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

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.

EDITED

Not that I can tell.


Demmet.

Thanks K.V.

If anyone else can help it will be appreciated.


K.V.

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.

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.


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

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


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)


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)


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


K.V.

Are you creating a gamebook or a text adventure?


I am testing with a text adventure.

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


K.V.

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!)


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">


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.


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.


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


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 :-)


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