[00:22:29] <dominus> Marzo, I failed at making defaults for the localized games and put a feature request out there
[00:23:58] <dominus> I have no idea how the type in modmgr.cc is determined and thus failed at getting further...
[00:28:58] <dominus> https://sourceforge.net/p/exult/feature-requests/172/
[00:46:52] <Marzo> dominus: you mean trying to find the localized game directories?
[00:47:16] <dominus> yes and display them with custom names
[00:47:54] <Marzo> That will create a lot of headaches in regards to defaults
[00:48:06] <dominus> but it's a do one thing you gotta do another thing request, since you end up having to support the localized exultmsg.txt files
[00:48:19] <dominus> yes, definitely...
[00:48:28] <Marzo> Exult Studio will be fine; but Exult accepts --bg, --fov, --ss and --si to start the game
[00:48:50] <dominus> and since those games are without the add-ons they are extreme fringe cases again...
[00:48:58] <dominus> lot of work for little gain...
[00:49:24] <Marzo> --bg can start --fov, ad --si can start --ss, if the base games are not there
[00:50:21] <Marzo> The CFG_*_NAME constants are the names in exult.cfg, and double as the default directory name; so they might not be the best way to go about this
[00:51:10] <Marzo> This would add 4 entries to exult.cfg hardly anyone would use
[00:51:22] <dominus> yes
[00:51:26] <Marzo> And they would need to be separately configured
[00:51:55] <dominus> can something else be done with a custom cfg in the games folder? similar to the modname.cfg
[00:53:41] <Marzo> Adding those additional sections would also make the documentation need an overhaul to explain why your Spanish SI is showing up with an English title in the menu
[00:53:57] <Marzo> (if you install it by following the current documentation)
[00:55:05] <Marzo> I can't think of a way to use a cfg file in the game folder that would not require a ton of code and lokely many bugs
[00:55:41] <dominus> I understand the implications now more clearly...
[00:55:49] <Marzo> As is, it is possible to have all versions coexist in Exult
[00:55:55] <dominus> let's better forget it then
[00:56:17] <dominus> yes, I have them coexist
[00:56:19] <Marzo> Searching them by default, and displaying a localized title, requires a bit more code
[00:56:30] <Marzo> Or documentation overhaul, or both
[01:05:04] <dominus> ha ha, I just had the german version configured as a mod of BG...
[01:05:28] <dominus> that failed of course on starting a game :)
[01:06:23] <Marzo> I thought of trying that
[01:07:04] <Marzo> I am thinking of ways to have something like this work
[01:07:40] <Marzo> Are those the only four localizations?
[01:07:59] <dominus> AFAIK the only official ones
[01:08:16] <dominus> There are a couple of translations now, too
[01:08:33] <dominus> fan translations, I mean
[01:08:44] <Marzo> I was thinking of something kind of like mods
[01:09:49] <Marzo> But it always comes back to exult.cfg sections
[01:10:29] <Marzo> It would be nice to have all translations be selectable in a menu like mods
[01:10:47] <Marzo> You select the game, select the translation, and select the mod (if any)
[01:10:56] <Marzo> But having them all in the main menu also works
[01:10:59] <dominus> some kind of cfg system, like the mod.cfg should be doable, too
[01:11:27] <Marzo> It would require a documentation change
[01:12:11] <dominus> if there is a cfg in the path, with game_title and possible game_type to differ between BG, FOV;SI;SS
[01:12:22] <Marzo> But yeah, a cfg system might work
[01:13:30] <dominus> wouldn't need *much* documentation changes, mostly stuff for translations and manual editing for setting up the games in exult.cfg
[01:13:37] <Marzo> We could install the localized cfgs by default specifying the localized default paths, and keep the non-localized ones "hard-coded"
[01:14:29] <Marzo> Path configurations and menu title are all read from the cfg for localizations, while all other configurations are read from the "parent" game
[01:15:05] * dominus nods
[01:15:28] <Marzo> So each cfg specifies a base game (exult.cfg entry, to search for the game configuration), paths, and language
[01:15:35] <dominus> I wouldn't go as far as installing the localized cfgs
[01:16:03] <dominus> yes
[01:16:53] <Marzo> well, without installing them, everything can be done straight up by exult.cfg
[01:17:22] <dominus> base game, title, paths, language, override for exultmsg.txt
[01:18:59] <Marzo> But yeah, a lot of code in any event
[01:19:10] <dominus> yes ;(
[01:19:33] <dominus> and mostly for fringe cases
[01:19:49] <dominus> the fan translation guys would love it , I guess.
[01:20:02] <dominus> there is another German translation on the way
[01:20:21] <Marzo> One relatively simple thing that could be done is to make exultmsg.txt specifiable in Exult.cfg
[01:22:31] <Marzo> On each game section, I mean
[01:22:36] <dominus> hmm, yeah, that would probably help a lot in displaying our de-hardcoded-hardcoded strings in another language
[01:23:31] <dominus> got to go to sleep now... half past two am...
[01:23:45] <Marzo> Good night
[01:24:04] <Marzo> (and it seems that it would be very easy, actually)
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[01:30:53] <Marzo> In any event, the existing translations would have to be completed
[01:31:08] * dominus can't resist replying from bed
[01:31:49] <dominus> Marzo: if we can set exultmsg (preferably also choosing from our own localizations)
[01:32:34] <dominus> And maybe add a title override to exult.cfg - it would already be nice enough
[01:32:38] <Marzo> I was leaving stuff for you to reply to *tomorrow*, not from bed :-p
[01:32:57] <Marzo> I think the title override is already there
[01:33:36] <dominus> Really? Need to investigate tomorrow ;)
[01:33:41] <Marzo> Yep, there is a <title> entry for it
[01:34:23] <dominus> I'll be...
[01:35:18] <dominus> So...uhm... Just specifying an exultmsg.txt would be good
[01:35:56] <dominus> Though, is it patchable? Meaning is exultmsg.txt overriden by one in/patch?
[01:36:11] <Marzo> I know what I was thinking of when I wrote this: custom games
[01:36:53] <Marzo> exultmsg.txt can be overridden in patch, yes, but that is not the best way to handle that
[01:37:22] <Marzo> I think I will see how much of that text is found in stock game data and make Exult use it instead
[01:37:43] <dominus> No certainly not, but a good band aid for me to go exploring stuff tomorrow
[01:37:58] <Marzo> And by the way, a textmsg.txt file in static or patch makes exultmsg.txt be ignored
[01:38:08] <Marzo> Which I am thinking is wrong
[01:38:57] <dominus> Yeah, it should probably override and append the numbering inside
[01:39:39] <dominus> Oh, textmsg vs exultmsg
[01:39:44] <dominus> Seems wrong
[01:40:01] <dominus> I'm turning in now... For real ;)
[01:40:07] <Marzo> Good night
[01:40:11] <dominus> Good night
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[07:35:17] <dominus> https://www.dropbox.com/s/8tljclyia54yp2y/FullExult.png?dl=0 all the games in one menu screen
[09:10:47] <dominus> yeah, can of worms... localization is a pita. Maybe if anyone wants to tackle a proper localization after the next release. that would be a project for someone that comes in and wants to contribute :)
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[10:52:54] <Marzo> Wait, there is another way into the Trinsic Cheat Room? http://ultima.wikia.com/wiki/Cheating_in_Ultima_VII
[10:54:50] <dominus> he he
[10:56:57] <Marzo> Well, there is but it leads to the teleporter room
[10:57:39] <dominus> Marzo, I've been transcribing the endgame of BG in German to exultmsg_de.txt and found it uses more lines. I've thought of just continuing with the numbering from exultmsg.txt (0x56D and following) for the extra lines and adding them to bggame.cc endgame stuff
[10:57:57] <dominus> http://pastebin.com/hMJr8sK9
[10:58:18] <Marzo> Let me see if I can't find the text in the game data first
[10:58:27] <dominus> e.g. line 33, 45, etc...
[10:58:47] <dominus> and the intro lines are hardcoded in Exult, it seems
[10:58:50] <dominus> bbl
[11:02:17] <dominus> Got to run and help prepare lunch
[11:07:58] <Marzo> Whelp, it is hard-coded indeed
[11:08:13] <Marzo> In the originals
[11:08:58] <Marzo> in endgame.exe
[11:09:15] <Marzo> And the SI intro subtitles (both variants) in intro.exe
[11:10:28] <Marzo> So now to make items.* not suck, and allow differencing patches so exultmsg.txt is always used
[11:11:34] <dominus> And we hard coded the bg intro in bggame.cc ;)
[11:15:39] <Marzo> I can fix that, I know where the text is
[11:15:59] <Marzo> Both in original and exultmsg.txt
[11:17:11] <Marzo> Hm; text is not hard-coded in BG intro
[11:18:03] <Marzo> It uses the text from mainshp.flx entry 0xd
[11:18:29] <Marzo> So if they translated it for the other versions, it should use the localized version automatically
[11:18:54] <dominus> Hmm, perhaps that was a caching bug.
[11:21:10] <dominus> Maybe I clicked on regular bg/fov first and then on the german one
[11:21:53] <dominus> Need to test more. Definitely showed english subtitles in Exult while german in dosbox
[12:09:49] <dominus> Marzo, the problem with the BG intro is that Exult uses BG mainshp.flx for the Exult menu.
[12:10:10] <dominus> and it seems to use it from any of the BGs in the cfg
[12:10:23] <Marzo> I looked over, and the text is translated in German and Spanish BG
[12:10:38] <Marzo> It... what?
[12:10:42] <dominus> nd then when you start a BG game it continues to use that mainshp.flx instead of the correct one
[12:10:58] <Marzo> That makes no sense
[12:11:20] <Marzo> Static path is set by the mod manager, and ought to be used there as well
[12:12:25] <Marzo> Let me wrap up my text.* improvements and I can try taking a look
[12:14:39] <dominus> Marzo: once the game starts it uses the correct static folder BUT for the menu and the intro/final viewed from the menu it uses the static folder it used to display the Exult menu
[12:15:00] <Marzo> And that is what makes no sense
[12:15:53] <dominus> actually now it uses the damn Spanish one for everything here...
[12:19:42] <dominus> ok, it seems to stick to the last game of the same type in exult.cfg for all other games of the same type
[12:24:56] <dominus> very odd that. but with all localized versions installed it's easy to reproduce.
[12:27:26] <dominus> When Exult looks at all configured games and recognizes their identity, the last one of an identity gets used whenever you click on any other with the same identity
[12:30:04] <dominus> An example http://pastebin.com/ZERn6j1j
[12:31:19] <dominus> when it says "starting a BLACK GATE" I actually did click on the English one but Exult used the last ULTIMA7 game it found in the cfg
[12:49:36] <Marzo> Hm, the code to set paths comes before the intro begins
[12:50:18] <Marzo> Can I see your exult.cfg?
[12:50:56] <dominus> see my other stuff. it's actually that Exult only uses the last game if there are more with the same identity
[12:51:29] <dominus> Marzo: http://pastebin.com/Wk81zdsc
[12:53:30] <Marzo> Looks OK
[12:53:38] <dominus> see http://pastebin.com/ZERn6j1j
[12:54:37] <dominus> at the end when I start the game, I wasn't clicking on the schwarzepforte but the English BG
[12:55:02] <dominus> when I shuffle the games around in the cfg, it will always be the last one that gets used
[12:55:36] <dominus> same for SerpentIsle and "islaserpente"
[13:04:55] <Marzo> There, setup them all and will now test
[13:16:51] <Marzo> I think I know what may be the issue
[13:17:31] <Marzo> One of them, anyway; I can see at least two of them
[13:31:29] <Marzo> dominus: test away
[13:31:55] <Marzo> This also works, by the way:
[13:31:56] <Marzo> <portalnegro>
[13:31:56] <Marzo> <waves>
[13:31:56] <Marzo> sqsfxbg.flx
[13:31:56] <Marzo> </waves>
[13:31:56] <Marzo> <title>
[13:31:58] <Marzo> ULTIMA VII
[13:32:00] <Marzo> EL PORTAL NEGRO
[13:32:02] <Marzo> </title>
[13:32:04] <Marzo> </portalnegro>
[13:32:37] <Marzo> If you put the game at "portalnegro"
[13:33:44] <dominus> Oh nice. Both path and multiple lines for title.
[13:33:53] <dominus> Thanks!
[13:34:01] <dominus> Test time later!
[13:35:15] <Marzo> Multiple lines for title always worked
[13:35:48] <Marzo> And so did the default path being equal to the game name
[13:38:49] <dominus> aaahhhhh :)
[13:43:28] <dominus> when you assume that something is not likely to work anyway and it does after all...
[14:08:16] <Marzo> dominus: are we including the translated exultmsg.txt files in snapshots already?
[14:08:57] <dominus> don't hink so
[14:10:02] <dominus> we don'T
[14:14:18] <dominus> Marzo, I've transcribed the text for the German file *BUT* what to do about special characters?
[14:14:27] <dominus> ß ö ü ä
[14:14:40] <dominus> just writing them out makes Exult ignore them
[14:14:41] <Marzo> That is a good question
[14:15:11] <Marzo> Let me check how they show up in stock data
[14:15:27] <dominus> in German I can work around those, but in French and Spain the accents might be more difficult
[14:17:14] <Marzo> Hm
[14:17:25] <dominus> AND the extra lines...
[14:17:29] <Marzo> For German, they used control characters
[14:17:41] <Marzo> Look at what fonts.vga displays
[14:18:38] <Marzo> Same for French (and it looks like the same font)
[14:19:21] <Marzo> But the files are different, so it can't be
[14:20:22] <Marzo> Spanish does not have accents at all
[14:21:10] <Marzo> (at least not for BG, haven't installed SI yet
[14:24:14] <dominus> ok, if I use the same control character as in endgame.com it displays them
[14:27:35] <Marzo> Spanish SI also has no accents
[14:28:04] <dominus> I just don't know enough Spanish to tell whether they have special characters :)
[14:28:24] <Marzo> Oh, and your exult.cfg has a typo for it: you have islaserpente, but the correct is islaserpiente
[14:28:37] <Marzo> There is at least the ñ
[14:29:21] <dominus> ah yes
[14:31:48] <Marzo> But it is not present in any of the fonts
[14:32:28] <Marzo> Hopefully, the fan translations went about it the "right" way and used codepages
[14:39:10] <dominus> Marzo: items.cc:240:33: error: use of undeclared identifier 'msgs'
[14:43:42] <dominus> Marzo, should I commit the german one?
[14:54:40] <dominus> so nice, when I copy from my hex editor, my text editor, hex editor are shot until I copy something else to clipboard
[14:54:42] * dominus kicks OS X
[15:03:31] <dominus> Marzo, I'm also transcribing the french and the spanish one, if you haven't touched it yet
[15:15:41] <dominus> transcribed the french one. only need to fix the pre-existing messages to have the correct control characters
[15:30:22] <Marzo> Compilation issue fixed
[15:31:48] <Marzo> wjp, dominus, ttarrant: out of curiosity, would anyone have any issues if I turned on C++11 by default for Exult/ES?
[15:32:52] <dominus> I'm not sure what will happen to me and my snapshots :)
[15:33:17] <dominus> (and Kirben's since he still tries to keep it Windows 95 compatible)
[15:33:30] <Marzo> If you are using a somewhat recent version of GCC or clang, you will have no issues
[15:33:45] <dominus> I'd have to try
[15:33:45] <Marzo> By "somewhat recent" I mean newer than 3-4 years ago
[15:34:13] <dominus> I'm still compiling for ppc but I don't *NEED* to maintain this
[15:34:23] <dominus> and for that the compiler is older than that
[15:34:38] <Marzo> Ask him what version of GCC he uses, if you get the chance
[15:35:00] <Marzo> Does anyone even actually use the PPC port?
[15:35:31] <dominus> I doubt :)
[15:36:12] <dominus> from Readme.win32, it seems Kirben is using gcc 4.6.2
[15:41:55] <Marzo> Most of the things I'd want to use are supported by that version; another is in 4.7, and the others are not critical
[16:28:46] <dominus> ah, la puerte negra instead of el portal negro :)
[16:37:32] <dominus> spanish BG final transcribed. needs SI final as well :)
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[19:45:04] <dominus> marzo: in exultmsg.txt - the first few lines, where do they come from?
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[20:16:11] <slashie> hello!
[20:17:09] <dominus> hi slashie
[20:17:21] <slashie> how's it going?
[20:18:46] <dominus> Marzo struggled with making the official localized versions of U7 to run better and I transcribed the hardcoded subtitles of the games' final cutscenes to the localized text files... :)
[20:20:19] <slashie> ohh... awesome!
[20:20:24] <slashie> sounds like a lot of work :)
[20:20:53] <slashie> I'm taking a look at the source code, trying to get familiar with it
[20:21:25] <dominus> more for Marzo than me. I just had to open the varios files of the games with an hex editor and copy the strings to the right place :)
[20:21:46] <dominus> how is the getting familiar going? It's not the easiest with Exult
[20:24:10] <slashie> good, it's a big piece of software :) mainly trying to devise the basic game flow,
[20:24:21] <slashie> and then how combat works, to find the bits I'd need to touch :)
[20:24:34] <slashie> was wondering if you could give any tips about it
[20:25:24] <slashie> I posted my idea at http://blog.slashie.net/2016/02/07/ultima-7-turn-based-combat-for-exult/ (only the last part, the rest is just ranting :D)
[20:29:18] <dominus> just read it
[20:30:01] <dominus> I'm not really the person to help with the code, I'm not a real programmer, mostly I'm stumbling and can adapt things but the more complex stuff is over my head
[20:30:24] <dominus> We never really implemented the original's combat options
[20:30:47] <dominus> (mostly because combat sucks and implementing these is tedious, I think)
[20:30:55] <slashie> I see,
[20:31:19] <slashie> hmm I saw some code for different combat modes tho
[20:32:14] <slashie> over combat.cc for example, in the find_foe function?
[20:33:09] <dominus> it's really not my field, sorry.
[20:33:20] <slashie> hehe no problem dominus :)
[20:33:31] <slashie> ok, in any case, I'll contnue checking it out
[20:33:40] <dominus> I think apart from how the monsters, npcs find each other we don't have much
[20:33:49] <dominus> there are these, however http://exult.sourceforge.net/docs.php#misc_gump
[20:34:09] <dominus> maybe wjp knows more and maybe Marzo, when he returns
[20:34:52] <slashie> yes I saw the two combat modes, I think I'll have to see them in action to see if it's worth introducing a third "turn based" mode
[20:35:47] <dominus> I'd like a bit more balanced combat, otoh, I'm mostly playtesting and am avoiding combat anyway...
[20:42:27] <slashie> yeah, it's the weakest point of the game IMO
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[20:58:40] <dominus> yes, definitely...
[20:59:22] <dominus> the rotate patch would be cool but it was too untested and only worked with one scaler and the developer didn't seem to want to do more with it...
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[21:02:31] <Marzo> Dominus: I think it would be "la puerta negra"
[21:03:19] <Marzo> The Black Gate shape (shape 305) is translated as such
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[21:04:40] <dominus> yes, that's how it is written in the exultmsg_es.txt, too. I think I just misread it earlier
[21:04:43] <Malignant_Manor> Dominus was taught how to translate by minnos-id
[21:05:00] * dominus eyes Malignant_Manor
[21:05:28] <dominus> Actually I didn't translate *anything*, I just pulled the strings off the endgame.exe :)
[21:06:26] <dominus> hence the english texts in the beginning of the exultmsg_es.txt
[21:06:46] <dominus> I'm not touching google translate for anything like that
[21:06:47] <Malignant_Manor> I think the release critical issues are everything on the tracker and whatever we come up with before we release
[21:06:56] <dominus> thanks
[21:07:11] <Malignant_Manor> It seems like the release never comes
[21:07:31] <dominus> that's why I'd like to know where the texts in the beginning of exultmsg.txt come from
[21:07:36] <Malignant_Manor> How many years ago was the last time you tried to get a new release?
[21:07:36] <dominus> Malignant_Manor: true :)
[21:07:51] <dominus> every second year or so :)
[21:08:39] <dominus> but it is really a hard going because most of the stuff needs Marzo's touch :)
[21:09:04] <Malignant_Manor> Damn, 1.4.9rc1 2010-10-21
[21:09:28] <Malignant_Manor> Exult 1.2 2004-08-03
[21:10:00] <dominus> yes... heartbreaking :)
[21:10:24] <slashie> I am from Colombia
[21:10:32] <slashie> if you need anything spanish related, just shoot :)
[21:11:20] <slashie> I just tried the "Space pauses" combat mode, hmm, it's a bit rough :)
[21:11:30] <dominus> he he
[21:11:54] <dominus> I'm likely to come back to the translation thing if I can't find out where that stuff comes from!!!!
[21:19:20] <Marzo> dominus: I found text on mainshp.flx (BG guardian subtitles), intro.exe (both SI intro subtitles), ending.exe (ending subtitles for both BG and SI)
[21:20:39] <dominus> yes, those I know but where do the first 16 lines come from?
[21:21:03] <Marzo> First 16 lines of what?
[21:21:11] <dominus> exultmsg.txt
[21:21:42] <Marzo> I think they are hard-coded in the originals; let me see
[21:25:08] <Marzo> Hm, they keep popping up only on textmsg.txt files from mods
[21:25:32] <dominus> yes, it is driving me insane... :)
[21:25:34] <Marzo> (which include text from exultmsg.txt file that was present when they were saved)
[21:31:28] <Marzo> I think that those entries were added for schedules in Exult, and may not be directly based on anything from the originals
[21:33:57] <dominus> hmm, ok. that might be it
[21:34:09] <dominus> thanks for looking...
[21:35:17] <Marzo> Lets see: the chair lines are said in Exult when you take the chair from under someone; in the original, they don't care at all
[21:37:40] <Marzo> The waiter lines don't seem to have an equivalent in the originals; the waiters only seem to reply that they are coming when a customer calls, and say nothing else (except, maybe, for proximity usecode barks)
[21:38:40] <Malignant_Manor> Func08DB is code for Dupre's sacrifce a quick look shows that it removes him from the party (if in party), sets dead flag, and removes him from the game world. https://sourceforge.net/p/exult/bugs/1892/
[21:44:20] <dominus> something seems to move him temporarily back
[21:45:37] <Marzo> The bed lines are when a bed is occupied and you try to sleep on it; in the original, nothing is said, but in Exult the party members say something
[21:45:56] <dominus> thanks Marzo, that explains everything
[21:46:01] <Marzo> And the last 3 lines are from kids game schedule in Exult, which have no counterpart in the original
[21:46:09] <Marzo> So they are all Exult-specific stuff
[21:46:36] <Malignant_Manor> Exult doesn't have the fragmented U7 schedules
[21:46:55] <Marzo> What do you mean by fragmented?
[21:47:28] <Malignant_Manor> Blacksmith being many different schedules
[21:48:11] <Marzo> I don't think they are many different schedules
[21:48:49] <Marzo> (in the originals, I mean)
[21:49:15] <Malignant_Manor> I can't remember it that well.
[21:50:01] <Marzo> They do seem to be composed of different activities that get executed; and the activities seem to be reused yb other schedules
[21:50:04] <Marzo> *by
[21:50:33] <Malignant_Manor> Are you planning to put hardcoded engine strings in a text files before the release?
[21:51:44] <Marzo> That might be worth looking into, but I don't really want to go looking for them
[21:51:53] <Marzo> Maybe after all other bugs are fixed
[21:55:16] <Marzo> Hm. Found out that there are several pages for Keyring mod in Codex of Ultima Wisdom
[21:55:33] <Marzo> They don't seem to know that Laurianna can join permanently after the quest is over
[22:10:10] <-- Malignant_Manor has left IRC (Quit: ChatZilla 0.9.92 [Firefox 44.0/20160123151951])
[22:19:40] <slashie> do you guys need translation to Spanish for exult specific texts (?)
[22:22:56] <dominus> slashie, yes... one moment
[22:24:48] <dominus> slashie, if you could do that it would be great. Either grab latest SVN and in data/exultmsg_es.txt line 3-18 or look at https://sourceforge.net/p/exult/code/7537/tree//exult/trunk/data/exultmsg_es.txt
[22:25:29] <dominus> it's for the official Spanish versions of BG and SI (both without add-ons)
[22:25:42] <Marzo> For comparison, the original (english) text is at https://sourceforge.net/p/exult/code/7537/tree//exult/trunk/data/exultmsg.txt
[22:25:53] <slashie> first 22 lines, right?
[22:26:05] <slashie> ah, 3-18, ok
[22:26:27] <Marzo> Oh, wait, they aren't translated; so forget what I said
[22:26:31] <Marzo> Yes, lines 3-18
[22:26:53] <slashie> ok, accents don't work I guess
[22:26:54] <dominus> the lines 20-22 are no longer displayed in Exult
[22:26:57] <slashie> like á é í etc
[22:26:57] <Marzo> (the lines starting with '#' are just to make the file slightly more readable to humans)
[22:27:04] <slashie> ñ
[22:27:30] <Marzo> Accents were not used by the official translation to spanish
[22:27:41] <Marzo> And neither was ñ
[22:27:48] <slashie> okk
[22:27:49] <Marzo> They aren't present in the fonts either
[22:28:22] <Marzo> I think there were some folks retranslating the games to spanish which probably were using a modified font
[22:29:01] <dominus> they (official translators) somehow didn't bother to include the accents, while the french and german did...
[22:29:02] <slashie> 0x532:another thought nags at you... is duplicated and untranslated in the Spanish file
[22:29:32] <Marzo> You can translate those if you want
[22:29:47] <Marzo> I think removing these mistakes is worth the loss in authenticity
[22:30:16] <Marzo> (or maybe dominus missed it?)
[22:30:26] <dominus> I probably missed it
[22:30:29] <dominus> let me look
[22:31:53] <Marzo> Hrm, the use of control characters instead of code pages in the german and french files is annoying
[22:35:38] <dominus> slashie: in that block 0x52F-0x534 I accidently left the english line and 0x534 is empty
[22:35:55] <slashie> here are the first lines http://pastebin.com/EGmM8VY0
[22:36:40] <dominus> Marzo: very annoying is that those two add lines which makes the whole final scene a bit of a mess to fix...
[22:37:09] <dominus> thanks Slashie
[22:37:29] <Marzo> Yeah
[22:38:55] <slashie> 0x53A:Dick British's Castle -> 0x53A:Reino de Dick British
[22:39:02] <dominus> Slashie beginning at 0x5A you can see also some untranslated stuff
[22:39:09] <dominus> :)
[22:39:20] <dominus> it's the "jive - Muppet intro"
[22:39:45] <slashie> 0x548:Jump Back! -> 0x548:Retrocede!
[22:39:51] <dominus> The official translators didn't translate that one, if you want to get creative :)
[22:39:57] <slashie> ah,, I see!
[22:40:06] <slashie> heheh okk
[22:40:16] <slashie> I'll provide a full pastebin including that
[22:41:25] <Lightkey> is Takeshi's Castle in there too? :-)
[22:42:28] <dominus> Me and my family just got our Visas for the US approved for when I go visit Dick British' castle!!!!
[22:44:13] <slashie> where ya from dominus?
[22:44:21] <dominus> Germany
[22:45:24] <slashie> when are you going to Dick British castle?
[22:46:00] <dominus> https://www.hearthofbritannia.com/events/HoBLotH3/index.php
[22:46:21] <dominus> June 1st to 5th
[22:46:52] <dominus> it's on the ground of Britannian Manor III
[22:47:45] <slashie> Lo and behold!
[22:47:49] <slashie> I'll go there too :)
[22:48:27] <dominus> yeah!
[22:49:48] <dominus> looking forward to meet dragons
[22:50:57] <slashie> I'm trying to translate Dick British
[22:51:01] <slashie> but dunno :P
[22:51:08] <slashie> what they meant there? like being a dick, I guess?
[22:51:31] <dominus> it's ambiguous
[22:51:53] <dominus> because short for Richard is Dick but it's also penis
[22:52:46] <slashie> ah, ok
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[23:00:05] <slashie> dominus
[23:00:07] <slashie> here, http://pastebin.com/A7DsZJtp
[23:00:13] <Malignant_Manor> I posted some saves to bug 1887. https://sourceforge.net/p/exult/bugs/1887/
[23:14:39] <dominus> thanks slashie I'll put that into SVN soon
[23:14:46] <slashie> np :)
[23:15:28] <dominus> http://wiki.ultimacodex.com/wiki/Translations_of_Ultima_VII <- seems they tested the final scene of the German version with Exult not the original via Dosbox :) (the final scene text *IS* translated)
[23:20:47] <Malignant_Manor> The Dupre resurrection bug the party flag set on Dupre but still keeps his death flag.
[23:29:26] * dominus must stop looking at the codex wiki... to many things one would want to correct...
[23:32:46] <dominus> Malignant_Manor: I wonder how to regression test this bug (Dupre Partyghost). I have no idea how to fast forward to the sacrifice
[23:33:24] <Malignant_Manor> It may be a bug due to the party list
[23:34:01] <Malignant_Manor> It could have him in the list and then add him when it adds the rest of the party
[23:34:17] <dominus> hmm, that would make sense
[23:34:49] <dominus> that should show with the serpent bond as well
[23:35:04] <Malignant_Manor> In the save he is dead and not in the party so it may have nothing to do with a bad save.
[23:36:39] <dominus> yes, happens with serpent bond as well
[23:36:59] <dominus> so maybe that function should kick him out of the party list
[23:38:56] <Malignant_Manor> It does add him after serpent bond. You can even die and have him be actually resurrected.
[23:41:53] <dominus> yes, that's what I meant when I wrote it happens with serpent bond as well
[23:42:28] <Malignant_Manor> You can do serpent bond right after you sacrifice him and he will come back
[23:42:45] <dominus> yup, that's how I tested it
[23:43:38] <Malignant_Manor> So, if it is a regression, you would use your save before the sacrifice and serpent bond afterwards
[23:44:29] <Malignant_Manor> It probably happens in Exult 1.2.
[23:45:03] <dominus> it happens with all my builds (from the scene originally bugged) so I wanted to know how to make sure it's not a savegame problem
[23:45:38] <Malignant_Manor> It will be a savegame problem because of the party list
[23:46:03] <Malignant_Manor> It would need a save before his death.
[23:47:17] <dominus> so to find the culprit, I'd need to find the regression that affected the savegame. I think I tried with a savegame before the sacrifice and then teleported to the final place after the sacrifice...
[23:47:56] <Malignant_Manor> It would just need a save before the sacrifice so you could test if it happens afterwards
[23:50:01] <dominus> This way, again, it happens with my oldest saved snapshot
[23:50:13] <dominus> (April 2010)
[23:55:49] <dominus> hmm, a new game, setting flag 96 (0x60) will trigger the sacrifice scene
[23:56:39] <dominus> and he's not coming back with a new game current snapshot
[23:57:19] <dominus> well, only proves that a fresh started game works, but not whether nothing messes the savegame afterwards...
[23:57:40] <slashie> Marzo, are you here?
[23:58:10] <slashie> was wondering what part of the code was related for example to using a healing potion
[23:59:13] <Malignant_Manor> That's in the usecode
[23:59:44] <Malignant_Manor> It's the compiled script used by the original engine