TRANSLATING ENGLISH.ASLX
Jhames
26 Oct 2010, 19:09- Actually, I'm trying to translate ENGLISH.ASLX to a SPANISH.ASLX.
The first thing I did, was testing the commands in english.... but, I've got a big surprise with capitalise letter, so in the MEDIA TEST game, I'll write:
> take screen
You can't take it.
but, if I write:
> TAKE SCREEN
I don't understand your command.
The other question is:
If I change only:
<template name="Drop">Drop</template> (ENGLISH)
for
<template name="Drop">Dejar</template> (SPANISH)
that work in the final game?
Or I have to do anything else?
The first thing I did, was testing the commands in english.... but, I've got a big surprise with capitalise letter, so in the MEDIA TEST game, I'll write:
> take screen
You can't take it.
but, if I write:
> TAKE SCREEN
I don't understand your command.
The other question is:
If I change only:
<template name="Drop">Drop</template> (ENGLISH)
for
<template name="Drop">Dejar</template> (SPANISH)
that work in the final game?
Or I have to do anything else?
Alex
27 Oct 2010, 05:16It sounds like you've found a bug - can you add it to the Issue Tracker please?
If you're feeling adventurous, you could even try fixing it
- the fix will probably be in CoreParser.aslx. Assign it to yourself if you want to have a go, and don't be afraid to ask me for help. Alternatively I'll pick it up and take a look soon.
The template change looks correct to me.
If you're feeling adventurous, you could even try fixing it

The template change looks correct to me.
Jhames
27 Oct 2010, 14:14Well.. I add the bug in the Issue Tracker, but I can't fix it, because I don't know how the program works...
It's too advanced for me.
I'm lost with C# and programs with xml style.
I need a few guide lines...
Well a very lot of few guide lines, actually.
It's too advanced for me.
I'm lost with C# and programs with xml style.
I need a few guide lines...


Well a very lot of few guide lines, actually.

Alex
27 Oct 2010, 18:25This will be the simple addition of an LCase() somewhere in CoreParser.aslx - the ideal bug for someone new to take a look at. So anybody is free to assign this to themselves! I will fix it myself around mid-November if nobody else is interested in taking a look.
Jhames
27 Oct 2010, 21:37For me Alex...
The big problem is: I don't know how the program work...
That is. I don't know, for example, how work internally CoreParser.aslx
Either his relations with other projects in the solution.
I don't have any documentation about this kind of things...
The big problem is: I don't know how the program work...
That is. I don't know, for example, how work internally CoreParser.aslx
Either his relations with other projects in the solution.
I don't have any documentation about this kind of things...
Alex
19 Nov 2010, 22:53Hopefully this blog post should explain things:
http://www.axeuk.com/blog/2010/11/19/ho ... quest-5-0/
http://www.axeuk.com/blog/2010/11/19/ho ... quest-5-0/

Pertex
25 Nov 2010, 12:52Does it make sense to translate the ENGLISH.ASLX at the moment or will there be greater changes?
Alex
25 Nov 2010, 14:59It will probably be extended, but I don't think the existing entries will change. Even if a few do change, you'll be able to easily see what's changed by looking in SVN.
So, I think it is safe to start translating if you want to!
So, I think it is safe to start translating if you want to!


Pertex
03 Jan 2011, 10:18Hi Alex,
I am translating the file english.aslx and have some questions/comments:
1. There is a ToDo with the verb turnoff in the file. Whats the problem with it?
2. The default-answer of untie is wrong.
<verbtemplate name="untie">untie</verbtemplate>
<dynamictemplate name="DefaultTie">"You can't untie " + object.article + "."</dynamictemplate>
3. What about verbs like help, about, load, save? Shouldnt they be in this file, too?
I am translating the file english.aslx and have some questions/comments:
1. There is a ToDo with the verb turnoff in the file. Whats the problem with it?
2. The default-answer of untie is wrong.
<verbtemplate name="untie">untie</verbtemplate>
<dynamictemplate name="DefaultTie">"You can't untie " + object.article + "."</dynamictemplate>
3. What about verbs like help, about, load, save? Shouldnt they be in this file, too?
Alex
03 Jan 2011, 13:321. The "to do" comment is for me to re-enable the "turn (object) on" form - currently only "turn on (object)" works. So don't worry about this for now, just translate the normal <verbtemplate> above that comment.
2. Thanks for pointing this out! It was a copy and paste error.
3. Yes, they will all appear eventually - they're not in there at the moment because they're not yet implemented in Quest 5.
2. Thanks for pointing this out! It was a copy and paste error.
3. Yes, they will all appear eventually - they're not in there at the moment because they're not yet implemented in Quest 5.

Pertex
03 Jan 2011, 14:011. Is there a general, technical problem with the "
By the way, what does xyzzy mean???

Alex
03 Jan 2011, 14:38It's not a general problem with the CDATA sections. It's just this specific verb where I'd like both of these forms to work:
turn off switch
turn switch off
The <verbtemplate> provides an easy way to make verbs where the object name comes at the end. To have the object name in the middle requires the template to be created manually.
So you don't need to worry about any of this for your translation.
"Xyzzy" is a magic word which is often implemented in text adventures as a homage to the original Colossal Cave adventure: http://en.wikipedia.org/wiki/Xyzzy. So it's just in there as a joke really
turn off switch
turn switch off
The <verbtemplate> provides an easy way to make verbs where the object name comes at the end. To have the object name in the middle requires the template to be created manually.
So you don't need to worry about any of this for your translation.
"Xyzzy" is a magic word which is often implemented in text adventures as a homage to the original Colossal Cave adventure: http://en.wikipedia.org/wiki/Xyzzy. So it's just in there as a joke really


Pertex
11 Jan 2011, 10:361.Is it right, that the <template name="YouAreIn">You are in</template> is not used in Q5 at the moment?
Quest says "You 're in..." ingame.
2.Is it someway possible to use scripts with the template? In german f.e. you dont have "You are in.." but
"Du bist im ..." (male) and "Du bist in der ..." (female)
3. The problem with viewtopic.php?f=10&t=2241&start=15#p17642
Changing object to obj doesnt work. I still get the errors:
Error running script: Error compiling expression 'obj_gender': RootExpressionElement: Cannot convert type 'String' to expression result of 'Boolean'
Error running script: Error compiling expression 'LengthOf(prefix)>0': FunctionCallElement: Could find not function 'LengthOf(Object)'
Error running script: Error compiling expression 'obj_gender': RootExpressionElement: Cannot convert type 'String' to expression result of 'Boolean'
Error running script: Error compiling expression 'LengthOf(prefix)>0': FunctionCallElement: Could find not function 'LengthOf(Object)'
Error running script: Error compiling expression 'obj_gender': RootExpressionElement: Cannot convert type 'String' to expression result of 'Boolean'
Quest says "You 're in..." ingame.
2.Is it someway possible to use scripts with the template? In german f.e. you dont have "You are in.." but
"Du bist im ..." (male) and "Du bist in der ..." (female)
3. The problem with viewtopic.php?f=10&t=2241&start=15#p17642
Changing object to obj doesnt work. I still get the errors:
Error running script: Error compiling expression 'obj_gender': RootExpressionElement: Cannot convert type 'String' to expression result of 'Boolean'
Error running script: Error compiling expression 'LengthOf(prefix)>0': FunctionCallElement: Could find not function 'LengthOf(Object)'
Error running script: Error compiling expression 'obj_gender': RootExpressionElement: Cannot convert type 'String' to expression result of 'Boolean'
Error running script: Error compiling expression 'LengthOf(prefix)>0': FunctionCallElement: Could find not function 'LengthOf(Object)'
Error running script: Error compiling expression 'obj_gender': RootExpressionElement: Cannot convert type 'String' to expression result of 'Boolean'
Alex
11 Jan 2011, 11:141. If you're using the test.aslx game, that overrides the "YouAreIn" template, so make sure that is removed when testing your templates.
2. Yes, this is what dynamic templates are for. We'll probably need a "gender" property on a room to determine if it's masculine or feminine, then change "YouAreIn" to a dynamic template. This will need an update to the OnEnterRoom function in CoreDescriptions.aslx to use the dynamic template. We'll also need to think about the Editor, because for games in German (and some other languages) we'll want to be able to specify a gender for rooms, whereas that wouldn't make sense in English.
3. You need to check if obj.gender is null first I think. And I think "prefix" should be "obj.prefix". If that doesn't work can you paste the script block that these errors are coming from?
2. Yes, this is what dynamic templates are for. We'll probably need a "gender" property on a room to determine if it's masculine or feminine, then change "YouAreIn" to a dynamic template. This will need an update to the OnEnterRoom function in CoreDescriptions.aslx to use the dynamic template. We'll also need to think about the Editor, because for games in German (and some other languages) we'll want to be able to specify a gender for rooms, whereas that wouldn't make sense in English.
3. You need to check if obj.gender is null first I think. And I think "prefix" should be "obj.prefix". If that doesn't work can you paste the script block that these errors are coming from?

Pertex
11 Jan 2011, 11:55Another "problem" I found:
In German I dont need the move-verb, so I deleted the move-verbtemplate and defaulttemplate. After starting a game, the Player keeps empty, no text and no errors. If I delete the show-verb, there seams to be no problem. Are there some verbs mustbe?
Another thing, that could become a problem (cant test it). When you enter a room, you get a message like:
"You are in the lounge.
You can see a sofa, an apple, a newspaper, a table and a cupboard.
You can go east or into the cupboard."
If you eat the apple, burn the newspaper or delete the east-exit with a script, so that the objects/exits are gone, you can still click the hyperlinks of the message. Is this a problem for Q5?
In German I dont need the move-verb, so I deleted the move-verbtemplate and defaulttemplate. After starting a game, the Player keeps empty, no text and no errors. If I delete the show-verb, there seams to be no problem. Are there some verbs mustbe?
Another thing, that could become a problem (cant test it). When you enter a room, you get a message like:
"You are in the lounge.
You can see a sofa, an apple, a newspaper, a table and a cupboard.
You can go east or into the cupboard."
If you eat the apple, burn the newspaper or delete the east-exit with a script, so that the objects/exits are gone, you can still click the hyperlinks of the message. Is this a problem for Q5?

Pertex
11 Jan 2011, 14:30Alex wrote:
3. You need to check if obj.gender is null first I think. And I think "prefix" should be "obj.prefix". If that doesn't work can you paste the script block that these errors are coming from?
OK, I found it. I forgot a bracket


Pertex
12 Jan 2011, 16:00A small bug: If you close a normal object ("close apple"), Q5 says "It is already closed."
Alex
12 Jan 2011, 19:29
Another "problem" I found:
In German I dont need the move-verb, so I deleted the move-verbtemplate and defaulttemplate. After starting a game, the Player keeps empty, no text and no errors. If I delete the show-verb, there seams to be no problem. Are there some verbs mustbe?
All the verbs are required, because they're referenced by Core.aslx. If Core.aslx can't find a template it needs, the game won't load.
If you eat the apple, burn the newspaper or delete the east-exit with a script, so that the objects/exits are gone, you can still click the hyperlinks of the message. Is this a problem for Q5?
I don't think this will be a problem. If you click the hyperlink, the command "look at apple" (or whatever) will be generated, and the response will be "I can't see that here". I think that's fine - turning the hyperlinks off dynamically will be hard to implement and won't be very pretty.
A small bug: If you close a normal object ("close apple"), Q5 says "It is already closed."
Thanks for pointing this out - the logic in CoreCommands.aslx wasn't quite right. I've now checked in a fixed version to Codeplex.