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Lv1VillagerA

Lv1VillagerA

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Unfortunately, my mod is already changing pretty much every "rvdata2": new maps (duh!), new items, new enemies, new skills, new common events (most of them were copied from original and adjusted, in order to not break existing functionality and to not change the game rules too much) and new scripts (mostly several new methods). So no easy way here - either force complete rewrite (in which case it would annihilate every other change, like a translation, so no go) or some kind of merge. Will think about it after my chapter 1-1 will be complete.
'that a challenge? Too easy, come back after 1-1.

Given how the game dev is excited by each fan artwork he would probably feel very flattered by what you are doing. Just be sure you never make the mod a stand alone and distribute it.
 
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Anegorami

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'that a challenge? Too easy, come back after 1-1.
As long as there is nothing to merge, trying to write such a tool is pointless.

Given how the game dev is excited by each fan artwork he would probably feel very flattered by what you are doing.
Well, at least I have no reason to fear a sudden C&D...

Just be sure you never make the mod a stand alone and distribute it.
I'm not an artist, so I'm using, like, 98% of base game resources - making such mod a standalone would be really twisted form of piracy.
 
OP
Lv1VillagerA

Lv1VillagerA

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Finally, it's done. A new patch and a new patcher.
I'm mainly solving the issues I had with RPGMT4.5 by designing a single tool able to extract all text from a game.
Now that the process is more simple, I won't have to spend as much time as I did on making a patch and I'm less likely to make mistakes.

20463
 
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OP
Lv1VillagerA

Lv1VillagerA

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Thank you Rinbokusan

Error message:
20517

Game version: 4.14 instead of 4.18

Cause: bug in write_translation_log , happens when/if you use a portion of its code (will happen if you don't use version 4.18)

Fix:
line 1272/1279

Erroneous code
Ruby:
    new_text = ""
    var["similar_c"].each do |index_array1, index_array2|
      new_text << "#{@rmgmt_c}(new)#{context_from_a(index_array1)}\n" +
       "#{context_from_a(index_array2)}(reference)\n" +
       "#{tl_data[1][index_array2]}\n" #<------------------------------
    end
    text << "\n#Suggested translation:\n\n#{new_text}" if new_text != ""
Fix
Ruby:
    new_text = ""
    var["similar_c"].each do |index_array1, index_array2|
      new_text << "#{@rmgmt_c}(new)#{context_from_a(index_array1)}\n" +
       "#{context_from_a(index_array2)}(reference)\n" +
       "#{decode_text(tl_data[1][index_array2])}\n" #<------------------------------ added decode_text
    end
    text << "\n#Suggested translation:\n\n#{new_text}" if new_text != ""
Other bug uncovered at line 1584.
Fix:
Ruby:
  def self.find_unused_tl(c, c_ref, c_ref_to_c, tl_data, var)
    tl = {}; new_tl = {} # 2 hash containing available translations
    c.each {|i_a| tl[tl_data[1][i_a]] = true} #fill 1 with all
    c_ref.each {|i_a| new_tl[tl_data[1][c_ref_to_c[i_a]]] = true} #2, only ref
    c.each {|i_a| var["lost_tl_c"] << [i_a] if !new_tl.include?(tl_data[1][i_a])} #<------------------------------ << [i_a]
  end

Fixed in patcher ver 0.2.2.
write_translation_log isn't needed to patch the game so Rinbokusan's fix above should also work.
 

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Bean Man

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I've encountered an error when I try to load a save file. I get a
"SystemStackError occurred. stack level too deep"
and the game crashes. Anyone know what this is about?
 
OP
Lv1VillagerA

Lv1VillagerA

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I'll check it out.
For a quick fix try patching the game after deleting Gaijinizer\Plugins\3_Simple Variable Updater_SHRIFT.rb

Confirms if it works.

That bug happens when a method is called indefinitely and Gaijinizer\Plugins\3_Simple Variable Updater_SHRIFT.rb happens to have something to deal with loading saves. I only tested the patch on new games so maybe I missed something.

Do you have a file called SHRIFT.txt in the game folder?
 

Micadi

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Is the most recent patch also translating contents of the second dlc? The one I currently use, from over a month ago unfortunately left the second dlc in mostly japanese.
 

sabishimaru4

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I'll check it out.
For a quick fix try patching the game after deleting Gaijinizer\Plugins\3_Simple Variable Updater_SHRIFT.rb

Confirms if it works.

That bug happens when a method is called indefinitely and Gaijinizer\Plugins\3_Simple Variable Updater_SHRIFT.rb happens to have something to deal with loading saves. I only tested the patch on new games so maybe I missed something.

Do you have a file called SHRIFT.txt in the game folder?
That fix for me. Thanks!
 
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Lv1VillagerA

Lv1VillagerA

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Is the most recent patch also translating contents of the second dlc? The one I currently use, from over a month ago unfortunately left the second dlc in mostly japanese.
The second DLC should work. Tell me is it doesn't.
 

Micadi

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The second DLC should work. Tell me is it doesn't.
I'm not sure how to interpret your words. Do you mean it should work with the new patch or it should have already worked with the old one? If it's the latter then something must be wrong on my side... I simply copied the dlc files to the already patched game but nearly all lines there are in japanese. Rest of the game works normally of course, including the first dlc.
 
OP
Lv1VillagerA

Lv1VillagerA

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Yes, it should work with the new patch.
If it's like DLC 1, DLC 2 content should already be in Game ver 4.18--the ci-en files only add the pictures.
I'm not a ci-en supporter so I can't test it.
 

Micadi

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Okay, then I will patch the game again... I will wait just a little for the final version of your patch though because it seems there are still some problems with it. Unless you don't plan any more updates?
 

Bean Man

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I'll check it out.
For a quick fix try patching the game after deleting Gaijinizer\Plugins\3_Simple Variable Updater_SHRIFT.rb

Confirms if it works.

That bug happens when a method is called indefinitely and Gaijinizer\Plugins\3_Simple Variable Updater_SHRIFT.rb happens to have something to deal with loading saves. I only tested the patch on new games so maybe I missed something.

Do you have a file called SHRIFT.txt in the game folder?
I don't believe I have a SHRIFT.txt. Should I have gotten that while decrypting the game files or something?
Deleting that 3_Simple Variable Updater_SHRIFT.rb file didn't seem to change anything, so I suppose I would need that SHRIFT.txt file.
 
OP
Lv1VillagerA

Lv1VillagerA

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You shouldn't have a SHRIFT.txt file. It seems to have solved the issue for sabishimaru4 so I'll check myself then update the file this WE.
 

durrrr

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Script 'Gaijinizer Patchmaker' line 1276: Encoding::CompatibilityError occurred.

incompatible character encodings: UTF-8 and ASCII-8BIT

😢
 

The Cursed Shadow

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Script 'Gaijinizer Patchmaker' line 1276: Encoding::CompatibilityError occurred.

incompatible character encodings: UTF-8 and ASCII-8BIT

😢
Thank you Rinbokusan

Error message:
View attachment 20517

Game version: 4.14 instead of 4.18

Cause: bug in write_translation_log , happens when/if you use a portion of its code (will happen if you don't use version 4.18)

Fix:
line 1272/1279

Erroneous code
Ruby:
    new_text = ""
    var["similar_c"].each do |index_array1, index_array2|
      new_text << "#{@rmgmt_c}(new)#{context_from_a(index_array1)}\n" +
       "#{context_from_a(index_array2)}(reference)\n" +
       "#{tl_data[1][index_array2]}\n" #<------------------------------
    end
    text << "\n#Suggested translation:\n\n#{new_text}" if new_text != ""
Fix
Ruby:
    new_text = ""
    var["similar_c"].each do |index_array1, index_array2|
      new_text << "#{@rmgmt_c}(new)#{context_from_a(index_array1)}\n" +
       "#{context_from_a(index_array2)}(reference)\n" +
       "#{decode_text(tl_data[1][index_array2])}\n" #<------------------------------ added decode_text
    end
    text << "\n#Suggested translation:\n\n#{new_text}" if new_text != ""
Other bug uncovered at line 1584.
Fix:
Ruby:
  def self.find_unused_tl(c, c_ref, c_ref_to_c, tl_data, var)
    tl = {}; new_tl = {} # 2 hash containing available translations
    c.each {|i_a| tl[tl_data[1][i_a]] = true} #fill 1 with all
    c_ref.each {|i_a| new_tl[tl_data[1][c_ref_to_c[i_a]]] = true} #2, only ref
    c.each {|i_a| var["lost_tl_c"] << [i_a] if !new_tl.include?(tl_data[1][i_a])} #<------------------------------ << [i_a]
  end

Fixed in patcher ver 0.2.2.
write_translation_log isn't needed to patch the game so Rinbokusan's fix above should also work.
The solution was waiting for you 12 posts ago, on the same page.
Read the thread. Please.
 

durrrr

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The solution was waiting for you 12 posts ago, on the same page.
Read the thread. Please.
Thanks. I got it working. I wish these devs didn't use number loops or I could have just machine translated it myself.

Hopefully this game is as good as everyone says. :D
 

durrrr

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Some of the audio files aren't in Japanese and the game crashes, and now it's failing to load the script. (y)
 
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