Localization issue with conversation trees and duplicate languages

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gblekkenhorst
Posts: 83
Joined: Wed Jun 24, 2020 5:06 pm

Localization issue with conversation trees and duplicate languages

Post by gblekkenhorst »

I set up localization for DS using the Dialogue database and text table for UI, and got it hooked into Adventure Creator so it can be controlled through that menu. It went really quickly and seamlessly except for a few issues!

I accidentally imported way too many conversation localizations - I just needed fr-CA, but I ended up also importing en and fr, and I can't figure out how to delete them. It's not effecting game play but it makes the UI look cluttered and I don't want to confuse the narrative team. Removing them in Database/Localization Export/Import doesn't seem to actually remove them.

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An even bigger issue, is that I've somehow overwritten the node-titles with my temporary "french" translation, this is really going to trip up the narrative team. (This is not the yarn client, this team edits the nodes in DS directly.) The default dialogue text is still in english both in the game and the inspector.
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Here's my other settings:
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Tony Li
Posts: 22143
Joined: Thu Jul 18, 2013 1:27 pm

Re: Localization issue with conversation trees and duplicate languages

Post by Tony Li »

Hi,
gblekkenhorst wrote: Fri Sep 30, 2022 11:57 amI accidentally imported way too many conversation localizations - I just needed fr-CA, but I ended up also importing en and fr, and I can't figure out how to delete them.
Add "en" and "fr" to the Template, then delete them. When you click the "-" button to delete a field, the Dialogue Editor will ask if you want to delete that field from all dialogue entries, too, in addition to deleting it from the template.
gblekkenhorst wrote: Fri Sep 30, 2022 11:57 amAn even bigger issue, is that I've somehow overwritten the node-titles with my temporary "french" translation, this is really going to trip up the narrative team.
Did the import overwrite the Title field? Can you inspect a misbehaving dialogue entry, expand All Fields, and post a screenshot here?
gblekkenhorst
Posts: 83
Joined: Wed Jun 24, 2020 5:06 pm

Re: Localization issue with conversation trees and duplicate languages

Post by gblekkenhorst »

I don't know what happened - but I rolled back the dialogue database in Plastic SCM for the team. It didn't get rid of the languages, but it did fix the node titles. Previously the node titles would revert to "french" every time I reimported the CSV file, but now it's not doing it anymore.

Hmm, the template thing worked on Dialogue Text for "en" but not "fr". And it didn't work for "en" Options with MenuText.

Regular Node:
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Choice Node:
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Templates:

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Tony Li
Posts: 22143
Joined: Thu Jul 18, 2013 1:27 pm

Re: Localization issue with conversation trees and duplicate languages

Post by Tony Li »

Hmm, so if you add "fr" as a field in the Dialogue Entries template, then click "-" to delete it and specify to delete it from all assets, is it gone when you inspect a conversation's dialogue entries?

(I'm going to be out of the office for the next few hours.)
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