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  1. #61
    Trenloe's Avatar
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    Quote Originally Posted by Nickademus View Post
    Perhaps I'm just too tired to understand this, but I thought you already implemented the ability to add languages to the list. A GM with a desire for a special language would just add one with a name no one has. I'm not seeing the need for /fc to be scrambled.
    Then for every untranslated language a GM wants to use they would have to /setlanguage for each individual one before they use it - suddenly it is a 2 step process to get untranslated language fonts working. Then the GM probably has to use a custom language name that they are familiar with (so they can remember it for next time), and so there is always the outside chance of a player guessing and putting a bunch of languages in their list, or the GM not knowing the a player has "demon" listed as a language. I try to eliminate any such chances in my code wherever possible - even if they are incredibly remote. /fc being scrambled allows the GM to know that if they type "/fc abyssal Hello there!" there is no chance of translation and players can't use the cheat method to find out what is being said.

    Quote Originally Posted by Nickademus View Post
    Of course, none of that matters if you're adding a slashhandler that would let the players manually type in unscrambled text.
    There will be at some point.
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  2. #62
    The extension is very nice, and I'm happy to see something like this in the works. I have two things in note, however; One is a suggestion, the other is a bug that I continually experience.

    One, in regards to the Language Toggle in development, would it be possible to make it so that certain players or characters speak in a specific language until un-toggled? I ask because it would be very useful in cases where certain characters can only speak some languages, which are removed from the norm (For example, our whole party can speak Common, and makes an effort to communicate with it. Our rogue, however, can only speak Undercommon and Sylvan, due to his race and intelligence bonus, and thus relies on two other characters to translate for him)

    Two, I get a strange error whenever I try to use any of the slash-handlers for custom languages. I attempted to use both /listlanguages and /setlanguage, but whenever I try, I get either of the following:

    Script Error: [string "scripts/fontchat.lua"]:76: attempt to concatenate a nil value
    Script Error: [string "scripts/fontchat.lua"]:143: bad argument #1 to 'lower' (string expected, got nil)

  3. #63
    Trenloe's Avatar
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    Quote Originally Posted by Jwguy View Post
    Two, I get a strange error whenever I try to use any of the slash-handlers for custom languages. I attempted to use both /listlanguages and /setlanguage, but whenever I try, I get either of the following:
    Could you try recreating the errors in a brand new campaign? If you get the errors, please give steps on how to recreate, including the exact commands you are typing into the chat window. Thanks.
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  4. #64
    Trenloe's Avatar
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    Quote Originally Posted by Jwguy View Post
    Two, I get a strange error whenever I try to use any of the slash-handlers for custom languages. I attempted to use both /listlanguages and /setlanguage, but whenever I try, I get either of the following:
    Script Error: [string "scripts/fontchat.lua"]:76: attempt to concatenate a nil value
    Script Error: [string "scripts/fontchat.lua"]:143: bad argument #1 to 'lower' (string expected, got nil)
    I've gone through the code and I can see where these 2 errors could occur - it is when the /setlanguage command is used without the correct format.

    I will work on making the extension more robust around this code at some point soon.

    The fix is to close Fantasy Grounds, edit the db.xml file in your campaign folder and delete any blank <id-XXXXX> entries from the <language_extension> section.

    Make a copy of your campaign db.xml file before modifying it! (Just in case).

    For example, the following has a problem <id-00002> entry:
    Code:
    <language_extension>
    	<id-00001>
    		<fontname type="string">osiriani</fontname>
    		<languagename type="string">egyptian</languagename>
    	</id-00001>
    	<id-00002>
    	</id-00002>
    </language_extension>
    Delete <id-00002> and the closing tag </id-00002> to give:
    Code:
    <language_extension>
    	<id-00001>
    		<fontname type="string">osiriani</fontname>
    		<languagename type="string">egyptian</languagename>
    	</id-00001>
    </language_extension>
    Save db.xml and load your campaign. You should be able to use /listlanguages and /setlanguage without errors now. But, make sure you use /setlanguage correctly (until I update the extension to stop this issue) otherwise this error may occur again.
    Last edited by Trenloe; March 10th, 2014 at 21:48.
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    Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!

  5. #65
    Quote Originally Posted by Trenloe View Post
    I've gone through the code and I can see where these 2 errors could occur - it is when the /setlanguage command is used without the correct correct format.

    I will work on making the extension more robust around this code at some point soon.

    The fix is to close Fantasy Grounds, edit the db.xml file in your campaign folder and delete any blank <id-XXXXX> entries from the <language_extension> section.

    Make a copy of your campaign db.xml file before modifying it! (Just in case).

    For example, the following has a problem <id-00002> entry:
    Code:
    <language_extension>
    	<id-00001>
    		<fontname type="string">osiriani</fontname>
    		<languagename type="string">egyptian</languagename>
    	</id-00001>
    	<id-00002>
    	</id-00002>
    </language_extension>
    Delete <id-00002> and the closing tag </id-00002> to give:
    Code:
    <language_extension>
    	<id-00001>
    		<fontname type="string">osiriani</fontname>
    		<languagename type="string">egyptian</languagename>
    	</id-00001>
    </language_extension>
    Save db.xml and load your campaign. You should be able to use /listlanguages and /setlanguage without errors now. But, make sure you use /setlanguage correctly (until I update the extension to stop this issue) otherwise this error may occur again.
    And here I was about to respond to the first one! You got it, exactly. It appears I must have botched the original entry, but after following your instructions, it works. Thank you, much!

  6. #66
    This still work for 3.0.3?
    I never claimed to be sane. Besides, it's more fun this way.

  7. #67
    Trenloe's Avatar
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    Quote Originally Posted by Nickademus View Post
    This still work for 3.0.3?
    Yep, it's all using slash handlers so no change to the ruleset code.

    Are you having any issues?
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  8. #68
    No, I just naturally remove all extensions when a new update is put out until I hear they are compatible.
    I never claimed to be sane. Besides, it's more fun this way.

  9. #69
    I kind of came across some issues with the plugin, lately.

    It seems that if I set custom languages, they only seem to work for me, and players who attempt to use the languages just get a bunch of garbled words and numbers. For example, I have two custom languages in my campaign: Kerani, which uses the Druidic Font, and Solean, which uses the Osirian font. Both work when I use them, and players can see the font fine. But if the player uses them, there are no fonts, just a random collection of numbers and letters (eg m2m31ml2kmlebube1u2ej22).

  10. #70
    Trenloe's Avatar
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    Quote Originally Posted by Jwguy View Post
    I kind of came across some issues with the plugin, lately.

    It seems that if I set custom languages, they only seem to work for me, and players who attempt to use the languages just get a bunch of garbled words and numbers. For example, I have two custom languages in my campaign: Kerani, which uses the Druidic Font, and Solean, which uses the Osirian font. Both work when I use them, and players can see the font fine. But if the player uses them, there are no fonts, just a random collection of numbers and letters (eg m2m31ml2kmlebube1u2ej22).
    Found this issue. Fixed in v3.3 - download available in post #1. Please let me know how it goes.
    FG Wiki: How to Compile the FG Logs

    Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!

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