Ever since the addition of “Custom Strings” the usual “Strings” have been pretty much useless.
The only advantage of “String” values is that their Context gets translated into the language of the Client.
But making a sentence with those String values is rather tedious, and you also don’t know if that sentence would be grammatically correct.
I also often did end up not even being able to write the sentence which I wanted to write, because not all Words of that Sentence were available as String values.
So my question is:
Do you use “String” Values and if so when do you use them ?
I personally end up using entirely Custom Strings because when I can’t write what I want to write with Strings, I don’t like having that one HUD Text or In World Text actually being translated while the rest isn’t.
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I would also use custom strings rather than the localized constant ones, to write what i want, and for translation i might would apply and create localized string array packages depending what type of game i want to create, which also requires to restrict yourself to an extent point in the future regarding to scalability of the projects. Currently i working on a high level authentication system for security and integrity of created modes, which requires a lot of tables/Arrays building a binary Array and their counterparted ANSI/ASCII table increased the script size in memory alone alot it almost hits the half of 90 bytes in my case.
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Localized strings are totally obsolete because now you can just use dynamic translations: https://github.com/Zezombye/overpy/wiki/Dynamic-translations
Although it is recommended to use a high-level language such as overpy and OSTW to do this (but it is still possible in UI).
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I may have missed that feature as i read through last time with your project, i may ask in addition do you have a conversion from string to bytes or bits build within?
Either way the problem with those is they will reduce the Script size and you might need to cut other corners because you can’t have all of it at once.
Multi Language support and having all the features you might want for example if you have a PVE game mode,
you’d need pathing and AI behaviour as well.
All not leaving a lot of creative freedom in Story telling with the game mode in the End-
To summarize, every option we have isn’t perfect.
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So unfortunatly true. At some point we need to accept the odd flaws workshop has and work with it, gladly with projects like Overpy and OSTW we can work around some of these and may achieve what we intended or imagined to do. Hopefully Blizzard will tweak and optimize some parts in the future if possible, i’m optimistic at this point.
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Eh, I find the 32k element limit high enough for a lot of gamemodes now, especially for a PVE gamemode it should fit.
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