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@@ -83,11 +83,11 @@ which should show an error message and list available chapters
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Then run
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```python build.py onikakushi --translation```
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```python build.py onikakushi```
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Then the output files will be located in the `output/translation` folder. You can then merge the `HigurashiEp0X_Data` folder with the one in your release. **Please include all the files (not just the `sharedassets0.assets` file), so the installer can select the correct file at install time.**
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If you want to rebuild all chapters, run `python build.py all --translation` to build all chapters.
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If you want to rebuild all chapters, run `python build.py all` to build all chapters.
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### Common Problems
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**NOTE: The script should automatically detect if the vanilla assets or UABE has changed, and re-download them. But if that doesn't work, use the '--force-download' option like so:**
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```python build.py rei --translation --force-download```
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```python build.py rei --force-download```
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## Instructions for Dev Team
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For our dev team, the instructions are nearly the same, just remove the `--translation` argument.
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```python build.py onikakushi```
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Archive files will be automatically created in the `output` folder
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Instructions are the same as for translators, but archive files will be automatically created in the `output` folder
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----
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@@ -133,6 +129,8 @@ Click on the 'Actions' tab to observe the build process.
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Once the build is complete, go to the 'Releases' page, and a new draft release should appear. You can check everything is OK before publishing the release, or just download the files without publishing the release.
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Note that doing this will build both the `translation.7z` file for translators to use, and also the individual archives for the 07th-mod developers to use.
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### Building `ui-compiler.exe` using Github Actions
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To build just the `ui-compiler.exe` using Github Actions (on Github's server), push any tag to the repository.
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Please look through the detailed documentation, especially if you're working on a new chapter, new language, or using UABE - this file does not contain information on those topics.
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### WARNING about Unix/MacOS `sharedassets0.assets`
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We've found that the MacOS sharedassets can be used on Linux, **but the Linux sharedassets CANNOT be used on MacOS in certain cases**, giving you the "purple text" issue.
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For this reason, whenever a new chapter is prepared, the 'vanilla' unix `sharedassets0.assets` should be taken from the MacOS version.
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### Preparing font files
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You'll need to extract the 'msgothic' font files from the stock `.assets` file before starting:
print(">>>> ERROR: This script does not work on Python 2.7")
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exit(-1)
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ifnot (sys.version_info< (3, 11)):
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print(">>>> WARNING: This script probably does not work on Python 3.11 because unitypack uses old version of decrunch which does not build. Use Python 3.10 or below if you have this error.")
raiseIndexError(f"No asset found for {self.shortString}")
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raiseIndexError(f"WARNING: No asset found for {self.shortString}")
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ifself.discriminator==None:
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iflen(offsets) >1:
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raiseIndexError(f"Multiple assets found for {self.shortString}, candidates are "+", ".join(f"{index}: 0x{offset:x}"forindex, offsetinenumerate(offsets)) +". Please add a field like 'Discriminator: 0' to indicate which block should apply to which asset (do NOT use quotes around the number, do not use the raw address). For an example, see https://github.com/07th-mod/higurashi-dev-guides/wiki/UI-editing-scripts#unitytextmodifier")
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raiseIndexError(f"WARNING: Multiple assets found for {self.shortString}, candidates are "+", ".join(f"{index}: 0x{offset:x}"forindex, offsetinenumerate(offsets)) +". Please add a field like 'Discriminator: 0' to indicate which block should apply to which asset (do NOT use quotes around the number, do not use the raw address). For an example, see https://github.com/07th-mod/higurashi-dev-guides/wiki/UI-editing-scripts#unitytextmodifier")
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self.offset=offsets[0]
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else:
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iflen(offsets) <=self.discriminator:
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raiseIndexError(f"Not enough offsets found for ${self.trimmedE} / {self.trimmedJ} to meet request for #{self.discriminator}, there were only {len(offsets)}")
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raiseIndexError(f"WARNING: Not enough offsets found for {self.shortString} to meet request for #{self.discriminator}, there were only {len(offsets)}")
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self.offset=offsets[self.discriminator]
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defcheckObject(self, id, object, bundle):
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try: returnf"<ScriptEdit for position 0x{self.offset:x}>"
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