Text dump?

● ARCHIVED · READ-ONLY
Started by IanI 10 posts View original ↗
  1. I have a number of people who want to translate my game. They would like a script of all NPCs/menus/signs, and the normal way to do that would be to dump all text from the program. After looking for a while, I don't see any method of dumping text.

    Am I missing something, or is there a hack to accomplish this? Are there alternative ways to get at the game's text? I've been assuming I'll have to tediously enter the new translation box by box, but they don't want to translate it that way too.
  2. You can try using this script if you want. It extracts all the event logic to a text file, not just dialogue but the whole thing. You can proofread it by putting a spellchecker through it or something.
  3. That script DOES have an option to JUST extract dialogue.


    What it doesn't do is give you a list of all the names, terms and descriptions in your database (on my list-of-things-to-do but haven't had the time or the need), or give you a way to put the translated text back in.
  4. All the help so far was about getting the text out of the project, but the more difficult task is getting it back in, especially because by default the RM engine only works with a single language, and the translated version would be a different project. That would require you to make updates for two projects whenever you add something to the game.


    If your game progress is not too far, it might be easier for you to switch to a completely different system:


    http://forums.rpgmakerweb.com/index.php?/topic/6608-external-text-now-v21-unicode-fix/


    With that script, you would only place a code inside the game's text commands, and it would load the text for that code from an external text file.


    On top of that, it already has a multilanguage add-on, so you can simply send the external text file to be translated, and then set the translated text file as a new language file in your project itself - you can have as many languages as you want in a single project to update this way.
  5. Thanks for the suggestions. Sorry it took a while to get back to you, but I wanted to try all the scripts out.

    I tried Shaz's script and got an error:

    line 235: ArgumentError occurred
    too few arguments

    At first I thought this might be because I was using an older version of VX Ace (Steam is blocked on most of my networks), but I loaded my game from within Steam and got the same error.

    CashmereCat said:
    OK. I found another one too for exporting all the text in your game.

    Didn't find one for databases though.
    Hmm, I like how this one divides the files, but it also gets an error half-way through. Since it's supported off this forum, I'll look around elsewhere.

    Andar said:
    All the help so far was about getting the text out of the project, but the more difficult task is getting it back in, especially because by default the RM engine only works with a single language, and the translated version would be a different project. That would require you to make updates for two projects whenever you add something to the game.

    If your game progress is not too far, it might be easier for you to switch to a completely different system:
    http://forums.rpgmakerweb.com/index.php?/topic/6608-external-text-now-v21-unicode-fix/

    With that script, you would only place a code inside the game's text commands, and it would load the text for that code from an external text file.
    On top of that, it already has a multilanguage add-on, so you can simply send the external text file to be translated, and then set the translated text file as a new language file in your project itself - you can have as many languages as you want in a single project to update this way.
    The game is done, unfortunately, so it would be a lot of work to transition it over. Perhaps less work than doing multiple different translations, though. Thanks for the recommendation, as it looks like an incredibly useful script.
  6. Sounds like you've modified the script in some way. Line 235 isn't even a command.
  7. Ah, I accidentally added a line at the beginning (instead of deleting, I turned the whole script into a comment at one point). To make sure I didn't change anything else, I deleted it and copied in a fresh copy. Same error but on line 234.

    I created a new project, threw in some text, and your script worked fine. Because of that I assumed it must be a script conflict, but when I copied my project and deleted every custom script except yours, I got the same error. Not sure what else to test.
  8. I had a couple of errors in the script. They've been fixed now, so you can grab the fixed version and put it into your project.


    If you have any other crashes with the script, just post in the script thread with the exact error message and line number and I'll take a look :)
  9. Worked perfectly, thanks.