mon, 20 April 2009 19:40 Go to previous messageGo to next message
zilpin

 
Messages:63
Registered:October 2007
One file per language is best, imho.
Re: .edt to .xml conversion[message #214112] Sat, 25 April 2009 12:32 Go to previous messageGo to next message
Native_Elder

 
Messages:58
Registered:April 2009
lalienxx
Possible design for XML files format:

1. one file for all NPC's and all languages (1 file total)
advantages: only one file (isn't a really advantage)
disadvantages: on change in one language or NPC the entire file must be replaced, hard to find anything


2. one file for each language with all NPC's in it (number of files = number of languages)
advantages: only one file per language
disadvantages: on change of one NPC the entire file must be replaced, hard to find anything


3. one file per NPC with all languages in it (number of files = number of NPC's)
advantages: less files, easy to understand
disadvantages: on change in one language the entire file will be replaced


4. one file per NPC and per language (number of files = number of NPC's * number of languages)
advantages: easy to understand, easy to change, new language or NPC may also be added without changing old files
disadvantages: many files



For now the number 4 seems to be a good solution. If somebody has a better one don't hesitate to post.


imo 1 and 2 aren't very useful, 3 and 4 may be considered. The multilanguage support has bloated the game beyond good and evil anyway, maybe if you want to go all the way in mutlilanguage support, at some point it might be helpful to split things up rather than adding everything to the same pool of data.
Re: .edt to .xml conversion[message #240741] Tue, 29 December 2009 09:00 Go to previous messageGo to next message
olol

 
Messages:28
Registered:March 2009
read data from xml

one exe multiple languages, good idea
Re: .edt to .xml conversion[message #241846] Fri, 15 January 2010 00:10 Go to previous messageGo to next message
Sincleanser

 
Messages:62
Registered:November 2009
Location: Houston

Is this project in motion at all? If so, I'm so glad.
Re: .edt to .xml conversion[message #242119] Sun, 17 January 2010 20:56 Go to previous message
Kladdey

 
Messages:76
Registered:December 2009

If you get it going i'll be more the glad to translate to polish.
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