8000 Skip seen text based on translation identifiers (#5628) by Beuc · Pull Request #5740 · renpy/renpy · GitHub
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Skip seen text based on translation identifiers (#5628) #5740

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Beuc
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@Beuc Beuc commented Aug 27, 2024
  • Skip node if the current translation_identifier was previously seen: this allows the player to skip through texts that were seen in a previous playthrough, even when the developer mistakenly deletes or regenerates .rpyc files while preparing a game update, which changes node identifiers and breaks the list of previously seen nodes.

    Limitation: only applies to translatable content, so not to e.g. image displays.

    This is still a solid QoL improvement for the player, who needn't remember each and every path they might have already gone through in the previous game update/"episode" months/years ago.

  • T 8000 ranslations are now considered seen after we progress to the next node (as with seen nodes), not when we execute them; this avoids skipping all texts unconditionally in the above, and also de-duplicates the counting code.

  • FIXME: ctx.translation_identifier is not reset so it can be used by the above; this probably should be fixed but currently allows discussing this first proof-of-concept.

Fixes #5628

What do you think of this approach? :)

- Skip node if the current translation_identifier was previously seen:
  this allows the player to skip through texts that were seen in a
  previous playthrough, even when the developer mistakenly deletes or
  regenerates .rpyc files while preparing a game update, which changes
  node identifiers and breaks the list of previously seen nodes.

  Limitation: only applies to translatable content, so not to
  e.g. image displays.

  This is still a solid QoL improvement for the player, who needn't
  remember each and every path they might have already gone through in
  the previous game update/"episode" months/years ago.

- Translations are now considered seen *after* we progress to the next
  node (as with seen nodes), not when we execute them; this avoids
  skipping all texts unconditionally in the above, and also
  de-duplicates the counting code.

- FIXME: ctx.translation_identifier is not reset so it can be used by
  the above; this probably should be fixed but currently allows
  discussing this first proof-of-concept.
@mal
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mal commented Aug 27, 2024

Translations aren't 1-to-1 with "seen" lines though, right? Since the number of nodes, and by extension number of interactions in each block can differ?

@Beuc
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Beuc commented Aug 28, 2024

Translations aren't 1-to-1 with "seen" lines though, right? Since the number of nodes, and by extension number of interactions in each block can differ?

That is true but can you explain in what user scenario this relates to this issue?

@Andykl
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Andykl commented Aug 28, 2024

Your fix will mark both Say statements as seen in case of

translate french id:
    "I am"
    extend "a non 1-to-1 translate block."

Which is fine in my opinion, I believe that most of the time people change languages to None to circumvent an exception in translation, or if they just mess with the game, so such change is okay in my book, but this is change in behavior that should be considered.

@Beuc Beuc changed the title Skip seen text based on translation identifiers (Fixes: #5628) Skip seen text based on translation identifiers (#5628) Aug 29, 2024
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Skip seen text based on translation identifiers
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