GUI in English, game in Spanish... or any other language.

vicsar
04 May 2018, 03:29

Is there a way to have the development interface in English while developing a Spanish based gameplay?
I cannot fully understand the interface's commands in Spanish.


K.V.
04 May 2018, 04:31

EDITED

Not that I can tell.


vicsar
05 May 2018, 03:23

Demmet.

Thanks K.V.

If anyone else can help it will be appreciated.


K.V.
05 May 2018, 03:28

The libraries are included in this order:

English.aslx
Core.aslx

If you don't list Espanol.aslx before Core.aslx, the parser does not recognize Spanish commands.

If you put:

English
Espanol
Core

... that will make the editor speak to you in Spanish.

Hey! Wait... I didn't try Espanol before English. Be right back!.


PS

I assume you are using Quest, not QuestKit.


K.V.
05 May 2018, 03:34

UPDATE

Espanol.aslx
English.aslx
Core.aslx

This order makes Quest speak English in the editor and during play.

I think the only way to pull this off is to combine the Spanish template's stuff with the English template's stuff, hence creating a bilingual template.

So, yeah:

If anyone else can help it will be appreciated.


vicsar
06 May 2018, 06:04

Yes.. I tried several configurations earlier today, to no avail.

P.S.: I am using Quest 5.7.2 (Build 5.7.6606.27250)


mrangel
06 May 2018, 07:37

I think the templates for editor components are parsed when the editor is loaded, while the templates for in-game strings are parsed when they're first used. So off the top of my head, I think it might work if you do:

English.aslx
CoreEditor.aslx
Espanol.aslx
Core.aslx

(But CoreEditor.aslx is already included within Core.aslx… I'm not sure if including it twice will make anything weird happen)


vicsar
07 May 2018, 00:58

mrangel

You are right, if I use CoreEditor.aslx and Core.aslx an error comes up:

Failed to load game due to the following errors:
*Error: An item with the same key has already been added.

If I use

English.aslx
CoreEditor.aslx
Espanol.aslx

and click under Objects ---> game then I get this error message:

System.Collections.Generic.KeyNotFoundException: No element 'theme_novella' of type 'ObjectType' --->
System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at TextAdventures.Quest.Elements.Get(ElementType t, String key)
--- End of inner exception stack trace ---
at TextAdventures.Quest.Elements.Get(ElementType t, String key)
at TextAdventures.Quest.EditorController.DoesElementInheritType(String elementName, String typeName)
at TextAdventures.Quest.EditorControls.DropDownTypesControl.Populate(IEditorData data)
at TextAdventures.Quest.EditorControls.ElementEditor.Populate(IEditorData data)
at TextAdventures.Quest.WPFElementEditor.Populate(IEditorData data)
at TextAdventures.Quest.Editor.ShowEditor(String key)
at TextAdventures.Quest.Editor.ctlTree_SelectionChanged(String key)
at TextAdventures.Quest.EditorControls.WFEditorTree.ChangeSelection(String key)
at TextAdventures.Quest.EditorControls.WFEditorTree.SelectCurrentTreeViewItem()
at TextAdventures.Quest.EditorControls.WFEditorTree.ctlTreeView_AfterSelect(Object sender, TreeViewEventArgs e)
at System.Windows.Forms.TreeView.OnAfterSelect(TreeViewEventArgs e)
at System.Windows.Forms.TreeView.TvnSelected(NMTREEVIEW* nmtv)
at System.Windows.Forms.TreeView.WmNotify(Message& m)
at System.Windows.Forms.TreeView.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

and

System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at TextAdventures.Quest.Elements.Get(ElementType t, String key)


vicsar
07 May 2018, 01:00

In other words, the solution is still out there, if someone comes up with it then please share it. Thanks.


K.V.
07 May 2018, 01:07

Are you creating a gamebook or a text adventure?


vicsar
07 May 2018, 03:58

I am testing with a text adventure.

P.S.: I am using Quest 5.7.2 (Build 5.7.6606.27250)


K.V.
07 May 2018, 04:24

The best idea I have is to edit all the templates, mixing Spanish in with English, or vice-versa.

The second best idea I have is to create the game in English. Then, just before clicking 'Publish', flip to full code view and add Espanol.aslx in between English.aslx and Core.aslx.


Actually, the best idea I have is to refrain from chiming in on this in the future, since I am absolutely no help.

Good luck!

(I bet someone will drop in with a suggestion!)


Pertex
07 May 2018, 06:27

I did not test it but this should work: copy espanol.aslx from the Quest directory Core/languages into your game directory and open it with a texteditor. There you can remove < include ref="EditorEspanol.aslx">


baskham
07 May 2018, 11:38

I may be missing something here.

I am developing games in Danish language.
I select Danish when the game is created.
And then it will load the Dansk.aslx.

But the editor has always been in English.
I never stopped to think it could be different, because I am pretty confident with my english skills :-)

Oh and this is by the way using the desktop version.

Best Regards
Benny.


mrangel
07 May 2018, 11:53

You are right, if I use CoreEditor.aslx and Core.aslx an error comes up:

That's kind of what I expected.
If you're willing to do a lot of work to make this happen, here's the workaround. (I didn't post it last time, because I'm not 100% sure it will work)

  1. Create a copy of Core.aslx; name it CoreGameplay.aslx
  2. Remove the line <include ref="CoreEditor.aslx"/> from that file.
  3. Your list is now:
English.aslx
CoreEditor.aslx
Espanol.aslx
CoreGameplay.aslx

I've looked through the source, and I think this will work. But I don't hava a Windows machine, so can't test it.


mrangel
07 May 2018, 11:54

Edit: The forum said I can't post because I'm posting too fast ... but actually posted anyway. Sorry for the duplicate.


Pertex
07 May 2018, 12:16
I may be missing something here.

I am developing games in Danish language.
I select Danish when the game is created.
And then it will load the Dansk.aslx.

But the editor has always been in English.
I never stopped to think it could be different, because I am pretty confident with my english skills :-)

For German and Spanish someone took the trouble to translate the templates of EditorEnglish.aslx so that Spanish and German users get a translated GUI. You are welcome to do the same for Danish :-)