Sweet! Thx Trenloe.
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Sweet! Thx Trenloe.
Hmm . . with the update have we lost the ability to use /setlanguage - /setl in the 5e ruleset to add custom languages? Entering either of those with the previously working examples pulls up the /help window and /listlanguages is not working either?
This is now a built-in feature, but it works a little bit differently. You can add your own custom languages now by opening your Preferences/Options and then clicking on the Languages button to open the Languages Window. To change the language spoken, select the dropdown in the chat window.
OMG! I must have had the Option window open about 5 times tonight and never saw that button. :( Thanks D!
The v3.1.3 implementation has all the same features (except using Windows and controls instead of chat entry commands), but it just doesn't include some of the custom fonts in the extension due to licensing restrictions.
Cheers,
JPG
I'm thinking what we are going to need is an extension that brings in some extra fonts, seems like it shouldn't be too hard to do based on the way the code works.. also I noted that the Halfling language wasn't included in the standard list... a PF languages extension (for example) would be pretty simple to do.
The only thing the v3.1.3 implementation is missing from the original extension (except the custom fonts that Smiteworks can't distribute, that I am working on putting in an extension) is the ability to export custom font mappings to a module for future use in another campaign. You'll need to do manual custom font mappings in each campaign.
The other thing the 'new way' doesn't seem to do anymore is that it is a straight mapping of the characters to another font.. hence you can drag the text to 'cheat' the translation. The module actually was doing some tricky stuff to mask the text when not translated.
It actually scrambles the text unless it's understood. Check it out on the player side.
Regards,
JPG
Well... there ya go. I was looking at it as the GM.. (obviously)
Try the attached "Fantasy Language Fonts" extension. This replicates the fonts and font mappings from the extension in post #1 of this thread - it overwrites the base FG v3.1.3 fonts and their mappings.
Note: If you've already created the campaign before loading this new extension then FG won't use the new mappings, it will use the old one. Edit your campaign db.xml file and remove the <language> section (all of it, including the <language> .. </language> tags). Then open up your campaign with this extension enabled and the new mappings will be there.
See post #139 below for v1.0.1 with minor fixes.
Thanks very much, Trenloe! Would you mind giving a quick guide to the extension, in particular the lua, so I know how to modify it for my own selection of languages and fonts? It's not clear to me why that particular subset of languages appears in new_languagefonts (or why there two instances of "Dwarven"), nor why the GameSystem entries are structured in the way they are.
Forget about the new_languagefonts table, that isn't used (it's just left in there from when I started messing around with this).
The GameSystem.languagefonts table sets up the fonts that can be assigned to a language in the Languages admin screen (available from the Options window). The name in square brackets is what will appear in the drop down list in the Languages admin window and the name after the = is the actual name of the font within Fantasy Grounds (defined in graphics\graphics_fonts.xml in the base ruleset or extension.xml in this extension) and is, strangely enough, the name that will appear in the list once the font is selected. I'd recommend making the name before an after the = the same.
The GameSystem.languages table is the list of the base language name to font mappings. Whatever is in the square brackets is the actual language name and after the = is the FG font name - within this extension it doesn't have to match to entries in the GameSystem.languagefonts table it can be a valid FG font name, but this might get confusing and it won't be available in the drop down fonts list.
Summary: Setup new FG fonts in GameSystem.languagefonts and map language name to font in GameSystem.languages
That's very helpful, Trenloe - thanks! Why do some of the entries have "Interface.getString" at the beginning, and others not?
Those are the base ones from the standard FG ruleset. Interface.getString fetches the text to use from the FG string files (in \strings). It's used to make translations easier. The ones without Interface.getString are the entries I added. I just hard coded them for expediency.
A few oddities I noticed:
- You fetch Common with getString in GameSystem.languages, but not in GameSystem.languagefonts (it's one of your hard coded ones) - what font is assigend to Common in the standard FG ruleset?
- You hard code Halfling in GameSystem.languages - is this not included in the standard FG ruleset?
- You have Gnoll in GameSystem.languagefonts, but it doesn't appear in the extension.xml file.
- Conversely, you have Giant in the extension.xml file, but it doesn't appear in GameSystem.languagefonts.
- Nothing is assigned, so it uses standard characters, which get scrambled for players without characters who speak common.
- No it's not included.
- Good spot. Fixed - see extension here: https://www.fantasygrounds.com/forum...s-(FG-v3-1-3-)
- Good spot. Fixed.
Created a new thread with the extension here: https://www.fantasygrounds.com/forum...s-(FG-v3-1-3-)
found
Link provided in the post immediately prior: https://www.fantasygrounds.com/forum...s-(FG-v3-1-3-)
Sure, a link to the extension.
You have to extract the .ext to find the .xml file, and I had no idea how to do that. Luckily, I found the extraction method in the developer guides.
[s]Unfortunately, adding a fgf for Thassilonian to the fonts file and editing the .xml to reference it doesn't seem to be doing a darn thing for me.... can't access the font[/s]
EDIT Post: So, the aforementioned tables can be found in the languages_extension.lua file under the scripts folder of the extracted .ext file.
So the steps to add in a new font series and define it are:
Download the FantasyLanguageFonts extension here, the fgf font generator file and FGPEM utility from the developers guides, use the fgf font generator to create your font, use the FGPEM utility to unzip the FantasyLanguageFonts.ext, move your font to the extracted fonts file, define your font/language in the extension.xml file, define your language/fonts on the languages_extension.lau, and then repack using FGPEM; scrub your db.xml if necessary, then run FG with the FantasyLanguageFonts.ext
And as long as you've spelled everything the same throughout, you should be good to go, like me!
@DMReckless - glad you got it working.
Attachment 12469
Me too! Thanks.
With the existing functionality in FG3, is there a place where fonts are stored, and where new fonts can be added? That seems to be the greatest limitation I can see in the built in language feature in 3.1.5+.
Have a look at this thread....
https://www.fantasygrounds.com/forum...e-fonts-for-5E
Use the languages button accessible from the campaign options window to add new languages based off the inbuilt fonts. If you want to add new fonts, see this extension as an example: https://www.fantasygrounds.com/forum...s-(FG-v3-1-3-)
Ok, quick question. I seem to be missing something, or I am stymied because I am on a mac.
I have created fonts I like using Birdfont, saved them as truetype, loaded them up, and converted them using FGFontGenerator into .fgf files.
Replaced the .fgf files in the directory, modified the .xml file. zipped it up and renamed the file to .ext (it looked like it was just a renamed .zip file)
I am familiar with editing XML files, and I have the tools.
Is there a specific compression program that is used to zip up the files into .ext. I am looking around for general guides into properly creating .ext files.
Addendum: found and working my way through the developer guides.
Addendum: Found the old .pak .ext .mod utility, put it in my crossover in the utility folder. Works. yay me.
Yea!!!
Is there a way to get this to work with the d20 modern ruleset? I was looking to add modern languages into my game. If not, is there some way to make a basic 'database' entry in my d20 modern game to include languages and if the character doesn't know them to simply say [speaks in XXXXXX] in chat.
https://www.google.com/webhp?ie=UTF-...ne%3A+Polyglot
That's a strange choice of a language name, given it's meaning.
JPG
It's an amalgam language used by the natives of the Mwangi Expanse. Like a bunch of tribal languages.. but not a universal language. :(
Quote:
Originally Posted by Pathfinder Campaign Setting
Call the language "Mwangi" and move on... ;)
Except that it's wrong. There's no reason for Polyglot to be broken in PFRPG. We have been calling it 'Polyglott' to get around it the issue... but the issue is a error.
I don't really want to argue with you but this is a 'game' thing. In Pathfinder, Polyglot is the name of a language. So for the purposes of PFRPG it is an error to have it auto translate everything. To use a work around is fine for folks who are 'in the know' but for the general user it just seems broken if they are playing Pathfinder and using the Golarion world.
So write an extension to handle this *one* *case* instead of insisting that your *one* *case* should guide the rules for everyone else. It's not broken, it works as designed. Your failure to understand the documented options does not make the software "broken".
Blackfoot is 100% correct. This has bothered me for some time!