New ScriptImage/InfoImage/InfoText functions - DOWNLOAD !!

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Vincent
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Post #41by Vincent » 25.05.2006, 20:27

Hi,

Based on ElChristou's idea, I've added another new feature called InfoScript.

InfoScript allows user to display more information about the selected object by switching to 'Ultra Verbose' mode and also by running a default or customized cel/celx script.

This function is available via the Contextual Menu displayed when right-clicking on an object. Then, when user chooses the new option 'More about XX' where XX is the selected object, the Information Text automatically switches to 'Ultra Verbose' and a customized script is launched, for example 'infoscript_Earth.celx' for the Earth.

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The script filename is added to the .ssc object definition. Info scripts must be placed in the 'scripts/infoscripts' subfolder. For example, The 'infoscript_Earth.celx' script for the Earth is declared in the 'info_planet.ssc' file (of the 'extras/infos' subfolder) :

Code: Select all

Modify "Earth" "Sol"
{
InfoScript "infoscript_Earth.celx"
InfoText "
 The Earth, 3rd planet of our Solar System :

    Mass (kg) 5.976e+24
    ...
"
}


The 'infoscript_default.celx' script will be launched for all objects that don't have any customized script available.

-----------------------------------------------------------------
Here are the links to test the Info Script feature :
-----------------------------------------------------------------
* Windows : http://vincent.gian.club.fr/celestia/ce ... patch3.zip
> Just unzip and paste the content of the celestia_win32_1.4.1_patch3 folder into your main Celestia folder.

* Modified Source files for compilation : http://vincent.gian.club.fr/celestia/ce ... patch3.zip
If you want to check the changes in the code, just make a search for 'Vincent'.

This celestia_patch3 release includes the new Info Script feature and all the previous features of the Celestia_patch2 version.

As usual, any feedback will be very welcome... :wink:
Last edited by Vincent on 25.06.2006, 09:01, edited 4 times in total.
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Post #42by Cham » 25.05.2006, 20:36

This is a very important feature to me. It should be part (or a variation of it) of the official version. I always found that Celestia doesn't display enough information on the various objects (mass, density, composition, for examples).
In my opinion, the verbose mode isn't enough.
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Post #43by Vincent » 27.05.2006, 11:44

Since I needed it, I've added a new command for .cel and .celx script to set the level of the Information Text displayed on screen.

Here's an example for .cel :

Code: Select all

verbosity { level 0 } # 0 => Information Text level set to 'None'
wait { duration 2 }

verbosity { level 1 } # 1 => Information Text level set to 'Terse'
wait { duration 2 }

verbosity { level 2 } # 2 => Information Text level set to 'Verbose'
wait { duration 2 }

verbosity { level 3 } # 3 => Information Text level set to 'Ultra Verbose'
wait { duration 2 }

And here's an example for .celx :

Code: Select all

celestia:verbosity (0)
wait (2)

celestia:verbosity (1)
wait (2)

celestia:verbosity (2)
wait (2)

celestia:verbosity (3)
wait (2)


Then, since a better communication has been requested between wild patches creators and official devs ( :wink: ), please don't hesitate to tell me if you think this command would be useful for the official version too. I would then provide a patch if needed...

/EDIT/
removed typo in the .cel script example...
Last edited by Vincent on 25.06.2006, 09:02, edited 4 times in total.
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Post #44by Joe » 27.05.2006, 12:23

Vincent

please don't hesitate to tell me if you think this command would be useful for the official version too. I would then provide a patch if needed...


I cannot see the reason for not including this command in future official version. Afterall it will be a new part of the latest paches you have kindly created, which have received a lot of positive responses and interests among many Celestia members. As always, I am looking forward to trying your new patch.
Joe
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Post #45by ANDREA » 27.05.2006, 12:35

Vincent wrote:Since, I need it, I've also added a new command for .cel and .celx script to set the level of the Information Text displayed on screen.
Here's an example for .cel :

Code: Select all

verbosity { level 0 } # 0 => Information Text level set to 'None'
wait { duration 2 }
verbosity { level 1 } # 1 => Information Text level set to 'Terse'
wait { duration 2 }
verbosity { level 3 } # 3 => Information Text level set to 'Verbose'
wait { duration 2 }
verbosity { level 4 } # 4 => Information Text level set to 'Ultra Verbose'
wait { duration 2 }

Then, since a better communication has been requested between patch creators and official devs ( :wink: ), please don't hesitate to tell me if you think this command would be useful for the official version too. I would then provide a patch if needed...

Vincent, I find this very useful and, in order to have a complete translation in Italian (or any non-English language) of ALL the information on the screen, I would like to have on the screen the "ultra verbose" info only.
E.g. no info on distance, radius, apparent diameter, time, speed, FOV etc. because I'll give the same "distanza- raggio- diametro apparente- tempo- velocit? -campo visuale" information, as many other, in Italian, setting in my .cel scripts the "ultra verbose" option.
Can you provide this further possibility? I think that the non-English Celestians will agree on this. 8)
BTW, I think that ALL the patches-additions-commands you provided up to now would be absolutely very useful in the official version of Celestia. :wink:
Thanks a lot.
Bye

Andrea :D
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Post #46by ElChristou » 27.05.2006, 14:04

ANDREA wrote:Vincent, I find this very useful and, in order to have a complete translation in Italian (or any non-English language) of ALL the information on the screen, I would like to have on the screen the "ultra verbose" info only.
E.g. no info on distance, radius, apparent diameter, time, speed, FOV etc. because I'll give the same "distanza- raggio- diametro apparente- tempo- velocit? -campo visuale" information, as many other, in Italian, setting in my .cel scripts the "ultra verbose" option.
Can you provide this further possibility? I think that the non-English Celestians will agree on this.


Andrea, here I think you are taking the problem in reverse; it is much more logical to complete the Italian .po files (if not alrady done ?!) to achieve a complete Italian translation...
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Post #47by Joe » 27.05.2006, 14:35

Hi, ElChristou

Excuse my ignorancy, I think a .po file is for KDE on Linux system. Can it be used to achieve language translation for Windows (Win32 code)? For a long time, I have been thinking to translate Celestia into CJK (Chinese, Janpanes and Korean) for Win32 version, but not sure .po file is what I shall start with.
it is much more logical to complete the Italian .po files (if not alrady done ?!) to achieve a complete Italian translation...
Joe

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Post #48by Joe » 27.05.2006, 14:37

Oops, ignore my last post, wrong thread
Joe

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Post #49by ANDREA » 27.05.2006, 15:06

ElChristou wrote:
ANDREA wrote:E.g. no info on distance, radius, apparent diameter, time, speed, FOV etc. because I'll give the same "distanza- raggio- diametro apparente- tempo- velocit? -campo visuale" information, as many other, in Italian, setting in my .cel scripts the "ultra verbose" option.
Can you provide this further possibility? I think that the non-English Celestians will agree on this.
Andrea, here I think you are taking the problem in reverse; it is much more logical to complete the Italian .po files (if not alrady done ?!) to achieve a complete Italian translation...

You are surely right, Chris, but for my total ignorance on compiling I don't know where is or are the .po files (in shatters.net?), and if I will find them, I absolutely know nothing on how to compile them. :oops:
Sorry, I'm a windozer with all the related problems. :wink:
I found the new addition by Vincent the winning solution for this, IMHO.
Any help-info on what I should have to do with .po files?
Some link to compliation for dummies? 8O
Thank you

Andrea :D
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Post #50by Vincent » 27.05.2006, 15:22

Andrea,

ElChristou is right. Thanks to Christophe, the CVS version is now completely localized even for Windows users. That means the displayed text can be translated in whatever language you want. The only prerequisite is to make a .po file to give each displayed word its translation.

Whereas the French, Deutsch, Spanish, Russian and Swedish .po files are complete, I think there is still some work to do on the Italian translation. You'll find some more information here : http://celestia.teyssier.org/i18n/

In conclusion, you won't need to hide the Information text anymore, either in the official nor in the patched version, since I will build my next release on the CVS version (after Chris has made his own pre-release, of course)... You'll just have to wait for the italian .po file to be completed, or to complete it by yourself... :wink:
Last edited by Vincent on 27.05.2006, 15:34, edited 2 times in total.
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Post #51by ANDREA » 27.05.2006, 15:28

Vincent wrote:Andrea, ElChristou is right. Thanks to Christophe, the CVS version is now completely localized even for Windows users.
In conclusion, you won't need to hide the Information text anymore, either in the official nor in the patched version, since I will build my next release on the CVS version (after Chris makes his own pre-release, of course)... You'll just have to wait for the italian .po file to be completed, or to complete it by yourself... :wink:

Thanks a lot, Vincent, now I feel me a bit more ready to give a try to Italian po file. :wink:
I'll inform you on results, if any.
Bye.

Andrea :D
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Post #52by ElChristou » 27.05.2006, 16:08

Joe wrote:Hi, ElChristou

Excuse my ignorancy, I think a .po file is for KDE on Linux system. Can it be used to achieve language translation for Windows (Win32 code)? For a long time, I have been thinking to translate Celestia into CJK (Chinese, Janpanes and Korean) for Win32 version, but not sure .po file is what I shall start with.
it is much more logical to complete the Italian .po files (if not alrady done ?!) to achieve a complete Italian translation...


See Vincent post just above; the Japanese translation is already done.
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Post #53by Joe » 27.05.2006, 19:29

Thanks ElChristou, that helps me determining to get the Chinese or Korean translation. I think I have the natural "gift" :wink: to create a .po file, but you have to take me as a ture KDE dummy--I have spent almost the whole Saturday afternoon trying to figure out how to use a .po file in a Win32 compilation as I know only WindowXP :oops:
Please point me to somewhere that are for dummies
Joe

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Post #54by ElChristou » 27.05.2006, 20:06

Joe wrote:Thanks ElChristou, that helps me determining to get the Chinese or Korean translation. I think I have the natural "gift" :wink: to create a .po file, but you have to take me as a ture KDE dummy--I have spent almost the whole Saturday afternoon trying to figure out how to use a .po file in a Win32 compilation as I know only WindowXP :oops:
Please point me to somewhere that are for dummies


You don't have to worry about the compiling process, just download the .po files and edit them with a text editor, then contact Christophe to enter your work in the .po database. It will be available in the next Windows official built.
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Post #55by Malenfant » 27.05.2006, 20:56

Ok, I'm a mite confused here...

There's this link:
http://vincent.gian.club.fr/celestia/ce ... rlay_5.zip

and this one:
http://vincent.gian.club.fr/celestia/ce ... patch3.zip

(both from page 3)

Is the second link a development from the first? Or are these two separate things?
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Post #56by Vincent » 27.05.2006, 21:11

Malenfant wrote:Is the second link a development from the first? Or are these two separate things?
Celestia_patch3 is indeed a development from Celestia_patch2 which is itself a development from Celestia_overlay :
Vincent wrote:This celestia_patch3 test-release includes the new Info Script feature and all the previous features of the Celestia_patch2 version.

Things are really going fast these days, arent' they ?... :wink:
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Post #57by Malenfant » 27.05.2006, 21:13

Vincent wrote:
Malenfant wrote:Is the second link a development from the first? Or are these two separate things?
Celestia_patch3 is indeed a development from Celestia_patch2 which is itself a development from Celestia_overlay :


OK, so if I want the latest version of this then I should download that second link and ignore the first?
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Post #58by Vincent » 27.05.2006, 21:17

Malenfant wrote:OK, so if I want the latest version of this then I should download that second link and ignore the first?

That's it.
Celestia_patch3 is still in a test phase, that's why I didn't post a new thread...

But please, could you wait a few minutes before downloading the file ? I'm about to update the .exe and the modified source files with the ones that allow the use of the new 'verbosity' command...

Thanks.
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Post #59by Vincent » 27.05.2006, 21:38

Done.
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Post #60by Malenfant » 27.05.2006, 21:44

Ok, thanks Vincent. I'll download it now :)
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