[RELz] EggTranslator

Post » Wed Feb 09, 2011 2:32 am

Your very welcome and we appreciate your feedback as a help for us to make it better! :D


  • Update!

    - The EggTranslator is now updated to version 1.5.0.5: 1 option changed, 3 issues fixed >>http://www.egg-of-time.us/board/index.php?page=Thread&postID=101731#post101731

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sally coker
 
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Post » Tue Feb 08, 2011 7:47 pm

I got 1.0.4 yesterday and tried it out a bit before I noticed 1.0.5 was out, so I upgraded to the new version. Just a few bugs/problems...

The Google translation option worked in 1.0.4 (though it still only worked for the first sentence), but it stopped in 1.0.5 again.

The Find and Replace doesn't seem to be working (I like the upgrades, though :)).

For some reason, if I translate dialogue and then click "Save Project", it doesn't save the changes to the base file. They appear in the xml file, but not in the project itself. If I click "Save esp", it will merge them properly. I'm not sure why it's doing this for dialogue, since everything else is saved properly.

The readme says that you can translate scripts by clicking on the plus sign, but this is unnecessary - all the scripts that require translation (i.e., have message output) are listed as subentries below the SCPT entry, so you can go to each one individually and translate it like anything else.

And finally... when I click on the Load Plug-In Database button and choose any of the files, I get an error message: "Error while loading the Database:" but no description, just that message.
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Lucky Girl
 
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Post » Wed Feb 09, 2011 12:43 am

Hi, WalkerInShadows :) Your report is not about a bug. At least if the final version will be ready we gonna wright a tutorial. Please try to check the functions again in the meantime. Thank you.




  • Update!

    - The EggTranslator is now updated to version 1.5.0.6: 1 option changed >>http://www.egg-of-time.us/board/index.php?page=Thread&postID=101731#post101731

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Zoe Ratcliffe
 
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Post » Tue Feb 08, 2011 7:58 pm

I will do that. And thanks again for the constant improvements and putting up with my griping. It's certainly appreciated. :D
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phil walsh
 
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Post » Wed Feb 09, 2011 1:54 am

Well, we got to thank you for your help. :)
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Colton Idonthavealastna
 
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Post » Tue Feb 08, 2011 9:05 pm

Hey, I found another use for this. You can use it for editing! Since it pulls up every altered entry, you can simply skim down through them, make any changes necessary, save, and voila - it's edited. It saves a huge amount of time and effort vs. trying to track down all those entries in the CS, dealing with CS crashes, etc. Egg Translator - the Swiss Army Knife of translators! :D
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Claire Jackson
 
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Post » Wed Feb 09, 2011 1:54 am

Hey, I found another use for this. You can use it for editing! Since it pulls up every altered entry, you can simply skim down through them, make any changes necessary, save, and voila - it's edited. It saves a huge amount of time and effort vs. trying to track down all those entries in the CS, dealing with CS crashes, etc. Egg Translator - the Swiss Army Knife of translators! :D
Wow, that is useful! I completely and utterly hate the cs dialogue editor.
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JUan Martinez
 
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Post » Tue Feb 08, 2011 6:57 pm

Wow, that is useful! I completely and utterly hate the cs dialogue editor.

Yup! If you type something into the lower box (the "translated text") and hit enter, then save, it'll save the altered text into the esp. The program doesn't care what you write - its only purpose is to save that text.

Lady Li: I came up with an idea last night, but I'm not sure if it's possible, or how much work it would require. Can you create a "copy" function whereby I can copy all the entries from one mod and paste them into another? For example:

FrenchModder makes A French Quest Mod v1. I download the mod and translate it so I can play it. Some time later, FrenchModder releases A French Quest Mod v1.1, which includes some bugfixes and a new quest. Now I'm stuck - I can either continue playing v1, or I can translate it all again. What I'm suggesting is have a function that can copy all the entries from v1 to a clipboard, then load up v1.1 and paste the entries into the new mod, overwriting anything with the same FormID. Thus, I would carry over all the text that's already been translated, but it wouldn't touch the new quest. This should only work if both mods have the same name - this prevents you from accidentally overwriting entries in a completely different mod.

The only downside to this is if the new version alters the text for clarity or whatever - those changes will be overwritten as well.
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Flesh Tunnel
 
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Post » Tue Feb 08, 2011 8:34 pm

Yup! If you type something into the lower box (the "translated text") and hit enter, then save, it'll save the altered text into the esp. The program doesn't care what you write - its only purpose is to save that text.

Lady Li: I came up with an idea last night, but I'm not sure if it's possible, or how much work it would require. Can you create a "copy" function whereby I can copy all the entries from one mod and paste them into another? For example:

FrenchModder makes A French Quest Mod v1. I download the mod and translate it so I can play it. Some time later, FrenchModder releases A French Quest Mod v1.1, which includes some bugfixes and a new quest. Now I'm stuck - I can either continue playing v1, or I can translate it all again. What I'm suggesting is have a function that can copy all the entries from v1 to a clipboard, then load up v1.1 and paste the entries into the new mod, overwriting anything with the same FormID. Thus, I would carry over all the text that's already been translated, but it wouldn't touch the new quest. This should only work if both mods have the same name - this prevents you from accidentally overwriting entries in a completely different mod.

The only downside to this is if the new version alters the text for clarity or whatever - those changes will be overwritten as well.


You can either create a database of a mod or save a project to save some work and time. And you can open two instances of the prog an compare both versions. This might help in this case.


Edit: As well you can merge translations: >> Data >>merge translation :D




  • Update!

    - The EggTranslator is now updated to version 1.5.0.7: 1 option fixed, polish UI integrated >>http://www.egg-of-time.us/board/index.php?page=Thread&postID=101900#post101900

    - Polish database added to the download space

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Rach B
 
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Post » Wed Feb 09, 2011 2:04 am

You can either create a database of a mod or save a project to save some work and time. And you can open two instances of the prog an compare both versions. This might help in this case.

Ah, okay. I figured out how to create and edit a database (I was wondering what the XML was for), but I can't update one - no matter what options I choose, I get an error telling me "No StringTable found." The problem is that the database shows the translated text as the original text (the "Translated Text" column shows <*empty>, so I can't really compare it to a new version of the mod.

The new version isn't up on the site, unless you accidentally named it 1.5.0.6?
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Miguel
 
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Post » Tue Feb 08, 2011 10:24 pm

Every time I try to update the database, I get an "unhandled exception" error: There is no row at position -1. It appears to be updating properly, though I have to close the program to do it, and I lose any unsaved work I've done to that point. =(

It seems that choosing "Mainly from translated text" causes this error, but only because I accidentally already updated the database with original text - that is, I've got the original text in both the "original text" and "translated text" windows. I have a feeling the program can't update the datase from translated text because it's identical to the original text.

Here's the log of the error:

Spoiler
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.Exception: There is no row at position -1.
at EggTranslator.DbGenerator.TransferPluginDataToMainDb(TreeView treeView, DataSet mainDs, DataSet stringTable)
at EggTranslator.MainForm.updateDatabaseToolStripMenuItem_Click(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.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)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3603 (GDR.050727-3600)
CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
EggTranslator
Assembly Version: 1.5.0.7
Win32 Version: 1.5.0.7
CodeBase: file:///E:/Program%20Files/Egg%20Translator/EggTranslator.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
TES4EspLib
Assembly Version: 1.0.0.5
Win32 Version: 1.0.0.5
CodeBase: file:///E:/Program%20Files/Egg%20Translator/TES4EspLib.DLL
----------------------------------------
System.Configuration
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3082 (QFE.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Data
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_32/System.Data/2.0.0.0__b77a5c561934e089/System.Data.dll
----------------------------------------
4gugav-j
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
ListViewSorter
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///E:/Program%20Files/Egg%20Translator/ListViewSorter.DLL
----------------------------------------
Comparer
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///E:/Program%20Files/Egg%20Translator/Comparer.DLL
----------------------------------------
ICSharpCode.SharpZipLib
Assembly Version: 0.85.1.271
Win32 Version: 0.85.1.271
CodeBase: file:///E:/Program%20Files/Egg%20Translator/ICSharpCode.SharpZipLib.DLL
----------------------------------------
Accessibility
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Accessibility/2.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:





When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

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Connie Thomas
 
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Post » Tue Feb 08, 2011 9:35 pm

- sorry for accidentally double posting! -
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abi
 
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Post » Wed Feb 09, 2011 3:13 am

@ WalkerInShadows: aabby will check your prob. please stay patient again. :)



  • Update!

    - The EggTranslator is now updated to version 1.5.0.8: 1 option fixed, 1 option added >>http://www.egg-of-time.us/board/index.php?page=Thread&postID=101900#post101900

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Alexandra Louise Taylor
 
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Post » Wed Feb 09, 2011 10:38 am

Hmm... I just installed the new version, and I ran into something really odd:

Some entries that I've already translated are still translated, but they have the English translation in "original text";

Some entries that I've translated are still translated, and they show the original text and the translated text (which is the way it should be, I think);

Some entries have the translation in "original text" and the original text in the "translated text" box ( :facepalm: )

And some entries that I've translated are no longer translated.

This only affects entries that I've done since I got 1.5.0.7, so I'm fairly sure it's related to the database problem I mentioned before. I'll try playing around with things and see what happens.


Oh, also: If I try to close the program without saving new entries, it pops up the message window ("Hey, you didn't save this! Do you want to close anyway?"). If I click No, though, it still closes the program.
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Steve Bates
 
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Post » Wed Feb 09, 2011 6:53 am

We suggest to take the original Oblivion database cause something seams to be mixed up wrong in the database you did send us. Somehow you used your mod-database in a strange way. Save a project of your translation and reload it if you wont to go on. Already translated mods you can merge (>>Data >>merge plugin).

Recently we are on to wright a tutorial, but it'll take another few days.

:)
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joeK
 
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Post » Wed Feb 09, 2011 4:01 am

Hehe... leave it to me to break things. :D I've been just using the "save esp" function and things have been working fine, so I'll just stick with that and stop messing with the database functions. It was kind of handy, though - it seems to have automatically translated all entries identical to the ones I'd already translated, so it saved a lot of time. Or was that something else?

And thank you for the tutorial! That will save a lot of headaches. :thumbsup:

Edit: Oh, you mean Merge Translation? That option isn't available for me. I mean, it's there, but I can't choose it - it's grayed out.
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Damian Parsons
 
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Post » Wed Feb 09, 2011 5:30 am

Edit: Oh, you mean Merge Translation? That option isn't available for me. I mean, it's there, but I can't choose it - it's grayed out.

Open the first file - the option is not available
Open the second file - the merging command is ready to be used. :]
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Ray
 
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Post » Wed Feb 09, 2011 6:41 am

Ohh, it's like that function I mentioned earlier, where you can simply copy translations over? Cool!
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-__^
 
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Post » Wed Feb 09, 2011 11:12 am

if i understand this correctly this mod will translate foreign mods for english speaking players. sorry if i misunderstood.
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Betsy Humpledink
 
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Post » Tue Feb 08, 2011 9:46 pm

if i understand this correctly this mod will translate foreign mods for english speaking players. sorry if i misunderstood.


It's depending on the languages you choose.




  • Update!

    - The EggTranslator is now updated to version 1.5.0.9: 3 options fixed >>http://www.egg-of-time.us/board/index.php?page=Thread&postID=101900#post101900

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Bird
 
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Post » Wed Feb 09, 2011 3:18 am

It's depending on the languages you choose.

In other words, you can translate from English to, say, French, or French to German, or whatever. Technically, though, you can use Google translator (the site, not the one in the program) to gain a much wider variety of languages - just copy the original text to Google, translate, then paste it into the translated text box, and voila - you have a mod in your chosen language.

  • Update!

    - The EggTranslator is now updated to version 1.5.0.9: 3 options fixed >>http://www.egg-of-time.us/board/index.php?page=Thread&postID=101900#post101900

*Toddles off you check out the new update*
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hannah sillery
 
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Post » Wed Feb 09, 2011 6:25 am

Hi, first I would like to say that this is a GREAT tool! Thanks for developing it!

However I've run into a problem I've used the translator to translate a heavily scripted Japanese mod, but somehow in the game the messageboxes are still in Japanese, although I've opened CS to check the mod made sure ALL Japanese are translated! It's wierd that every word of Japanese is translated into English in the mod yet when playing it the messageboxes are still displaying Japanese characters.

I noticed when saving the esp in EggTranslator it says something like "scripts has been changed, recompile is needed"... Could this be the cause of the problem? And how do I go about doing the recompile?
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hannah sillery
 
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