Saturday 25 March 2017

RPGMaker Trans Website

A quick post as I'm still having trouble with Google not linking to the new RPGMaker Trans website, and so throwing links around has got to help.

RPGMaker Trans's website is https://rpgmakertrans.bitbucket.io


Thursday 10 December 2015

Disabling comments

Due to a couple of comments on rather old entries in this blog which required action from me, I've disabled comments. This blog is closed, remember.

If you want to comment, please do so on the new site or through the bug tracker.

Friday 10 July 2015

RPGMaker Trans v4.1 & Good Things Come to an End

So a TLDR: This blog has moved - go to the new RPGMaker Trans Website

Also on this day: RPGMaker Trans v4.1 released. Changelog etc on the new RPGMaker Trans Website. This is the last release that will be announced here.

Why move?

Why? This blog has never been ideal. The comment system has been a pain at times, and from my perspective, writing posts is a bit of a pain due to me wanting to write most of them on the train when I have no internet.

While there are some kinda nice things, it's nothing I can't have on the new RPGMaker Trans site. So that's where I'm moving this stuff. It's pretty fully featured - comments by Disqus, offline editing etc. I'm hoping to get analytics to work soon, but that's a project for another day.

Will this blog continue to exist? Dunno. I'm currently exploring the possibilities, but it seems unlikely. In any case, see you over at the new site

Saturday 4 July 2015

RPGMaker Trans v4.01 Beta Released

So my version numbering system insists it's time to add a .01 to the number, and who am I to argue? There were a lot of letter releases anyway...

RPGMaker Trans v4.01 Beta is hopefully the last beta release before I declare all of these changes non-beta.

Enhancements:
  1. Fixes bugs! Lots of bugs! In no particular order - regex's now translateable again (broken by previous bug fix), GUI tries multiple ports before failing, doesn't ignore unnamed scripts, the rebuild patch button the GUI should now work
  2. CLI mode now takes the patch and output directory as optional arguments; if they're not specified, it follows the _patch and _translated conventions.
  3. Reworked the GUI
  4. Exposed a feature that can dump labels for translations (for games with lazy programming which combines interface and display code)
  5. Killed off a bunch of Ruby code that I don't need now I have the unmarshall module
  6. Patch Banners: A patch can now contain the special files banner.txt and banner.html to display a message to the user. The CLI uses banner.txt; the GUI will try banner.html and then fall back to banner.txt. It's highly recommended anyone using this feature checks to see that the output looks good!
And that's all. Hopefully there are no big bugs in this release and I'll be able to promote it to being non-beta next week.

Oh, and also a new website. I'm not bothering with the current one because the new website is a lot easier to work with, but not quite complete yet.

Sunday 21 June 2015

Beta v4.0d Released

And another beta comes out. Only one change, but a pretty useful one.

  • Perform basic parsing on regular expressions in scripts. This should prevent the parser from accidentally consuming brackets, and as a consequence, taking a very long time to parse some script. 
And when I say very long, I'm talking in terms of the heat-death of the universe.

Obviously, other bugs exist which prevent me from upgrading this to a final release. But this is one of the bigger ones, and warrants it's own release.

Saturday 9 May 2015

Beta v4.0c Released

So, the v4.0c beta was released. Major highlights from v4.0b:
  1. New Unmarshall script - hopefully the end of all compatibility issues, ever.
  2. GUI/CLI modes are now separate packages. In addition, the CLI mode now works. 
  3. Release channels - before, beta versions had no update notifications. Now they do.
  4. Some hidden functionality that will be exposed in the near future.
  5. Major tidying up of the source code. Not much of a highlight for most, sure, but handy for me. 
On websites and stuff: I'm seriously considering moving all RPGMaker related stuff off of this blog, and onto the main RPGMaker website, once its redesign is finished. The Nikola engine supports all kinds of neat stuff for this, so there won't be a loss of functionality, and it should result in a nicer blog with a nicer comment system. Not sure if I'll keep this one up or use it for other purposes or something, but unless there's a massive outpouring of support for a Blogspot blog, then that's probably what's going to happen.

EDIT: I've had reports that Ruby 2.1 fails to work on 32-bit Windows XP. As Ruby 2.1 is more-or-less required for this version of RPGMaker Trans, that means I have to declare Windows XP unsupported. Anyone on WinXP? Please upgrade Windows. There's a lot of good reasons to do so.

Saturday 2 May 2015

Hopefully final progress report on v4.0c, playing around with new site

So, hopefully this is the final progress report for v4.0c.

What's changed? A handful of things:
  1. GUI and CLI executables will be in separate packages. cx_freeze doesn't have any real way of having the two modes in the same package (or indeed, the same executable), so it's going to be 2 packages available for download. On the plus side, having to do this force me to sort out some long-standing source code organisational issues, and then implement hacks around Python bugs to get it to work on Windows...
  2. Changing the way data files are loaded - again: My previous solution was to load a shim RPGMaker compatibility layer and then load the scripts of the game into Ruby so that Ruby could unmarshal all the classes. This turned out to be a bad move because many games do processing on script load (rather than on game start), and so many games would crash the Ruby interpreter during this stage. The new approach is something I implemented nicknamed "unmarshall", and basically uses the errors generated when failing to unmarshal something to generate a shim to enable unmarshalling... if that makes any sense.
  3. Move from Ruby 1.9 to Ruby 2.1: because one thing I found out during implementing unmarshall is that under certain circumstances Ruby version < 2.1 will quite happily unmarshal a data structure to completely the wrong class, without even a hint on an error message.
  4. Hidden support for translating script labels: My test case game requires this. However, to stop labels polluting the majority of patches which don't require it, it's disabled by default. And has no option to enable it - although there will be one, probably in the next semi-major version.
Things that need to happen before v4.0 final:
  1. More testing
  2. UI bug when unpacking a game (progress bar stuck at 100% during patching) 
  3. Release channels
And the final thing in this post... It turns out that I hate HTML. Unfortunately, that's what my website is written in. I'm currently experimenting on a replacement website, which will be powered either by Nikola or Urubu. I'm not sure what I'll end up with, but whatever it is there will be pretty big changes on the website in the near future.