Author Topic: How to successfully compile LSL6SVGA scripts  (Read 1247 times)

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Offline miracle.flame

How to successfully compile LSL6SVGA scripts
« on: June 02, 2024, 05:06:24 AM »
I am localizing LSL6SVGA now and even though 99% of localizable strings are in msg, it's still unavoidable to tamper with scripts as well. There are really just a few talker names to be localized.. mostly "You" names. Decompiling the game files with SCIC and recompiling fails on several errors. I've tried sluicebox's repository which also can't compile without errors. EricOakfords' can't even load in SCIC. Unfortunately I have no clue how to fix those.

Actually I've identified and translated all necessary strings in sluicebox's files and compiled a few to see them in game but I guess it's way too risky to keep resources in that state, I think it even crashed on me while testing.

Would someone be willing to help and at least evaluate how hard would it be to fix those errors?
« Last Edit: June 02, 2024, 10:59:49 AM by miracle.flame »



Offline Kawa

Re: How to successfully compile LSL6SVGA scripts
« Reply #1 on: June 02, 2024, 07:00:10 AM »
Easiest way to do this: extract the script's HEP file, which contains the actual strings, find translations that are as long as the original, or shorter, and use a hex editor to insert the translations in place. If the translation is shorter, you can pad it out with null bytes.

Voila, no compiler needed.

Offline miracle.flame

Re: How to successfully compile LSL6SVGA scripts
« Reply #2 on: June 02, 2024, 10:58:30 AM »
This solution rocks! It's simply brilliant as the hep files work when supplied as a patch with no need to alter original files.
Thanks a bunch!


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