As they are empty, these events are not added in the po and just ignored.
But, when we reconstruct the txt from the pot file, we do not know about these event, so they are missing, and it break the game.
Indeed, the game ignore the (X) balise which is the number of the event, and instead use them sequentially.
In the exemple above, as the (0) event is missing, everything are in the wrong order... translation for (1) event is considered as (0), (2) event is considered as (1), etc
Thus, all quests and choices are wrong and has no sense :-/
I join a screenshot to illustrate.
We need to find a way to remember empty events when rollbacking pot to txt, in order to have all info.
I see two possibilities:
Using the original txt when rollbacking as a base to know about empty events
Storing information about empty event in the .po to have it when rollbacking
It appears there are empty event in some modules:
```
-- [EVENT] --DemonEncounterBase(0)
[/EVENT]
```
As they are empty, these events are not added in the po and just ignored.
But, when we reconstruct the txt from the pot file, we do not know about these event, so they are missing, and it break the game.
Indeed, the game ignore the `(X)` balise which is the number of the event, and instead use them sequentially.
In the exemple above, as the (0) event is missing, everything are in the wrong order... translation for (1) event is considered as (0), (2) event is considered as (1), etc
Thus, all quests and choices are wrong and has no sense :-/
I join a screenshot to illustrate.
We need to find a way to remember empty events when rollbacking pot to txt, in order to have all info.
I see two possibilities:
1. Using the original txt when rollbacking as a base to know about empty events
2. Storing information about empty event in the .po to have it when rollbacking
I already used base module xml for the DATABASE files, but for event it's pretty harder, the rollback algorithm I have to write is absolutely not adapted to that, performance should be very poor :-/
So I choose the solution 2.
It force to add translation that are not really translation in Zanata, but I think it's not too disturbing, regarding the time gained for rollback
I already used base module xml for the DATABASE files, but for event it's pretty harder, the rollback algorithm I have to write is absolutely not adapted to that, performance should be very poor :-/
So I choose the solution 2.
It force to add translation that are not really translation in Zanata, but I think it's not too disturbing, regarding the time gained for rollback
It appears there are empty event in some modules:
As they are empty, these events are not added in the po and just ignored.
But, when we reconstruct the txt from the pot file, we do not know about these event, so they are missing, and it break the game.
Indeed, the game ignore the
(X)
balise which is the number of the event, and instead use them sequentially.In the exemple above, as the (0) event is missing, everything are in the wrong order... translation for (1) event is considered as (0), (2) event is considered as (1), etc
Thus, all quests and choices are wrong and has no sense :-/
I join a screenshot to illustrate.
We need to find a way to remember empty events when rollbacking pot to txt, in order to have all info.
I see two possibilities:
I already used base module xml for the DATABASE files, but for event it's pretty harder, the rollback algorithm I have to write is absolutely not adapted to that, performance should be very poor :-/
So I choose the solution 2.
It force to add translation that are not really translation in Zanata, but I think it's not too disturbing, regarding the time gained for rollback
For example, in the pot:
With little adaptation, the scripts used to work on event now managed empty event correctly 👍