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November 3rd, 2015, 23:12 #121
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November 5th, 2015, 03:51 #122
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?
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November 5th, 2015, 04:36 #123
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.
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November 5th, 2015, 05:17 #124
OMG! I must have had the Option window open about 5 times tonight and never saw that button.
Thanks D!
FG:Unity Ultimate License Holder: Meaning anyone can join my games, even those with just the Demo . . .
Timezone: UTC-6/CST (My 'Current' Local Time)
Previously Ran: An Old-School Essentials campaign, set in Hârn . . . Here is the old discord channel -> Hârnic OSE.
Current Design Project: Developing a stand-alone "Hârnic 5e" setting for OSE and Fifth Edition . . .
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November 7th, 2015, 10:12 #125
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November 7th, 2015, 16:29 #126SmiteWorks
Supreme Deity
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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
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November 7th, 2015, 17:09 #127
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.
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November 7th, 2015, 18:37 #128
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.
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November 7th, 2015, 19:13 #129
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.
Standard License Operator - You must have a License to play in my games.
Interested in Custom Character Portraits and Tokens? Contact me.
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November 7th, 2015, 19:17 #130SmiteWorks
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It actually scrambles the text unless it's understood. Check it out on the player side.
Regards,
JPG
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