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Translation Issues

Started by franzrogar, September 01, 2006, 08:39:57 AM

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franzrogar

Hi,

Here's my 2 cents of Euro :

When you're chatting with, as example, Titania, you can choose between some options. Those options and the select one text can't be translatable because they're built in the source, not in an auxiliary file as some plain text (the conversations, as ex.).

Also, when you must say yes or not to the ferrryman to travel to the other Land. It's again built in.

Also of the "Cancel!" & "LOADING..." strings, just the same.

Could be possible translate them in future versions? It's a bit odd to play the game into another lang & seeing these strings (someones importants for the game, the ferryman question, as ex.) into english. Even if you don't know english at all ;)

Thank you very much.

PS: Great demo :D
Franz Rogar

franzrogar

Hi,

When you're chit-chatting with someone, in the 'subtitles' window, there're some strings that can't be translated due to different problems:

- Source: "Topic" - GUI: "Select topic" - If you translate this string, the game will not be able to show you any option (even the "Select topic" translation), so the game became unuseable.

- Source: "Goodbye" - GUI: "Goodbye" - If you translate this string, the 'subtitles' window doesn't dissapear and the speak cursor still remains. The solution is clicking anyway, but this is not very... you know :)

I hope this two could be solved or worked arround. Thank you very much and stay surprising us with so high quality games!
Franz Rogar

Yonkey

I think it's because the engine is looking for that exact string.  Unfortunately, you won't be able to translate those two without modifying the dialogue system.  I'm not sure how much work it will take to fix that though.  I'll look into it once we start on official demo translations. :)

*adds to wishlist* XD
"A wish changes nothing. A decision changes everything."

franzrogar

A workaround could be set the words "Topic" & "Goodbye" (as the others in the chit-chatting) as keywords and add the 'screen' string after them (I know this' a big problem and will take too many time to change each of them). Ex.:

Without translation: Shows "Select topic"
T:
Topic

With translation: Show the string after the keyword space:
T:
Topic Selecciona tópico

So you don't need to change each subtitle file, only add a case to the source code...

My 2 cents of euro :)
Franz Rogar

Yonkey

Actually, I was thinking of a more proper way to do internationalization, by using completely translated *.con files.  Still though, it would require a slight adjustment to the Dialogue System so I'll look into this later. 8)
"A wish changes nothing. A decision changes everything."

franzrogar

#5
Another suggetion:

Split 'program' text file & 'translation' tex file.

The program one could be the same as now but instead of showing the strings, use something like [#number] and in the translation file only the strings one after other. This can be possible because all text in the game are one-window-per-line.

But this, definetivelly, is more hard work than your suggestion ;)

Thank you very much, Neil.

EDIT: Example:

'program':
T:
54

'translation': (we look to line #54) and find the text
Graham says thank you.
Franz Rogar

Yonkey

#6
Quote from: franzrogar on September 01, 2006, 08:39:57 AM
Also, when you must say yes or not to the ferrryman to travel to the other Land. It's again built in.
This one isn't going to be easy to translate, but there's a way to do it.  Again, it's something low priority and a feature request.

Quote from: franzrogar on September 01, 2006, 08:39:57 AM
Also of the "Cancel!" & "LOADING..." strings, just the same.
That screen will be replaced in a future version. :)

Quote from: franzrogar on September 07, 2006, 10:50:39 AM
The program one could be the same as now but instead of showing the strings, use something like [#number] and in the translation file only the strings one after other. This can be possible because all text in the game are one-window-per-line.
Yeah, that's sort of the idea, but in general I don't like using numbers for variable names. :P It makes it very difficult to remember what corresponds with what.  I'd rather just design the game to use specific language files wherever necessary.
"A wish changes nothing. A decision changes everything."