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RPG => Translation Forum => Topic started by: PrzeSzkoda on April 10, 2012, 02:17:17 pm



Title: [General] Technical localization talk
Post by: PrzeSzkoda on April 10, 2012, 02:17:17 pm
Just thought I'd set up a general topic for everyone interested in localizing AoD to discuss technical issues which may arise, so that we can have a handy reference in one place.

I'll try to post a list of files containing translatables here, once I'm done parsing them.

And a general question: does anyone have any idea how to tackle localizing graphical gui items? The main menu for instance.


Title: Re: [General] Technical localization talk
Post by: GhanBuriGhan on April 10, 2012, 02:49:59 pm

And a general question: does anyone have any idea how to tackle localizing graphical gui items? The main menu for instance.

Most of that stuff is in [AoD Root]\art\gui, I think


Title: Re: [General] Technical localization talk
Post by: PrzeSzkoda on April 10, 2012, 02:57:03 pm

And a general question: does anyone have any idea how to tackle localizing graphical gui items? The main menu for instance.

Most of that stuff is in [AoD Root]\art\gui, I think

That I know. :) Trouble is, I've never done any photoshopping/graphics-related work, and wouldn't know the first thing about editing them.

So if anyone's ever done similar things, do tell what that would require - what software, what skills, etc. Even if the translators themselves were unable to do it, it might help nail down some guidlines for Photosop haxxors willing to help (or something.)

EDIT: Awesome, the Character Creation Screen will have to be translated using a graphical editor in its entirety. Same with Inventory, Crafting, Trading, Looting and anything else that is GUI based.  :wallbang: So the above issue becomes a pretty friggin' major one. Anyone? Guess I'll just have to pester Oscar about that.


Title: Re: [General] Technical localization talk
Post by: Oscar on April 10, 2012, 04:58:05 pm
Yep, you will have to pester me :)


Title: Re: [General] Technical localization talk
Post by: PrzeSzkoda on April 10, 2012, 07:49:17 pm
Yep, you will have to pester me :)

And pester he did.  :salute: First I'd like to get this show off the ground, though.

Anyhow, here's the promised list of files containing translatables.


List of files containing localizables (incomplete):


<AoDRoot>/scripts/data/text:

 - char_scr_tips.cs
 - dialogues.cs
 - health_levels.cs
 - phrases.cs
 - ranks.cs
 - techniques.cs
 - textbox.cs

<AoDRoot>/scripts/data/slides:
 
 - ending.cs
 - help.cs
 - pcDeath.cs
 - vignettes.cs

<AoDRoot>/scripts/data/journal:
 
 - quests.cs

<AoDRoot>/scripts/data/core:

 - craft.cs
 - text_vars.cs

<AoDRoot>/scripts/data/campaign:

 - Teron Chars.cs
 - Teron Events.cs
 - world.cs

<AoDRoot>/scripts/client:

 - missionDownload.cs

<AoDRoot>/art/gui:
 
 - basically all the graphics that would require localization (and there's plenty);

Stuff I am currently unable to locate or may be missing:

 - item descriptions (they are probably stored in itemlist.dat or items.dat, neither of which am I able to unpack);
 - description of stuff in Feng's room (or maybe I did locate it but did not check the extracted strings thoroughly enough);
 - there might be some floating character names (as in during combat) in <AoDRoot>/scripts/data/events, I haven't parsed it yet since it's pretty minor.

For fellow Passolo users, I have created parsers for basically all of the files listed here. My dialogues.cs parser produces much uglier results than that of Saruman (you can see the .txt files he exports out of Passolo by clicking the bukvy in his signature), but should be workable anyhow. All other parsers seem to be working fine from what I've tested of them. If anyone would like to use them or check them out, I'm attaching them to this post. To import them into Passolo, you have to go to Add-Ins - select Text Parser - Setup - Import. They are totally (c) PrzeSzkoda, so don't you dare sell them anywhere.  ;) (Also, they probably suck.)

P.S.
Saruman, I would greatly appreciate if you could export your dialouges.cs parser and post it here. ;)

P.P.S.
SDL, the brave creators of Passolo, can go die in a fire. Fuckin' bloatware.

[attachment deleted by admin]


Title: Re: [General] Technical localization talk
Post by: Saruman on April 11, 2012, 06:19:25 am
Saruman, I would greatly appreciate if you could export your dialouges.cs parser and post it here. ;)
Not a problem; this rules exported from Passolo 2011. I had to learn regxp to make it  :neutral:
SDL, the brave creators of Passolo, can go die in a fire. Fuckin' bloatware.
I double it.
the Character Creation Screen will have to be translated using a graphical editor in its entirety. Same with Inventory, Crafting, Trading, Looting and anything else that is GUI based.  :wallbang:
Version of needed graphics without any letters will really help us.

[attachment deleted by admin]


Title: Re: [General] Technical localization talk
Post by: Nazarene on April 12, 2012, 06:20:27 am
I have never worked with Passolo before, only with Studio/Multi Term. Are you guys professional translators? And yes indeed, SDL may go and die in a fire  >:D Have you tried alternative CAT tools like Across?


Title: Re: [General] Technical localization talk
Post by: PrzeSzkoda on April 12, 2012, 06:41:24 pm
I have never worked with Passolo before, only with Studio/Multi Term. Are you guys professional translators? And yes indeed, SDL may go and die in a fire  >:D Have you tried alternative CAT tools like Across?

Well, I'm using Passolo despite its hog-like nature because it's more of a specialized software localization tool than a general CAT tool. There are, of course, alternatives, but they are either as expensive and awful, proprietary (say, Microsoft LocStudio which is, frankly, awesome) or lack certain functinalities or basic ease-of-use (say, Sisulizer, in its older iterations at least, I dunno about the newest one.) I guess Saruman's reasons would be similar.

So a general CAT tool like Across would require more manual work, whilst a software loc tool streamlines the whole process.

I've been working in the translation biz my whole adult life and still am making most of my monies that way. This is more of a passion project (plus a chance to get down and dirty with the nitty-gritty groundwork of localization without a deadline  ;) .)


Title: Re: [General] Technical localization talk
Post by: avatarrr on April 13, 2012, 12:08:37 pm
I have never worked with Passolo before, only with Studio/Multi Term. Are you guys professional translators? And yes indeed, SDL may go and die in a fire  >:D Have you tried alternative CAT tools like Across?

Well, I'm using Passolo despite its hog-like nature because it's more of a specialized software localization tool than a general CAT tool. There are, of course, alternatives, but they are either as expensive and awful, proprietary (say, Microsoft LocStudio which is, frankly, awesome) or lack certain functinalities or basic ease-of-use (say, Sisulizer, in its older iterations at least, I dunno about the newest one.) I guess Saruman's reasons would be similar.

So a general CAT tool like Across would require more manual work, whilst a software loc tool streamlines the whole process.

I've been working in the translation biz my whole adult life and still am making most of my monies that way. This is more of a passion project (plus a chance to get down and dirty with the nitty-gritty groundwork of localization without a deadline  ;) .)

PrzeSzkoda, If you want me to help with translation to PL, send me a private message what I should install and then we can get the ball rolling (if you feel like it obviously). I have good experience with different types of software so I'm pretty sure I'll be able to get a hang of translation tools quite quickly. Resource hogging is not an issue for my pc (at least I hope so!).


Title: Re: [General] Technical localization talk
Post by: PrzeSzkoda on April 13, 2012, 02:53:06 pm
I have never worked with Passolo before, only with Studio/Multi Term. Are you guys professional translators? And yes indeed, SDL may go and die in a fire  >:D Have you tried alternative CAT tools like Across?

Well, I'm using Passolo despite its hog-like nature because it's more of a specialized software localization tool than a general CAT tool. There are, of course, alternatives, but they are either as expensive and awful, proprietary (say, Microsoft LocStudio which is, frankly, awesome) or lack certain functinalities or basic ease-of-use (say, Sisulizer, in its older iterations at least, I dunno about the newest one.) I guess Saruman's reasons would be similar.

So a general CAT tool like Across would require more manual work, whilst a software loc tool streamlines the whole process.

I've been working in the translation biz my whole adult life and still am making most of my monies that way. This is more of a passion project (plus a chance to get down and dirty with the nitty-gritty groundwork of localization without a deadline  ;) .)

PrzeSzkoda, If you want me to help with translation to PL, send me a private message what I should install and then we can get the ball rolling (if you feel like it obviously). I have good experience with different types of software so I'm pretty sure I'll be able to get a hang of translation tools quite quickly. Resource hogging is not an issue for my pc (at least I hope so!).

Appreciated. :) I'll post all the info for people interested in the PL project over the weekend. Stay tuned!

And Passolo isn't so much a resource hog but a hog in general (bloatware would be the proper term, I'd wager.) It's got a million plus functionalities and none of them properly implemented.  ;)


Title: Re: [General] Technical localization talk
Post by: avatarrr on April 14, 2012, 12:27:35 am
I think with Vince's down-to-earth writing it shouldn't be that difficult to translate (apart from the huge amount of text in itself). One of biggest challenges lies in finding proper words for all these Romanesque weapons ;) Unless we leave the weapons' names intact  and just focus on the dialogues in the first place.


Title: Re: [General] Technical localization talk
Post by: PrzeSzkoda on April 14, 2012, 12:29:07 pm
I think with Vince's down-to-earth writing it shouldn't be that difficult to translate (apart from the huge amount of text in itself). One of biggest challenges lies in finding proper words for all these Romanesque weapons ;) Unless we leave the weapons' names intact  and just focus on the dialogues in the first place.

The plan is to do it the proper way, so we're not leaving anything out. ;) I've been checking various grammar rules and terminology pertaining to this Romanesque-Latinesque conundrum, and have been working on some initial propositions for the terms (and proper names - that's probably going to be the first point we'll be discussing.) More in the official PL topic, and don't worry, it's coming sooner than later. :) (Probably tomorrow in the evening.)

As to translating down-to-earth writing - it can be surprisingly tricky. ;) But very fun - and challenging! - to translate and make it sound all nice and natural.


Title: Re: [General] Technical localization talk
Post by: avatarrr on April 17, 2012, 12:13:22 am
I work in CD/DVD production business so I know my way around 2d software like adobe illustrator / coreldraw. If Oscar manages to send empty templates along with the font that was used for menus, I could make all buttons for PL version :)


Title: Re: [General] Technical localization talk
Post by: PrzeSzkoda on April 17, 2012, 12:26:31 am
I work in CD/DVD production business so I know my way around 2d software like adobe illustrator / coreldraw. If Oscar manages to send empty templates along with the font that was used for menus, I could make all buttons for PL version :)

Awesome, man. :) Please enlist in our glorious PL topic.  :salute:


Title: Re: [General] Technical localization talk
Post by: Bandris86 on April 25, 2012, 10:11:43 am
Could you tell me the exact quantity of the texts?

What programs should be used for translating these .cs.dso files?


Title: Re: [General] Technical localization talk
Post by: Casaubon on June 01, 2012, 03:45:10 am
Could you tell me the exact quantity of the texts?

What programs should be used for translating these .cs.dso files?
I was wondering the same questions... do we know approximately how much text there is in the demo? Like, how many words?
How accessible is the text, would a translator need to install some specific software?

Also, a few questions for the devs: do you consider these translation projects useful? Do you actively support them? Will you vet the ending result to insure a minimum standard of quality is met?


Title: Re: [General] Technical localization talk
Post by: Vagabond on June 01, 2012, 05:11:26 am
Could you tell me the exact quantity of the texts?

What programs should be used for translating these .cs.dso files?
I was wondering the same questions... do we know approximately how much text there is in the demo? Like, how many words?
How accessible is the text, would a translator need to install some specific software?
our russian translation editor Saruman could give you more detailed answer, but as far as I know, there are about 17,5 - 18 thousands strings to translate. Each string differs from short phrases like "Yes" or "No", to quite long and complicated sentences.
Special software for translation should to be installed by editor, not necessary for translator. But it also could be done for everyone's convenience.


Title: Re: [General] Technical localization talk
Post by: Nick on June 01, 2012, 08:02:45 am
Could you tell me the exact quantity of the texts?

What programs should be used for translating these .cs.dso files?

.dso files are compiled scripts, aren't easy to parse. If you start a translation project to your language, I'll give you original .cs files to work with.


Title: Re: [General] Technical localization talk
Post by: SA_Avenger on January 05, 2013, 07:05:11 am
If noone is busy with a french translation I'd gladly help out


Title: Re: [General] Technical localization talk
Post by: Oscar on January 05, 2013, 09:43:07 am
That would be great.


Title: Re: [General] Technical localization talk
Post by: SA_Avenger on January 05, 2013, 10:41:35 am
No problem. Do you need my email addy for text files or is there another way to get them?


Title: Re: [General] Technical localization talk
Post by: Sunfire on January 17, 2015, 08:02:20 am
I can help with advice and technical implementation in the localization of the game on different languages, this will require:
1 coordinator of the project (he/she can also be the editor/translator/artist) - Software: SDL Passolo 2011 11.9.0.53 SP9, some dedicated folders on Google Drive, text and graphic sources from developers, lots of free time and strong will
1-2 editors/stylists - Software: any spell checking, access to Google Drive
1-2 artists - Software: Adobe Photoshop, Corel Draw, etc.
2-10 translators - Software: access to Google Drive


Title: Re: [General] Technical localization talk
Post by: Sunfire on September 23, 2015, 01:35:54 pm
In short, the logic of our work is as follows:
0) We have done all the spadework already, brought 726 files to the Passolo project, wrote for them a bunch of parsers, etc. Someone must find and coordinate all the translators, editors, artists, etc. This work is long and tedious, just not for everyone.
1) The coordinator of the project (aka technical specialist) gets the latest version of the files from the devs, saves it in the UTF-8 format, and writes it to the corresponding source file folder of the project. Also, he/she sends 434 image-files to the artists.
2) The coordinator updates the string lists in the project pairwise (source and destination files), exporting new/changed strings in the txt-files and uploading it to the Google Drive.
3) A crowd of translators (aka creative people, for one-two just cann't handle it physically) translates every second line (after the = sign) in those files by any convenient way. Then it have been checked for the errors, style, etc. by editors/stylists.
4) The coordinator downloads the translated txt-files and import it to the project, making all the necessary changes. Then he/she creates the target files in Passolo.
5) The artists redraws the image-files with text, searchs for the 4 fonts, etc. and sends it to the coordinator. Then he/she sends the target files to the devs.
6) Profit.

Major update:
http://www.irontowerstudio.com/forum/index.php/topic,2608.msg150460.html#msg150460 (http://www.irontowerstudio.com/forum/index.php/topic,2608.msg150460.html#msg150460)


Title: Re: [General] Technical localization talk
Post by: GoatBoy on October 19, 2015, 03:59:55 pm
Hi, I'm willing to start the Italian translation.
I am recruiting the suggested team, can I have a look at the files meanwhile? Do I have to write you a PM with my email address, @Sunfire?


Title: Re: [General] Technical localization talk
Post by: Sunfire on October 19, 2015, 11:57:29 pm
Sure, Google mail preferably, although I can not promise that I can quickly prepare the Passolo project, but I will upload the source files.


Title: Re: [General] Technical localization talk
Post by: Sunfire on September 20, 2016, 09:04:46 am
I'm planning to make The Dungeon Rats multi-language translation project and share the ready-to-translate files with all who'll up to it, due to Dungeon Rats limited amount of text. So, you only need is translators and editors, no tech stuffs and such. I need your Google e-mails to grant you an access to Google Drive, where I'll place those ready-to-translate files. You could translate every second line (after the = sign) in those files by any convenient way, and check their spelling for any errors, style, etc.


Title: Re: [General] Technical localization talk
Post by: Vahha on December 07, 2016, 06:10:30 am
Minor improvement: The most common question that I see about the Russian localization of AoD is 'How do I switch the game to Russian?'
I think there should be a button in the Main menu for each translation of the game with a correspondent flag icon, to make the localizations easier to access.


Title: Re: [General] Technical localization talk
Post by: Nick on December 21, 2016, 04:38:30 pm
Uploaded aod_english_1.3.0.4.7z, translation pack for final AoD update.


Title: Re: [General] Technical localization talk
Post by: Sunfire on December 22, 2016, 02:11:31 am
Processing...

1) An error detected in the file ui.english.cs:

$attack_tooltip_effect[31] = "- Knockdowns opponent <br><font:Myriad Pro Bold:16><spush><color:FFFFFF>Critical Chance Formula<spop><br><font:Myriad Pro:16><spush><color:AB9661>Dodge x5 + (DEX-6) x5 - (Victim CON-6)) x5";

It should be:

$attack_tooltip_effect[31] = "- Knockdowns opponent <br><font:Myriad Pro Bold:16><spush><color:FFFFFF>Critical Chance Formula<spop><br><font:Myriad Pro:16><spush><color:AB9661>Dodge x5 + (DEX-6) x5 - (Victim CON-6) x5";

2) An error detected in the file END_XP_DeadRiver.xml:

  <speaker_name>Gaurd</speaker_name>

It should be:

  <speaker_name>Guard</speaker_name>



Title: Re: [General] Technical localization talk
Post by: Nick on December 22, 2016, 02:19:24 pm
Change of plans. Since Steam Sale has already started, we'll publish the patch today. We'll do a separate patch for updated localizations, when you guys ready.


Title: Re: [General] Technical localization talk
Post by: Sunfire on December 22, 2016, 04:39:31 pm
Ok, so I will not rush our translators.


Title: Re: [General] Technical localization talk
Post by: Arch-Vile on December 23, 2016, 07:03:57 am
What has exactly changed in the following files?

- Quest_IGTrial
- MDN_GateMain
- ui.cs
- teron_palace_TA
- Quest_TG_3_04
- Teron_Mine_01
- Quest_IG6_01

It's somewhat difficult to tell through mere observation, as these files seem totally unrelated to the recent content update.


Title: Re: [General] Technical localization talk
Post by: Sunfire on December 23, 2016, 10:07:31 am
The blanks have been removed in those XML files (between [checks] and the text).
Some attack_tooltip_effects have been changed in ui.cs.


Title: Re: [General] Technical localization talk
Post by: Nick on December 23, 2016, 10:20:15 am
But, generally, never rely on mere observations - do byte-to-byte comparison with file comparison tools, like WinMerge or Beyond Compare. Sometimes even 1 symbol makes a critical difference.


Title: Re: [General] Technical localization talk
Post by: Arch-Vile on December 23, 2016, 10:40:04 am
Thanks for the advice!

Certainly, I should have installed one of those comparison tools a long time ago.


Title: Re: [General] Technical localization talk
Post by: Sunfire on December 30, 2016, 06:21:46 am
Files END_XP_God.xml, END_XP_Temple_God.xml, Temple_final.xml

He speant years dreaming of this moment, so he's probably having a hard time believing it's finally happening.

It should be:

He spent years dreaming of this moment, so he's probably having a hard time believing it's finally happening.


Title: Re: [General] Technical localization talk
Post by: Nick on March 16, 2017, 09:45:42 am
Uploaded new localization pack - aod_english_1.5.0.10.7z


Title: Re: [General] Technical localization talk
Post by: Sunfire on March 18, 2017, 05:09:04 am
Uploaded new localization pack - aod_english_1.5.0.10.7z
It seems like next files are missing still:
END_Hellgate.mis
END_DesertMaadoran.mis
END_DeadRiver.mis
END_Temple.mis
Ganezzar Airship.mis

And there are missing phrases in that pack:
The Dead River
Go to the temple?
Desert near Maadoran
Leave the area?
Take Antidas alive!
Take Gaelius alive!


Title: Re: [General] Technical localization talk
Post by: Sunfire on March 19, 2017, 01:08:37 pm
RU version is updated and uploaded.


Title: Re: [General] Technical localization talk
Post by: Nick on March 21, 2017, 02:30:15 pm
Uploaded aod_english_1.5.0.20.7z with Sunfire's requested changes and some minor fixes.


Title: Re: [General] Technical localization talk
Post by: Sunfire on March 22, 2017, 09:50:14 am
RU version is updated and uploaded.


Title: Re: [General] Technical localization talk
Post by: Sunfire on March 29, 2017, 06:02:32 am
Some minor changes have been made in RU version (uploaded).


Title: Re: [General] Technical localization talk
Post by: Nick on March 29, 2017, 03:38:35 pm
New update (and translation pack) are coming, so don't get too relaxed dreaming about "community edition" =)

(which is a neat idea, IMO - depending on a result, we could upload it to a separate Steam branch, so it's available to larger audience, not just forum regulars)


Title: Re: [General] Technical localization talk
Post by: Sunfire on March 30, 2017, 07:45:58 am
Cool, could you add "Clear the fonts" button or trigger in game options instead of manually cleaning the folder core\fonts\*.uft ?
Or better do it automatically when you choose new language there :idea:
Same in DR...


Title: Re: [General] Technical localization talk
Post by: Nick on March 30, 2017, 07:04:33 pm
Quote
Or better do it automatically when you choose new language there

That's actually not a bad idea, but it would render UFT completely useless, as the language being "switched on" every time the game launches. So it would work like this:
1) Game launches;
2) Switches language;
3) Old UFT deleted;
4) New UFT generated;
5) ...
6) Game closes.

At no point here UFT will get loaded up, so not only they will not be used to speed up font generation, but will actually slow the process down to pointlessly write/delete files.


Title: Re: [General] Technical localization talk
Post by: Sunfire on March 31, 2017, 07:08:22 am
File phrases.english.cs - some extra blanks:

$phrase_END_XP_takeMeru =  "Take Meru alive!";
$phrase_END_XP_takeGaelius =  "Take Gaelius alive!";
$phrase_END_XP_takePaullus =  "Take Paullus alive!";
$phrase_END_XP_takeNoble =  "Take the noble alive!";

It should be:

$phrase_END_XP_takeMeru = "Take Meru alive!";
$phrase_END_XP_takeGaelius = "Take Gaelius alive!";
$phrase_END_XP_takePaullus = "Take Paullus alive!";
$phrase_END_XP_takeNoble = "Take the noble alive!";


Title: Re: [General] Technical localization talk
Post by: Nick on March 31, 2017, 01:50:28 pm
aod_english_1.5.0.68.7z is uploaded and ready for translation.


Title: Re: [General] Technical localization talk
Post by: Sunfire on April 01, 2017, 04:23:39 am
Seems like THROW attack type has been thrown from textbox.english.cs file :)

I thought that the Specters have no blood, so next phrase seems weird:

$msg_attack_5_SpecterBlock_crit_pc_npc0 = "\c1Critical strike! You hit <victim> for \c4<amount>\c1 points of damage, slashing the artery and causing bleeding damage.";

Maybe, it should be:

$msg_attack_5_SpecterBlock_crit_pc_npc0 = "\c1Critical strike! You hit <victim> for \c4<amount>\c1 points of damage, tearing through the gearwork.";

?


Title: Re: [General] Technical localization talk
Post by: Nick on April 01, 2017, 07:03:57 am
Maybe. Vince could've missed one.


Title: Re: [General] Technical localization talk
Post by: Nick on April 01, 2017, 07:17:38 am
Reuploaded with this and other fixes (aod_english_1.5.0.68_2.7z)


Title: Re: [General] Technical localization talk
Post by: Sunfire on April 01, 2017, 04:39:05 pm
RU version is updated and uploaded.


Title: Re: [General] Technical localization talk
Post by: Sunfire on April 05, 2017, 03:41:35 am
Files art\gui\panels\main_panel.png, main_panel_1080.png, main_panel_1440.png must be removed from loc pack (and the game itself), while art\gui\panels\playGUI\main_panel.png - added.
Btw, Oscar, can you provide us a PSD version of that file?


Title: Re: [General] Technical localization talk
Post by: Oscar on April 05, 2017, 11:03:15 am
Uploaded to Art PSD in the AoD translation folder. AoD_mainUI.


Title: Re: [General] Technical localization talk
Post by: Nick on April 05, 2017, 11:21:41 am
Uploading aod_english_1.5.0.68_3.7z


Title: Re: [General] Technical localization talk
Post by: Sunfire on April 07, 2017, 08:31:00 am
RU version is updated and uploaded.


Title: Re: [General] Technical localization talk
Post by: AbounI on April 07, 2017, 06:46:30 pm
Do the ".mis" files and character sheet files (like the ..\char_screen.cs for the skills descriptions) accept the GenderVars ?


Title: Re: [General] Technical localization talk
Post by: Sunfire on April 08, 2017, 12:06:44 am
No.


Title: Re: [General] Technical localization talk
Post by: AbounI on April 08, 2017, 04:24:48 am
Ok, thanks Sunfire  ;)


Title: Re: [General] Technical localization talk
Post by: Sunfire on April 08, 2017, 05:45:28 am
Yw, AbounI.
Remember, that some others .cs files (events and slides mostly) accept the GenderVars.


Title: Re: [General] Technical localization talk
Post by: AbounI on April 08, 2017, 08:04:04 am
Yep, I've annoted it in the F&T file when they're allowed  :salute:


Title: Re: [General] Technical localization talk
Post by: AbounI on April 13, 2017, 02:57:47 pm
Ok guys, time has come to report the few minor issues we've met so far during the progress of the French translation.

files:

- scripts\data\campaign\Hellgate Underground Events.french.cs : missing dot at : "The magical rays burn you for 10 points of damage, reducing your constitution by 1"

- scripts\data\campaign\Mining Outpost Events.french.cs : missing dot at : "(1, "I can't leave right now"

- scripts\data\campaign\Quest_TG3 Events.french.cs : missing dot at : "You should take the cart and go through the gate"

- scripts\data\journal\artefacts.french.cs : missing coma or dash at : "Strangely warped, but that isn't unusual for artefacts of the Old Empire  who knows what arcane forces had been unleashed on it?"

- scripts\data\journal\techniques.french.cs : missing dot at :"you've learned how to make healing pastes and ointments" + ancient description at : "Balanced : Weapons forged with this knowledge are much easier to wield, which increases the attack speed." It should be accuracy

- scripts\data\text\character.french.cs : crafting [adept] (the second one desc) / next level improves : "Masterwork Shields - Hardened edge - Serrated edge - Hardened armors and shields" . Missing dot.

- scripts\data\text\character.french.cs : "Disguise". A leftover of a previous version. Now it should be "Impersonate".

-scripts\data\text\options.french.cs : missing string for the "Combat Wait" command in order to remap it ?


Title: Re: [General] Technical localization talk
Post by: AbounI on April 16, 2017, 03:11:10 am
Some lines are incorporeted to the file "Mining Outpost.french.mis" but they refer to the AG1 quest:

- "They probably watched the gate from here..."
- "Window"
- "Door"
- "There are some letters here, talking about the health of the old man."
- "Most probably fake, these are not the documents you are looking for..."
- "Papers"
- "There is nothing but old clothes here..."
- "Cabinet"
- "Just some trash..."
- "Trash"
- "You are back at Feng's house""
- "[Exit] Go back to Feng"

Then, the file "characters.french.cs" includes a typo error at "The plains were different now". I guess it should be "are"


Title: Re: [General] Technical localization talk
Post by: AbounI on April 22, 2017, 04:59:14 pm
Still few minor issues in the file "scripts\data\journal\quests.cs"

- Missing dots at the following entries:

1) Power to the People quest : "Hector asked you to get rid of Miltiades.You can find him at the inn in the Temple district" : missing dot after district.
2) Aemola's Gold quest : "If you're up for another exciting adventure, look Miltiades up when you go to Maadoran. You never know, it might be big. Maadoran is a big city. You wonder where he might be... Miltiades had a falling out with his partner. He wants you to visit him and get the money" : missing dot after "money"
3) The Conspiracy quest : "The Boatmen have been dealt with, and as a result, Gaelius is dead and his nephew sits on the throne" : Missing dot after "throne"

- Typos at the following entries:

1) Find Darius' Tomb quest : "The Ordu were slaughered at the pass." : it should be "slaughtered"
2) "You might want to increase you reputation with House Crassus before seeking an audience." : should be "your"
3) "You're now an acolite of Balzaar." : it should be "acolyte"


Title: Re: [General] Technical localization talk
Post by: Nick on May 01, 2017, 07:22:44 pm
Uploaded aod_english_1.5.0.87.7z for translation =)


Title: Re: [General] Technical localization talk
Post by: Sunfire on May 05, 2017, 07:37:36 am
1) An error in the file PlayGui_600.english.gui:

Centers the camera on the player (shift+z)

It should be:

Centers the camera on the player (V)

2) Missing dot in the file teron_palace_TA.xml:

Go outside

It should be:

Go outside.


Title: Re: [General] Technical localization talk
Post by: Nick on May 09, 2017, 09:49:34 am
Uploaded aod_english_1.5.0.87_2.7z, which includes suggested fixes from this thread and font scale slider in options menu.


Title: Re: [General] Technical localization talk
Post by: Sunfire on May 11, 2017, 12:57:07 am
1) A typo in the file NPC_AbyssOldMan_01.xml (occurs twice):

‘What do these charms do?”

It should be:

“What do these charms do?”

2) Old version discrepancy in the file help.english.cs (according to the file item_desc.english.cs):

Armor piercing - causes less damage, but penetrates through armor better. DR is divided by 3 to determine the effective value, i.e. a DR9 armor will absorb 9 points of damage if shot at by regular ammo and only 3 points (9/3) if hit by armor-piercing ammo. There is also a 30% chance that it will pass straight through a shield, making a block ineffective.\n\nJagged - causes more damage, but is easily stopped by armor. DR is multiplied by 3 to determine the effective value, i.e. a DR1 armor will absorb 3 points of damage, but a DR4 armor will absorb 12 points of damage.

It should be:

Armor piercing - causes less damage, but penetrates through armor better. DR is divided by 2 to determine the effective value, i.e. a DR8 armor will absorb 8 points of damage if shot at by regular ammo and only 4 points (8/2) if hit by armor-piercing ammo. There is also a 30% chance that it will pass straight through a shield, making a block ineffective.\n\nJagged - causes more damage, but is easily stopped by armor. DR is multiplied by 2 to determine the effective value, i.e. a DR1 armor will absorb 2 points of damage, but a DR4 armor will absorb 8 points of damage.

3) Old version discrepancy in the file tutorial.english.cs (according to game interface):

To continue the tutorial, press I to open the inventory screen or click on the Helmet button on the interface (second from the left).

It should be:

To continue the tutorial, press I to open the inventory screen or click on the Helmet button on the interface (third from the left).

4) Same:

Now that you're armed and ready to fight, press C to open the character screen or click on the Eye button (first from the left).

It should be:

Now that you're armed and ready to fight, press C to open the character screen or click on the Eye button (second from the left).


Title: Re: [General] Technical localization talk
Post by: Oscar on May 11, 2017, 10:48:46 am
Fixed.


Title: Re: [General] Technical localization talk
Post by: AbounI on May 15, 2017, 05:26:34 pm
I'm working on the translation of the huge textbox file.
I've just noticed that some entries concerning the "aimed: head" strikes have some following descriptions : " the armor absorbs bla bla bla". Logically, striking head only takes in account the helmet DR and not the armor DR, so is there any particular reason for those kind of entries (it seems they only concern PC vs  <victim> )?

edit: Ok, I see now why the file talks about armor and not helmet for those particular entries (when PC's striking to the head) : it only concerns the constructs (tearing through the gearwork) and Gardian/Demons (sending chunks of stone flying everywhere). It turns out the "game" doesn't consider them wearing an helmet. Those descs only appear in case of a critical strike against them.


Title: Re: [General] Technical localization talk
Post by: Sunfire on May 16, 2017, 06:00:00 am
1) An errors in all files AlchemyScreen_xxxx.english.gui (except for AlchemyScreen_768.english.gui):
         new GuiScrollCtrl(AS_inv_scroll) {
...
            position = "xx yy";
            extent = "aaa bbb";

They should be the same as in the files CraftScreen_xxxx.english.gui or InventoryScreen_xxxx.english.gui:

         new GuiScrollCtrl(CRS_inv_scroll) {
or
         new GuiScrollCtrl(IS_inv_scroll) {
...
            position = "xx zz";
            extent = "aaa ccc";

2) A error in the file AlchemyScreen_900.english.gui:

         new GuiBitmapCtrl(IS_crafting_inactive) {
            bitmap = "art/gui/buttons/btn_crafting_900_grey.png";
            wrap = "0";
            position = "729 101";

It should be:

         new GuiBitmapCtrl(IS_crafting_inactive) {
            bitmap = "art/gui/buttons/btn_crafting_900_grey.png";
            wrap = "0";
            position = "734 101";

3) Script blocks
         new GuiBitmapCtrl(IS_alchemy_inactive) {
and
         new GuiBitmapCtrl(IS_crafting_inactive) {
are missing in the files InventoryScreen_600.english.gui and InventoryScreen_768.english.gui.

4) There are some mess in the file InventoryScreen_1440.english.gui:

(click to show/hide)

It should be:

(click to show/hide)


Title: Re: [General] Technical localization talk
Post by: Sunfire on May 16, 2017, 08:53:53 am
File AlchemyScreen_768.english.gui should be modified next way (similar to CraftScreen_600.english.gui):
(click to show/hide)
Pt.1


Title: Re: [General] Technical localization talk
Post by: Sunfire on May 16, 2017, 08:54:43 am
Pt.2
(click to show/hide)


Title: Re: [General] Technical localization talk
Post by: Sunfire on May 16, 2017, 08:57:08 am
Pt.3
(click to show/hide)


Title: Re: [General] Technical localization talk
Post by: Oscar on May 16, 2017, 08:59:04 am
Heya :)

We need to get this update out, we have been holding it up for too long now and it has some very important changes and fixes we want to adress. We are planning on doing another update after this one and we'll include these fixes. Can you update the latest translation pack?

Thanks!


Title: Re: [General] Technical localization talk
Post by: Sunfire on May 16, 2017, 09:04:45 am
¡Hola, Oscar!

Ok, I see.
RU pack is updated.


Title: Re: [General] Technical localization talk
Post by: Sunfire on May 17, 2017, 07:12:02 am
I've created AoD multi-language project for easy management and translation.
It includes FR and RU languages now.
Having some free time and big band of volunteers translators I could add any other language to it.


Title: Re: [General] Technical localization talk
Post by: AbounI on May 17, 2017, 12:37:12 pm
Sunfire, you're a true iron bro  ;)


Title: Re: [General] Technical localization talk
Post by: Sunfire on May 17, 2017, 01:17:09 pm
I'm just glad to help :salute:


Title: Re: [General] Technical localization talk
Post by: AbounI on May 17, 2017, 03:43:40 pm
Concerning the new lines added in the itemtext.xml file, one is missing for the whetstone :
"&lt;br&gt;&lt;br&gt;Duration: 10-20-30-40-50 attacks, from Bronze to Sky Metal."

According to the same Dungeon Rats file, it should be :
"&lt;br&gt;- Duration: 10-20-30-40-50 attacks, from Bronze to Sky Metal.&lt;br&gt;&lt;br&gt;- Drag and drop on a weapon to apply the effect." (plus maybe another one for the ranged weapons if the whestone is allowed to work on missiles: "In the case of ranged weapons, drop on the arrows" ?)

Also, same file, missing dot at (unless there's a missing part):
"Astrolabe
A fascinating divination device that can determine the altitude of the celestial bodies as well as latitude and longitude,"


Title: Re: [General] Technical localization talk
Post by: AbounI on June 11, 2017, 03:38:45 am
Reporting more minor typos:

-file : levels\END_Antidas.mis : "Come here,  <charname>.". There is a double blank space after the coma.

-files : levels\Quest_TG3.mis + levels\Teron.mis + levels\Teron_IG.mis + levels\Teron_MG.mis + levels\Teron_New.mis:
- "Come here,  <charname>." (X4). Same double blank space
- "Potions and various alchemical components. You eyes start to itch lightly." Should be Your

-files : levels\Teron.mis + levels\Teron_New.mis :
- "Go in,  <charname>." Same double space too

- file: scripts\data\campaign\Maadoran Events.french.cs : ""You are not allowed to go there" . Missing dot at the end of the sentence.


Title: Re: [General] Technical localization talk
Post by: Sunfire on June 16, 2017, 07:58:52 pm
There are some old errors in the file itemtext.english.xml still:

   <Item ID="1103">
      <Name>Silk Ordu Helmet</Name>
      <Desc>A common leather hat of the Ordu, good for keeping the sun off and your hair in place.</Desc>
   </Item>
   <Item ID="1104">
      <Name>Silk Ordu Helmet</Name>
      <Desc>A common leather hat of the Ordu, good for keeping the sun off and your hair in place.</Desc>
   </Item>

It should be:

   <Item ID="1103">
      <Name>Silk Ordu Helmet</Name>
      <Desc>A common male silk hat of the Ordu, good for keeping the sun off and your hair in place.</Desc>
   </Item>
   <Item ID="1104">
      <Name>Silk Ordu Helmet</Name>
      <Desc>A common female silk hat of the Ordu, good for keeping the sun off and your hair in place.</Desc>
   </Item>


-files : levels\Teron.mis + levels\Teron_New.mis :
- "Go in,  <charname>." Same double space too
There ara another double space lines also (Quest_TG3.mis, Teron.mis , Teron_IG.mis , Teron_MG.mis, Teron_New.mis):
Linos is waiting inside,  <charname>.


Title: Re: [General] Technical localization talk
Post by: Sunfire on June 18, 2017, 08:12:03 am
File Hangar Exterior.mis (according to the files HGR_Soldiers_01.xml and HGR_Soldiers_02.xml):

   new CharMarker(CM_Hangar_Aurelian_Legatus_10276) {
      dbID = "6300";
      gameID = "6300";
      constructOnLevelStart = "1";
      isPC = "0";
      charName = "Aurelian Legatus";

It should be (according to the files HGR_Soldiers_01.xml and HGR_Soldiers_02.xml):

   new CharMarker(CM_Hangar_Aurelian_Legatus_10276) {
      dbID = "6300";
      gameID = "6300";
      constructOnLevelStart = "1";
      isPC = "0";
      charName = "Aurelian Decanus";


Title: Re: [General] Technical localization talk
Post by: AbounI on June 19, 2017, 06:44:26 pm
Two more typos I've met while translating the tutorial.cs file:
- "If you're playing a non-combat character, focus on the core stas and skills of the chosen profession". It should be stats
- "He's a dodger, so hitting his legs will reduce his mobility and make him easier to hit. Even if the chance is good, you might still might him.". It should be "miss"

Now, a little tricky issue, concerning the keymapping:
"You can access the map screen when you exit buildings (it doesn't work indoors) by pressing M or clicking on the Star button (the one on the right)."
For us, with our AZERTY keyboards, the key for "M" should be our "?" key, but while testing that, it turns out that for me the shortcut is my "$" key. And I don't know if I'm an isolated case or not.

Updating:
file scripts\data\journal\lore.cs : "While exploring Al-Akia, the birthplace of the "gods", you found the First of the Magi\s notes". Should be "Magi\'s" in the original file, while Passolo is adding another one "\"


Title: Re: [General] Technical localization talk
Post by: AbounI on June 25, 2017, 03:53:19 pm
I can now confirm I'm not alone with the quick Map access issue : logically  we should press "?" with our French AZERTY keyboard which is the equivalent for "M" with a QWERTY keyboard. Instead, with a French keyboard, we must press "$".
(https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcSDJwfAJAIzE44QLJE42pZ1Tto-TzfQfWSSHTR1tXE45kRYbYAu)

I don't know where it could come from


Title: Re: [General] Technical localization talk
Post by: Sunfire on June 29, 2017, 06:07:41 am
There are some errors in the file help.english.cs:

1) According to the file item_desc.english.cs shields don't have any "dodge" penalty, so:

There are times when dodge characters may want to consider using a shield for the defense against critical strikes if gives them or ranged attacks, even with the associated dodge and to-hit penalties.\n\nYou can also use your shield to bash enemies and push them away.\n\nShield statistics:\n\nDR, Dodge penalty, To-Hit penalty, Versus Critical (vsCritical), Reduce Critical, and Versus Ranged (vsRanged).

It should be:

There are times when dodge characters may want to consider using a shield for the defense against critical strikes if gives them or ranged attacks, even with the associated armor and to-hit penalties.\n\nYou can also use your shield to bash enemies and push them away.\n\nShield statistics:\n\nDR, Armor penalty, To-Hit penalty, Versus Critical (vsCritical), Reduce Critical, and Versus Ranged (vsRanged).

2) It\'s very important once your character is pitted against more skilful and experienced opponents that they have some defence against critical strikes, as many fights are all but decided by well placed or lucky blows.

It should be:

It\'s very important once your character is pitted against more skilful and experienced opponents that they have some defense against critical strikes, as many fights are all but decided by well placed or lucky blows.


Title: Re: [General] Technical localization talk
Post by: AbounI on June 30, 2017, 03:16:41 pm
found some typos:

-file : text_vars.cs" -> "The man is not an easy master, and the list of your responsibilities would wear all but the longest scroll, but if you can last a few years the promise of advancement remains."
Missing coma after "years" -> "but if you can last a few years, the promise of advancement remains."

-files : tutorial.cs + helps.cs:
"Your character's Dexterity determines how many action points are available during each turn. Each action performed - swinging a sword, accessing your inventory, throwing a net, moving away, etc - has an associated AP cost."

Accessing the inventory is a free action, so it should be : "changing your equipment"

- help file:
- "ATTACK TYPES - "All weapons (except for crossbows) have fast, normal, and power attack options. Normal attacks - standard attacks that have no modifiers."
Called Regular attacks in game

- "The game offers eight different types of weapon. Each type has its own passive trait that increases along with your skill with the weapon. The higher the skill, the higher the chance to score the special effect associated with your weapon. Axes - increases critical strike damage.  Bows - increased chance of Critical Strike. Crossbows - chance to knock your opponent down"
should be : "chance of savage blow (reduces Strengh by 1)." (axes) & "chance to cripple for 2 turns (double movement cost)" (bows) & "chance to stagger your opponent (-3 AP)" (crossbows)

- "Shield statistics: DR, Dodge Armor penalty, To-Hit penalty, Versus Critical (vsCritical), Reduce Critical, and Versus Ranged (vsRanged). Versus Ranged - shields provide superior protection against all ranged attacks, but certain weapons, like pila (plural of pilum) and dagger-like armor-piercing bolts (30% chance) can go through shields, completely ignoring them."

Should it be deleted ?


Title: Re: [General] Technical localization talk
Post by: AbounI on June 30, 2017, 05:07:23 pm
There are some errors in the file help.english.cs:

1) According to the file item_desc.english.cs shields don't have any "dodge" penalty, so:

There are times when dodge characters may want to consider using a shield for the defense against critical strikes if gives them or ranged attacks, even with the associated dodge and to-hit penalties.\n\nYou can also use your shield to bash enemies and push them away.\n\nShield statistics:\n\nDR, Dodge penalty, To-Hit penalty, Versus Critical (vsCritical), Reduce Critical, and Versus Ranged (vsRanged).

It should be:

There are times when dodge characters may want to consider using a shield for the defense against critical strikes if gives them or ranged attacks, even with the associated armor and to-hit penalties.\n\nYou can also use your shield to bash enemies and push them away.\n\nShield statistics:\n\nDR, Armor penalty, To-Hit penalty, Versus Critical (vsCritical), Reduce Critical, and Versus Ranged (vsRanged).


Not if, but it


Title: Re: [General] Technical localization talk
Post by: Sunfire on June 30, 2017, 05:22:59 pm
Axes' passive effect has been changed recently. Now it's a modifier to CS damage. So, the help description seems up-to-date to me.

- "Shield statistics: DR, Dodge Armor penalty, To-Hit penalty, Versus Critical (vsCritical), Reduce Critical, and Versus Ranged (vsRanged). Versus Ranged - shields provide superior protection against all ranged attacks, but certain weapons, like pila (plural of pilum) and dagger-like armor-piercing bolts (30% chance) can go through shields, completely ignoring them."

Should it be deleted ?
According to the file items.dat, Armor Piercing Missile no longer has any Ign. VsRng value (like Pilum, which Ign. VsRng = 40). I dunno if this is intended or accidently.

Not if, but it
Right!


Title: Re: [General] Technical localization talk
Post by: AbounI on June 30, 2017, 06:03:58 pm
Axes' passive effect has been changed recently. Now it's a modifier to CS damage.

Oh thanks Sunfire, I wasn't aware of that  :salute:


Title: Re: [General] Technical localization talk
Post by: Sunfire on July 01, 2017, 03:05:57 am
There are some errors in the file help.english.cs:

1) According to the file attacks.cs:
(click to show/hide)

Torso (targets armor\'s weak spots; swords, daggers, spears, ranged weapons only) - DR reduced by 30% on a successful hit, DR reduced by 80% and a penalty to Constitution on a critical hit.

It should be:

Torso (targets armor\'s weak spots; swords, daggers, spears, ranged weapons only) - DR reduced by 40% on a successful hit, DR reduced by 80% and a penalty to Constitution on a critical hit.

2) According to the file item_desc.english.cs:

Hardness - your armor can be damaged during attacks, Hardness measures its ability to resist such damage\n\nDodge & Block Penalty - your armor reduces your mobility, so choose the right armor wisely and don\'t assume that bigger armor is better for all characters\n\nVersus critical (vsCritical) - protection against Critical Strikes (attacks that target weak armor spots and vital organs).

It should be:

Hardness - your armor can be damaged during attacks, Hardness measures its ability to resist such damage.\n\nArmor Penalty (to Dodge & Block Defense) - your armor reduces your mobility, so choose the right armor wisely and don\'t assume that bigger armor is better for all characters.\n\nSneak penalty - can be checked in some dialogue and interactive text segments.\n\nVersus critical (vsCritical) - protection against Critical Strikes (attacks that target weak armor spots and vital organs).

3) Hardness stat is forgotten:

Helmet statistics:\n\nDamage resistance (DR) - usually less than most armor DR, so even if you fail to score a critical hit, you\'ll cause more damage if you can actually hit someone\'s head.\n\nVersus critical (vsCritical) - the heavier the helmet, the better it protects you against critical strikes, but the more it limits your field of vision.\n\nTo-hit penalty - a helmet\'s design may limit your vision, thus reducing your to-hit chance.

It should be:

Helmet statistics:\n\nDamage resistance (DR) - usually less than most armor DR, so even if you fail to score a critical hit, you\'ll cause more damage if you can actually hit someone\'s head.\n\nHardness - measures your helmet ability to resist a damage during head aimed attacks.\n\nVersus critical (vsCritical) - the heavier the helmet, the better it protects you against critical strikes, but the more it limits your field of vision.\n\nTo-hit penalty - a helmet\'s design may limit your vision, thus reducing your to-hit chance.

4) According to the files item_desc.english.cs and items.dat (and what is Reduce Critical stat?):

Shield statistics:\n\nDR, Dodge penalty, To-Hit penalty, Versus Critical (vsCritical), Reduce Critical, and Versus Ranged (vsRanged).\n\nVersus Ranged - shields provide superior protection against all ranged attacks, but certain weapons, like pila (plural of pilum) and dagger-like armor-piercing bolts (30% chance) can go through shields, completely ignoring them.

It should be:

Shield statistics:\n\nDR, Hardness, Armor penalty, Sneak penalty, To-Hit penalty, Versus Critical (vsCritical), and Versus Ranged (vsRanged).\n\nArmor Penalty - your shield (just like your armor) reduces your mobility.\n\nVersus Ranged - shields provide superior protection against all ranged attacks, but certain weapons, like pila (plural of pilum) with 40% chance can go through shields, completely ignoring them.

5) According to the file items.dat - not anymore:
DR is divided by 3 to determine the effective value, i.e. a DR9 armor will absorb 9 points of damage if shot at by regular ammo and only 3 points (9/3) if hit by armor-piercing ammo. There is also a 30% chance that it will pass straight through a shield, making a block ineffective.\n\nJagged - causes more damage, but is easily stopped by armor.

It should be:

DR is divided by 3 to determine the effective value, i.e. a DR9 armor will absorb 9 points of damage if shot at by regular ammo and only 3 points (9/3) if hit by armor-piercing ammo.\n\nJagged - causes more damage, but is easily stopped by armor.


Title: Re: [General] Technical localization talk
Post by: AbounI on July 01, 2017, 03:09:59 am
and then, still in the help.cs file, at the alchemy chapter:
"You can create: Healing salve-Healing salve (strong)-Regeneration potion..."

Now called Restorative liniment


Title: Re: [General] Technical localization talk
Post by: Sunfire on July 01, 2017, 10:20:52 am
A missing NPC names in the file Quest_TG6.mis:

   new CharMarker(CM_Gaelius) {
      dbID = "4100";
      gameID = "4100";
      constructOnLevelStart = "1";
      isPC = "0";
      itemListFinite = "0";
      animVariation = "0";
      isNeutral = "0";
      dataBlock = "MarkerChar";
      gameFloor = "-1";
      position = "-16.5 22.5 5.75";
      rotation = "0 0 -1 90";
      scale = "1 1 1";
      isRenderShadowEnabled = "true";
      canSave = "1";
      canSaveDynamicFields = "1";
   };
   new CharMarker(CM_Gaelius_Secretary) {
      dbID = "4110";
      gameID = "4110";
      constructOnLevelStart = "1";
      isPC = "0";
      itemListFinite = "0";
      animVariation = "0";
      isNeutral = "0";
      dataBlock = "MarkerChar";
      gameFloor = "-1";
      position = "-16.5 23.5 5.75";
      rotation = "0 0 -1 90";
      scale = "1 1 1";
      isRenderShadowEnabled = "true";
      canSave = "1";
      canSaveDynamicFields = "1";
   };

It should be:

   new CharMarker(CM_Gaelius) {
      dbID = "4100";
      gameID = "4100";
      constructOnLevelStart = "1";
      isPC = "0";
      charName = "Gaelius";
      itemListFinite = "0";
      animVariation = "0";
      isNeutral = "0";
      dataBlock = "MarkerChar";
      gameFloor = "-1";
      position = "-16.5 22.5 5.75";
      rotation = "0 0 -1 90";
      scale = "1 1 1";
      isRenderShadowEnabled = "true";
      canSave = "1";
      canSaveDynamicFields = "1";
   };
   new CharMarker(CM_Gaelius_Secretary) {
      dbID = "4110";
      gameID = "4110";
      constructOnLevelStart = "1";
      isPC = "0";
      charName = "Secretary";
      itemListFinite = "0";
      animVariation = "0";
      isNeutral = "0";
      dataBlock = "MarkerChar";
      gameFloor = "-1";
      position = "-16.5 23.5 5.75";
      rotation = "0 0 -1 90";
      scale = "1 1 1";
      isRenderShadowEnabled = "true";
      canSave = "1";
      canSaveDynamicFields = "1";
   };


Title: Re: [General] Technical localization talk
Post by: Sunfire on July 01, 2017, 04:09:59 pm
Additional script check in the file PRT_Portal.xml allows to fix a "ghost Esbenus bug", found by Hawthorn:

          <checksOnClick>
            <string>aod.npc_esbenus_archPaid</string>
          </checksOnClick>

It should be:

          <checksOnClick>
            <string>aod.npc_esbenus_archPaid &amp;&amp; aod.npc_esbenus_dead == false</string>
          </checksOnClick>


Title: Re: [General] Technical localization talk
Post by: AbounI on July 01, 2017, 05:35:18 pm
Hm, maybe I should wait for a new update of the help.sc file instead of fixing it here and there?  :panic:


Title: Re: [General] Technical localization talk
Post by: Sunfire on July 02, 2017, 02:40:09 am
Hm, maybe I should wait for a new update of the help.sc file instead of fixing it here and there?  :panic:
Good idea, there are many files left besides of it ;)


Title: Re: [General] Technical localization talk
Post by: AbounI on July 02, 2017, 10:26:22 am
file : ranks..cs

- "Master of Disguise" -> should be "Master of Impersonate".
- "You've awakaned a demi-God and attainded an ability to shield your mind from negativity and other unpleasantries, destroying an entire city in the process" -> should be "attained"


Title: Re: [General] Technical localization talk
Post by: AbounI on July 02, 2017, 06:04:52 pm
One thing I'm not really sure to understand.
In the file "mdn-ending.cs" (end of the Maadoran chapter so), the following line:
"Fixing the smelter has presented you with an opportunity to make a strong impression on, and prove your value to, the most powerful Lord of the realm. Although you were given little choice in the matter, you're now on your way to Maadoran".

Does it mean the PC is leaving the outpost and is leading to Maadoran? (I didn't solve this quest for Gaelius yet, assuming the Lord is Gaelius).


Title: Re: [General] Technical localization talk
Post by: Sunfire on July 04, 2017, 03:38:33 am
There is an error in the file textbox.english.cs:

$msg_ae_ap_penalty0 = "The <victim> is staggered; AP reduced by <eff_val1>."; // xBow passive

It should be:

$msg_ae_apPenalty0 = "The <victim> is staggered; AP reduced by <eff_val1>."; // xBow passive


Title: Re: [General] Technical localization talk
Post by: Sunfire on July 05, 2017, 01:45:39 pm
There is an error in the file MDN_Trader_ExoticWeapons.xml (according to attached screenshot):

[Additional Passive and Hardness bonuses]

It should be:

[Additional THC and Hardness bonuses]


Title: Re: [General] Technical localization talk
Post by: Sunfire on July 06, 2017, 01:20:29 pm
I really can't understand next line from the file Quest_TG2_02.xml:

            <string>aod.traps &gt; 3 &amp;&amp; aod.traps &lt; 4</string>
            <string>aod.traps &gt;= 4</string>

Seems like it must be a Traps skill range greater than 3 and less than 4, but it pointless, 'cause there aren't any integers there. May be it should be 3?

            <string>aod.traps = 3</string>
            <string>aod.traps &gt;= 4</string>



Title: Re: [General] Technical localization talk
Post by: Sunfire on July 07, 2017, 04:56:54 am
All fixed above-mentioned files along with ui.english.cs and itemtext.english.xml (too many fixes to post it here) are in the attached archive typos_6.zip and on the GD.


Title: Re: [General] Technical localization talk
Post by: Oscar on July 08, 2017, 11:38:37 am
:salute:


Title: Re: [General] Technical localization talk
Post by: Sunfire on July 08, 2017, 06:55:45 pm
RU version with some recent fixes (aod_russian_1.6.0.3_10.zip) has been re-uploaded to the GD.


Title: Re: [General] Technical localization talk
Post by: AbounI on July 09, 2017, 04:55:44 pm
The file "ending.cs" (scripts\data\slides\ending.cs) seems to be bugged, as there is twice the following line: "As his control over the legion grows, Commercium's influence wanes.".

But the second one is written with a "\n" (and Passolo adds another \), so as a result it gives:
"As his control over\\nthe legion grows, Commercium's influence wanes."


Title: Re: [General] Technical localization talk
Post by: Sunfire on July 14, 2017, 04:34:59 am
Seems like files Teron New Events.english.cs and Teron_New.mis haven't been updated since ver. 1.2.0.0130 (2015, May Update).
Are they still needed?


Title: Re: [General] Technical localization talk
Post by: AbounI on July 15, 2017, 06:59:35 pm
About the final tweak of Maadoran City layer : "Healer" has been replaced by "Medicus", but as this NPC is a female, shouldn't it be "Medica" instead?
https://en.wiktionary.org/wiki/medicus
check the file  AoD_ maadoran_map_final.psd

Then, I'm not sure what has to be translated exactly on the cities maps : only the basic layers or the whole content with various locations that can be unlocked during the course of the game? Do we have to create some PNG buttons for these locations (e.g. Al-Rashid Fort aka the Imperial Guards Fort in Maadoran) ? Answer is found  :lol:


Title: Re: [General] Technical localization talk
Post by: AbounI on July 18, 2017, 05:59:01 am
While checking the downloaded archive( aod_english_1.5.0.92.7z) containing all the files needed for the tanslation, it appears there are no file for the various unlockable locations at Ganezzar (art\gui\maps\image).
Also, the files "mdnMap_doctor_h.png" and "mdn Map_doctor_n.png" are missing. Those files exist for Teron, but not for Maadoran. Is it normal? I would like for the French Translation to use "Medicus" (male) in Teron, and "Medica"(female) in Maadoran.


Title: Re: [General] Technical localization talk
Post by: Sunfire on July 18, 2017, 07:09:28 am
While checking the downloaded archive( aod_english_1.5.0.92.7z) containing all the files needed for the tanslation, it appears there are no file for the various unlockable locations at Ganezzar (art\gui\maps\image).
Also, the files "mdnMap_doctor_h.png" and "mdn Map_doctor_n.png" are missing. Those files exist for Teron, but not for Maadoran. Is it normal? I would like for the French Translation to use "Medicus" (male) in Teron, and "Medica"(female) in Maadoran.
Seems like they aren't used anymore, just text inscriptions.


Title: Re: [General] Technical localization talk
Post by: AbounI on July 18, 2017, 09:31:54 am
While checking the downloaded archive( aod_english_1.5.0.92.7z) containing all the files needed for the tanslation, it appears there are no file for the various unlockable locations at Ganezzar (art\gui\maps\image).
Also, the files "mdnMap_doctor_h.png" and "mdn Map_doctor_n.png" are missing. Those files exist for Teron, but not for Maadoran. Is it normal? I would like for the French Translation to use "Medicus" (male) in Teron, and "Medica"(female) in Maadoran.
Seems like they aren't used anymore, just text inscriptions.
But they're not implemented in the basic layers of the cities (dds files)  :(


Title: Re: [General] Technical localization talk
Post by: AbounI on July 21, 2017, 12:28:24 pm
file : temple_ending.cs
"His long-winded attempts to explain the situation fall on deaf ears and only make the matters worse as a loremaster who does nothing but talk is no better than a talking bird but a lot less pleasing to the eye."

Something in this long sentence is missing, but I dont know exactly what. It could be a coma here or there. Anyway, I'm not sure how to fully understand the end "but a lot less pleasing to the eye". Who is the less pleasant to the eyes? the loremaster or the talking bird?  ::)

update:
In this same file, a spotted typo:
"He offers the finest selection at very reasonable prices, promising to fulfil any order within two weeks or it's free". Is should be "fulfill" ?


Title: Re: [General] Technical localization talk
Post by: AbounI on July 26, 2017, 05:03:43 am
More typos:

1) file : vignette_loremaster.xml
- "You recieve the map from Gracius". Should be "receive"
- "I got this sphere, though" Hand the map and the sphere to Feng". A missing dot after though"
- "Please take the map and study it properly". There are thrice this sentence, but two of them don't have the coma after Please
- "Apparently, he wasn't welcome in this town, and with the assassins'  guild almost out of work...  I'm surprised he made it as far as the inn.". There are 2 double blank space in this one: the first after "assassin's", the second after the three dots
- "Alright, I wanted to save it for later, but I do need to pay for the inn, so..." The prospector unwraps yet another "artefact",  revealing a charred skull." Again, a double blank space after "artefact",
- "[success]"Well, don't I feel foolish now...  Still, the jewels alone have gotta be worth a few hundred." Double blank space after now...

2) vignette_drifter.xml
- "At the back of the tavern piles of loot sit atop tables, waiting to be counted and divided.". It should be "divvied". This sentence is also found in the file vignette_mercenary.xml, with the same typo.
- ""Let's head back, " says Vardanis, looking relieved". As the NPC is no longer speaking after that, shoudln't it be a dot instead of the coma? Anyway, there's also a double blank space here after back,
- "As is often the case when one's chasing "easy money.". (x3). In each one, it should be "..."easy money".".



Title: Re: [General] Technical localization talk
Post by: AbounI on July 28, 2017, 08:00:07 am
Something's wrong in the file teron_palace_TA.xml

situation:
 "[success]You wait for the guard to pass, then dart into the hallway and run as silently as you can, counting the heartbeats. It's clear that you won't make to the stairs leading down in time. You see two rooms up ahead. The guard behind you will reach the end of the hallway and turn around at any moment now. You have no choice but to pick a room and hope for the best."

After these entries, a choice for the PC opens up:
1) "The room on the left."
2) "The room on the right."

Then the descs, where it appears there is a an issue:

- "You duck into the room on your left. It's a display room where Antidas keeps his ancient curiosities. It's empty at the moment, but it's wide open and you will be fully exposed if someone were to walk in."
- "[sneak failure]You duck into the room on your left. It's a dining chamber...."

So from here, both room are on the left side, but deeper  in the file, there is this entry:
- "[sneak success]You duck into the room on your right. It's a dinning chamber..."

So I guess the dining room is actually the right one, and not the left, to match the second choice.


Title: Re: [General] Technical localization talk
Post by: Sunfire on July 29, 2017, 08:57:31 am
Here is the Daratan palace 2nd floor.


Title: Re: [General] Technical localization talk
Post by: AbounI on July 29, 2017, 05:19:35 pm
Thanks Sunfire. That's useful.  :salute:
Otherwise, file Feng_01.xml is empty   :(


Title: Re: [General] Technical localization talk
Post by: Sunfire on July 30, 2017, 01:58:32 am
Yw, I'll re-upload it (and add some more files) today.


Title: Re: [General] Technical localization talk
Post by: AbounI on July 30, 2017, 05:24:48 am
TY  :salute:


Title: Re: [General] Technical localization talk
Post by: lingualconsultancy on August 12, 2017, 05:02:33 am
Hi
 you can take help from this link.

https://www.ibm.com/support/knowledgecenter/en/SS6PEW_9.4.0/com.ibm.help.local.wuf.doc/WUF_Localization.html (https://www.ibm.com/support/knowledgecenter/en/SS6PEW_9.4.0/com.ibm.help.local.wuf.doc/WUF_Localization.html)


Title: Re: [General] Technical localization talk
Post by: Nick on August 12, 2017, 04:16:34 pm
Wait, do spambots now post links to IBM support articles?


Title: Re: [General] Technical localization talk
Post by: AbounI on August 19, 2017, 03:31:42 am
Reporting more typos in:

- vignette_merchant.xml:
"You recieve a map from Linos" : receive

- vignette_thief.xml:
UID#102 & UID#106: "You grab the rope and start climbing, quickly and effortlessly pulling yourself up. You reach the window in no time and slip inside, way ahead of the inn's guards. Looks like you've missed quite a party. Three people are dead... An old travel chest stands open. The trader doesn't have much, which is probably why he risked coming to Teron. Some clothes, a small leather bag – judging by its weight, less than a hundred imperials, food rations, a few iron bars, and a short sword. The sound of footsteps in the corridor reminds you of the danger. You don't have much time left"

As the trader is dead, it should be "The trader didn't have much", no ?

- teron_palace_TA.xml:
UID#263 : "When you reach the cabinet, a tap on one of the panel returns a hollow sound." It should be "panels"

UID#220 : "[sneak]Climb over the wall". Missing dot here

UID#347: "Break his legs and throw him off the roof, boys." Missing GenderVars here : break <his/her> + throw <him/her>

- Cassius_01.xml:
"And finally, the meteor metal is an aleier of iron and several rare metals". That's the outdated name for sky metal.

-Quest_AG1.xml :
UID#10 : "[persuasion][charisma]"Because recovering the reports is more important than killing you. The lesson has already been taught." Nod at the other body on the floor."  There are actually 2 bodies: the old man and the girl at this moment.

-Quest-AG2.xml:
UID#483 + UID#508: "- The guild lies in ruins. Your betrayal won't be forgotten"
It's an added message that appears in the textbox, so there is a missing dot for both of them.

 :salute:


Title: Re: [General] Technical localization talk
Post by: AbounI on September 05, 2017, 01:51:38 pm
Do the GenderVars allow some blank space inside the tags? Like d<u/e la> : "du/de la" ...


Title: Re: [General] Technical localization talk
Post by: Sunfire on September 06, 2017, 02:32:16 am
We never used such construction, but I think that it must be checked.


Title: Re: [General] Technical localization talk
Post by: Sunfire on September 16, 2017, 01:28:41 am
Do the GenderVars allow some blank space inside the tags? Like d<u/e la> : "du/de la" ...
I've just checked, and it works fine in RU version:
(click to show/hide)
I think you can surely use it in FR version too.


Title: Re: [General] Technical localization talk
Post by: AbounI on September 16, 2017, 04:33:02 am
Do the GenderVars allow some blank space inside the tags? Like d<u/e la> : "du/de la" ...
I've just checked, and it works fine in RU version:
(click to show/hide)
I think you can surely use it in FR version too.
Yeah, that's great. :D.
Thanks a lot Sunfire  :salute:


Title: Re: [General] Technical localization talk
Post by: AbounI on September 24, 2017, 03:24:49 am
Maybe an issue here?
In file Cado_01, here is what we have:
[lore]"I've handled enough documents. I can assure you that my fake will look more intimidating than the original." (UID837 & UID895)

While in file Quest_TG1_02, the skillcheck is differently written:
[lore success]"I've handled enough documents. I can assure you that my fake will look more intimidating than the original." (UID23)

Is it normal?


Title: Re: [General] Technical localization talk
Post by: AbounI on September 28, 2017, 03:47:29 pm
I've just met the same kind of issue while translating file Quest_TG2_01.
This time my problem is :
- [traps success]"If we have enough black powder, I can rig up some fireworks. The survivors won't be able to put up much of a fight. (UID1120)
VS
- [traps]"If we have enough black powder, I can rig up some fireworks. The survivors won't be able to put up much of a fight. (UID1125 & 1142)

This part of text is also found 4 time in file Cado_01, such as : [traps]"If we have enough black powder, I can rig up some fireworks. The survivors won't be able to put up much of a fight. (UID 879/884/887 & 893).

So, is the [traps success] normal?  :salute:

edit: There is another similar issue in these files with :
"With the right credentials and approach, we can redirect the shipment to one of our safe houses" (UID 1223 in Quest_TG2_01) where there is no mention of the intelligence check
VS
"[intelligence]"With the right credentials and approach, we can redirect the shipment to one of our safe houses" (UID882 in Cado_01) where there is this time an intelligence check.


Title: Re: [General] Technical localization talk
Post by: Sunfire on October 01, 2017, 03:24:36 am
RU version with some recent fixes (aod_russian_1.6.0.3_13.zip) has been re-uploaded to the GD.


Title: Re: [General] Technical localization talk
Post by: AbounI on October 01, 2017, 02:31:20 pm
I've just discovered an unseen typo in the file Mining Outpost Events.cs :
"This must be ore smelting facility Sohrab told you about." -> missing "the" before "ore smelting"


Title: Re: [General] Technical localization talk
Post by: AbounI on October 04, 2017, 05:36:29 am
2 typos spotted in file Quest_TG3_05.xml
- UID#22 : "[success]You manage to get to the gate without being seen. The crossbowman remains unware of your presence."
 It should be "unaware"

- UID#2 : "At once, master."
Missing a GenderVar here. It should be <master/mistress>
 

Then, 2 more in file Cado_01.xml
-UID#885 : "[success]You spend the better part of an hour practicing Zenon's handwriting and signature, then start writing an order redirecting the shipment and warning against delivering the cargo to the original destination. When the order is ready, you give it to Cado. He studies it for a while, comparing it to the original, then nods in approval, returning the document to you. "I don't think it would be enough though.Those who are given power to speak with Linos' voice wear special rings. It would be nice to have one."
Missing a blank space after the dot :"though. Those"

-UID#802 & UID#873 : "We stopped a messenger last week. Usually we don't mess with the Guards – why look for troubles? – but he was plainly dressed, so... ". Cado shrugs. "He put up a fight and ended up with a bolt in his back"
There shouldn't be a  dot here, maybe just a single coma :"– but he was plainly dressed, so... ", Cado Shrugs.


Title: Re: [General] Technical localization talk
Post by: Sunfire on October 08, 2017, 04:39:45 pm
The next files:
Quest_BasilTG_Scolopendra Events.english.cs
Quest_BasilTG_Warehouse Events.english.cs
Quest_WarehousePA Events.english.cs
RDM_AG_Ambush_MDN Events.english.cs
RDM_TG_Ambush_MDN Events.english.cs

Uses the same EventPackage name:
package QuestPowerArmorEvents

Is it intended or its a bug? 'cause it seems like only the file Quest_WarehousePA Events.english.cs should use it.


Title: Re: [General] Technical localization talk
Post by: Oscar on October 09, 2017, 10:39:29 am
I renamed for consistency, but they could all be named locationEvents and they would work correctly.


Title: Re: [General] Technical localization talk
Post by: Sunfire on October 11, 2017, 07:52:06 am
All fixed above-mentioned files + some more (too many fixes to post it here) are on the GD (https://drive.google.com/open?id=0B_7LLaL2_sHuSVMzc1NBSzUyYzQ).

The next files are no longer needed for the translation:
levels\NewGame.english.mis
scripts\data\campaign\Quest_faelanFight Events.english.cs
scripts\data\campaign\Quest_IG8_03 Events.english.cs
scripts\data\campaign\Quest MG5 Events.english.cs
scripts\data\campaign\The Tower Interior Events.english.cs

while the next one is nedeed:
scripts\data\campaign\Quest_BasilTG_Warehouse Events.english.cs


Title: Re: [General] Technical localization talk
Post by: AbounI on October 12, 2017, 04:27:40 pm
Something is weird in the file Quest_TG3_Mob.xml
It happens when PC can attempt to intimidate the mob leader:
"[intimidate]"My name is <charname>."

But the results don't show any success or failure tags:
- in case of success at UID#1196 :
<npc_text>"I know who you are," says the mob leader, a measure of respect and fear in his voice.</npc_text>

- in case of failure at UID#1198:
<npc_text>"I've heard of you. You aren't as tough as you think. Let me show you why." He picks up the hammer deftly, looking as if he's about to charge.</npc_text>

So I guess both the success and failure tags are missing there. :salute:

Update: Sunfire, are your files in your latest zip.file ready to translate? Can I upload them on the French folder by myself?


Title: Re: [General] Technical localization talk
Post by: Nick on October 13, 2017, 07:57:33 am
Uploaded aod_english_1.6.0.75.7z for translation.

Removed Fixes&typos_1.6.0.68.zip from GD, since it's included in the new files.


Title: Re: [General] Technical localization talk
Post by: Sunfire on October 13, 2017, 09:57:46 am
Update: Sunfire, are your files in your latest zip.file ready to translate? Can I upload them on the French folder by myself?
No, they were intended for the devs, I've not updated Passolo's project files yet. Let's wait some time for the latest changes has been made.

UPD. Translated and uploaded aod_russian_1.6.0.75.zip.


Title: Re: [General] Technical localization talk
Post by: AbounI on October 13, 2017, 03:36:54 pm
Update: Sunfire, are your files in your latest zip.file ready to translate? Can I upload them on the French folder by myself?
No, they were intended for the devs, I've not updated Passolo's project files yet. Let's wait some time for the latest changes has been made.

UPD. Translated and uploaded aod_russian_1.6.0.75.zip.
It's OK then.


Title: Re: [General] Technical localization talk
Post by: Sunfire on October 14, 2017, 10:30:45 am
Uploaded the file aod_russian_1.6.0.75_3.zip with some fixes.


Title: Re: [General] Technical localization talk
Post by: AbounI on October 18, 2017, 04:57:08 pm
I guess something's wrong with the tags in the file Antidas_02.xml at UID#13:
<npc_text>"I don't have a habit of talking to those who come into my home uninvited, but you went to great lengths to seek my audience. The least I can do is give you a chance. Call Dellar, tell him to put <his/her> skills to the test. If <he/she> survives it, bring <him/her> back to me."</npc_text>

Clearly, here, Antidas is speaking to Charname, see the "you" quoted in bold.
But from "Call Dellar...", it's as if Antidas is speaking to a guard, not charname, as the gendervar tags concern charname, not Dellar (who doesn't need any GV btw).
So I guess, a part of text is missing. Something like "...The least I can do is give you a chance." Turning to his guards, Antidas says (or orders for a better word) "Call Dellar, tell him to put..."   :salute:

edit: maybe it's already fixed in the latest game version? Our French translation files are only 1.5.0.0092


Title: Re: [General] Technical localization talk
Post by: Sunfire on October 19, 2017, 07:42:01 am
Nope, the latest version has the same text.


Title: Re: [General] Technical localization talk
Post by: AbounI on October 19, 2017, 01:52:18 pm
Seen, thanks Sunfire  :salute:
Another issue : Antidas_01.xml (UID#1009) vs Antidas _02.xml (UID#9) when charname answers to Antidas:
-<dlgPart>
<portrait/>
<speaker_name/>
<npc_text>"I expect nothing less from you."</npc_text>

in Antidas_01:
 -<dlgAnsw>
<text>[streetwise]"I too believe in destiny, my Lord. This ring has been in my family for generations, given to my forefathers for safekeeping by General Galbo himself. It is, without a doubt, one of the most important relics of the Empire, and its reappearance is a great omen! It is yours, my Lord." </text>

While Antidas_02 gives:
-<dlgAnsw>
<text>[streetwise success]"I too believe in destiny, my Lord. This ring has been in my family for generations, given to my forefathers for safekeeping by General Galbo himself. It is, without a doubt, one of the most important relics of the Empire, and its reappearance is a great omen! It is yours, my Lord." </text>

The difference in the skillcheck doesn't sound logical to me, but which one is the right one?



Title: Re: [General] Technical localization talk
Post by: Sunfire on October 19, 2017, 03:32:35 pm
[streetwise] goes before the aod.streetwise check usually, while [streetwise success] - after.


Title: Re: [General] Technical localization talk
Post by: AbounI on October 19, 2017, 05:58:14 pm
[streetwise] goes before the aod.streetwise check usually, while [streetwise success] - after.
So, assuming there are in the source files no script such as
-<checksOnClick>
<string>streetwise >= X</string>
a tag like [streetwise success/failure] don't have to appear? A simple skillcheck [streetwise] is the correct form?


Title: Re: [General] Technical localization talk
Post by: Sunfire on October 19, 2017, 10:54:41 pm
If you want to simplicate it - use [streetwise] when PC need to choose an answer, and [streetwise success] with NPC text.


Title: Re: [General] Technical localization talk
Post by: AbounI on October 21, 2017, 04:14:04 am
Thanks Sunfire for the tip.
One of my proofreader deleted 3 files, it seems they no longer exist: File & Translator, Quest & Antidas_02.
It's a disaster : the biggest file which we were proofreading, the F&T (our "feuille de route") and Antidas_02 which I was working on.
As you're the owner of the folder, is there a solution to get them back ?
I don't know why he did that, better explain himself!  :'(


Title: Re: [General] Technical localization talk
Post by: Sunfire on October 21, 2017, 05:31:41 am
All deleted files have been restored, but seems like they lack any comments. That proofreader's access level set as read only until you'll sort it out.


Title: Re: [General] Technical localization talk
Post by: AbounI on October 21, 2017, 05:36:46 am
Many many many thanks Sunfire. You're so awesome, really (Cyril told me to big up you).
No matter for the comms, at least, all is back as it was before. That's the most important.
The comms, I'm able to replace them
SO great, thanks again SF  :salute: :salute: :salute:
I was really afraid they were definitly lost


Title: Re: [General] Technical localization talk
Post by: AbounI on October 21, 2017, 08:19:05 am
Seen, thanks Sunfire  :salute:
Another issue : Antidas_01.xml (UID#1009) vs Antidas _02.xml (UID#9) when charname answers to Antidas:
-<dlgPart>
<portrait/>
<speaker_name/>
<npc_text>"I expect nothing less from you."</npc_text>

in Antidas_01:
 -<dlgAnsw>
<text>[streetwise]"I too believe in destiny, my Lord. This ring has been in my family for generations, given to my forefathers for safekeeping by General Galbo himself. It is, without a doubt, one of the most important relics of the Empire, and its reappearance is a great omen! It is yours, my Lord." </text>

While Antidas_02 gives:
-<dlgAnsw>
<text>[streetwise success]"I too believe in destiny, my Lord. This ring has been in my family for generations, given to my forefathers for safekeeping by General Galbo himself. It is, without a doubt, one of the most important relics of the Empire, and its reappearance is a great omen! It is yours, my Lord." </text>

The difference in the skillcheck doesn't sound logical to me, but which one is the right one?


Concerning this issue, I think I get where the problem is: in the file Antidas_01, at UID#1009, there are no script like <checkOnAppear> aod.streetwise < 3</checkOnAppear> before in the NPC text and after in the PC text too. So it seems, there is no need for a [streetwise] tag here:
Quote
-<dlgPart>

<portrait/>

<speaker_name/>

<npc_text>"I expect nothing less from you."</npc_text>

<onLoadScripts/>


-<answers>


-<dlgAnsw>

<text>Leave.</text>

<def_link>1011</def_link>

<checkOnAppear/>

<checksOnClick/>

<linksOnClick/>

<scriptsOnClick/>

</dlgAnsw>


-<dlgAnsw>

<text>[streetwise]"I too believe in destiny, my Lord. This ring has been in my family for generations, given to my forefathers for safekeeping by General Galbo himself. It is, without a doubt, one of the most important relics of the Empire, and its reappearance is a great omen! It is yours, my Lord." </text>

<def_link>1010</def_link>

<checkOnAppear/>

<checksOnClick/>

<linksOnClick/>

<scriptsOnClick/>

</dlgAnsw>

</answers>

<UID>1009</UID>

Maybe it's one of the 2 issues. The second one, Antidas_02, at UID#50, there's no score check in the NPC text, it appears only in the PC answers options:
Quote
-<dlgPart>

<portrait/>

<speaker_name/>

<npc_text>"If you find it, let me know."</npc_text>

<onLoadScripts/>


-<answers>


-<dlgAnsw>

<text>"Before I go... I have this ring..."</text>

<def_link>18</def_link>

<checkOnAppear>aod.quest_galbo_speakWithAntidas == true && dlgOwnsItem(1350) == true && aod.streetwise < 3</checkOnAppear>

<checksOnClick/>

<linksOnClick/>

<scriptsOnClick/>

</dlgAnsw>


-<dlgAnsw>

<text>[streetwise]"I too believe in destiny, my Lord. This ring has been in my family for generations, giving to my forefathers for safekeeping by General Galbo himself. It is, without a doubt, one of the most important relics of the Empire, and its reappearance is a great omen! It is yours, my Lord." </text>

<def_link>19</def_link>

<checkOnAppear>aod.quest_galbo_speakWithAntidas == true && dlgOwnsItem(1350) == true && aod.streetwise >= 3</checkOnAppear>


-<checksOnClick>

<string>aod.npc_cassius_betrayal == true</string>

</checksOnClick>


-<linksOnClick>

<int>41</int>

</linksOnClick>

<scriptsOnClick/>

</dlgAnsw>
So here, it should be [streetwise success] like all the 5 others ones in this file, all of them leading to UID#19.
I think I understand now : streetwise is a passive skill, which means PC isn't aware his streetwise score is checked, so only a successful result is allowed & shown, there can't be a [streetwise failure] possibility of answers  :salute:




Title: Re: [General] Technical localization talk
Post by: AbounI on October 24, 2017, 02:49:27 pm
Find a typo in the file Quest_MgTest.xml.

"You fake a genuine interest and skilfully encourage the guards to impress you with their vast knowledge of the current affairs, learning that the guards pay has been cut again" (X4 in the file at UID#32 #33 #3 & #4)

It should be "... the guards' pay has been cut again..."  :salute:


Title: Re: [General] Technical localization talk
Post by: AbounI on October 29, 2017, 03:58:32 am
Reporting more typos:

- File Antidas_02.xml UID#8 :
NPC text : "... Gaelius would rather bury the past than face it. "Find Domitius. If there is a way in, he'll help you find it. If not, seek elsewhere."
Here it should be "seek answers elsewhere" to match with file Antidas_01 at UID#1008

- File Teron_Blacksmith.xml UID#485
NPC text : (dagger) "Here you go. Anything else?"
Here, it should be daggers to match with all other weapons style in their plural form.

- File scripts\data\journal\quests.cs :
"Congratulations, you're Balzaar's new first acolite." It should be "acolyte".

- File Cassius_02.xml
UID#143, NPC text : "[...]And all the people fled from the ships of the kindom of Q'antaar, which had crossed the sea, inflicting every kind of punishment upon the people of Lakia. [...]".
It should be "kingdom".

UID#103 NPC text : "For example, there are several different accounts of  the battle of Estios all claiming the same thing." 2 blank spaces here



Title: Re: [General] Technical localization talk
Post by: Sunfire on November 06, 2017, 03:56:43 pm
I've just found some missed quotes in the file Quest_TG3_05.xml:

1) [failure]One last time, the town is sealed until further notice. Turn around and go back NOW!"
2) [success]Alright. I'll let you through. Good luck with your mission."

It should be:

1) [failure]"One last time, the town is sealed until further notice. Turn around and go back NOW!"
2) [success]"Alright. I'll let you through. Good luck with your mission."


Title: Re: [General] Technical localization talk
Post by: Sunfire on November 07, 2017, 07:30:46 am
Oscar, can you share a PSD of next files (with a no-text background preferably)?
sign_abyss_01_DIF.dds
sign_quintus_01_DIF.dds


UPD. Uploaded the file aod_russian_1.6.0.89_3.zip with some fixes and translated the Abyss sign.


Title: Re: [General] Technical localization talk
Post by: Sunfire on November 08, 2017, 01:25:50 pm
A typo in the file mdn_ending.english.cs:

         text1 = "The arrival of an Ordu army at the city gates shocks everyone, dread settling over the city at the thought that the Ordu are there to put Maarodan to the sword.

It should be:

         text1 = "The arrival of an Ordu army at the city gates shocks everyone, dread settling over the city at the thought that the Ordu are there to put Maadoran to the sword.


Title: Re: [General] Technical localization talk
Post by: Nick on November 10, 2017, 01:31:45 pm
A typo in the file mdn_ending.english.cs:

         text1 = "The arrival of an Ordu army at the city gates shocks everyone, dread settling over the city at the thought that the Ordu are there to put Maarodan to the sword.

It should be:

         text1 = "The arrival of an Ordu army at the city gates shocks everyone, dread settling over the city at the thought that the Ordu are there to put Maadoran to the sword.

I don't see this line in mdn_ending.english.cs.


Title: Re: [General] Technical localization talk
Post by: Oscar on November 10, 2017, 01:37:10 pm
Oscar, can you share a PSD of next files (with a no-text background preferably)?
sign_abyss_01_DIF.dds
sign_quintus_01_DIF.dds


UPD. Uploaded the file aod_russian_1.6.0.89_3.zip with some fixes and translated the Abyss sign.

Uploaded to Art PSD google drive folder.


Title: Re: [General] Technical localization talk
Post by: AbounI on November 10, 2017, 05:07:45 pm
Maybe I'm wrong, but fixing the ore smelter in Teron Outpost seems unbalanced.
There are 2 files describing how to improve it in order to produce blue steel metal : Teron_Mine_01.xml & TMO_Controlpanel_01.xml:

Here is the situation:
"[success]It's a wondrous machine and a true testament to the Arts of the olden days. If not for the mantra, you'd have never been able to make it work again, but now that you did, you gain a good insight into how this machine operates. This insight suggests that smelting steel is only the basic function and that there is a second, more advanced phase."

Then, in the file Teron_Mine_01.xml (UID1328), there is a combined craft & lore check:
"[crafting][lore]Try to figure it out." following this condition : (aod.lore + aod.crafting >= 10) && aod.lore >= 4 && aod.crafting >= 4
But in file TMO_Controlpanel_01.xml (UID1328 too), it's a simple lore check :
"[lore]Try to figure it out."  following this condition : aod.lore >= 7

It doesn't sound logical to me.  ::)

----------------------------------------------

Btw, found a typo in file TMO_Controlpanel_01.xml at UID1304 :
*House Aurealian reputation decreased*
It should be Aurelian


Title: Re: [General] Technical localization talk
Post by: Sunfire on November 10, 2017, 05:40:06 pm
A typo in the file mdn_ending.english.cs:

         text1 = "The arrival of an Ordu army at the city gates shocks everyone, dread settling over the city at the thought that the Ordu are there to put Maarodan to the sword.

It should be:

         text1 = "The arrival of an Ordu army at the city gates shocks everyone, dread settling over the city at the thought that the Ordu are there to put Maadoran to the sword.

I don't see this line in mdn_ending.english.cs.
Maybe you already fixed it?
My version of that file from aod_english_1.6.0.75.7z is dated as 21.02.2016 22:01

Oscar, can you share a PSD of next files (with a no-text background preferably)?
sign_abyss_01_DIF.dds
sign_quintus_01_DIF.dds

Uploaded to Art PSD google drive folder.
Thanks!


Title: Re: [General] Technical localization talk
Post by: Nick on November 10, 2017, 06:26:28 pm
Maybe you already fixed it?
My version of that file from aod_english_1.6.0.75.7z is dated as 21.02.2016 22:01

Yep, same date, and strange, now I see it. When I was at work, even a text search couldn't find it.

Anyway, fixed, uploaded new translation pack and dev exe (AoD editors archive) with fixes Eugene has promised you.


Title: Re: [General] Technical localization talk
Post by: AbounI on November 11, 2017, 04:25:27 pm
reporting more typos:

- File Aemolas.xml at UID#1934 :
"Aemolas' eye bulge with fury. "We're done talking. I gave you your money. Now get out."
It should be "eyes" since he's not one-eyed

- File scripts\data\slides\pcDeath.cs :
"The smug bastard doesn't even celebrate his victory as if means nothing to him".
It should be "as if it means".

-File scripts\data\text\ranks.cs :
"You've awakaned a demi-God and attainded an ability to shield your mind from negativity and other unpleasantries, , destroying an entire city in the process."
It should be "awakened" and "attained" (the second one is already reported I guess).


Title: Re: [General] Technical localization talk
Post by: AbounI on November 25, 2017, 06:00:40 am
More typos:
-file Quest_HD1_01.xml:

UID#1484 (npc_text): "If not,  I'm sure you can find them in Maadoran - there are few things that one can't buy there." There's a double blank space here.

UID#1461 (dlgAnsw): "[intelligence success]"We both know that Gaelius wouldn't waste his men on an ore smelter. There has to be more to it. ". There's a blank space between the dot and the quote sign.

-file Quest_TG2_Ring_01.xml:
UID#1131 (dlgAnsw) : [streetwise][impersonate]I'm about to go on a lengthy trip, but traveling with a large sum of money is very dangerous these days. There's a missing quote sign here


Title: Re: [General] Technical localization talk
Post by: Sunfire on November 25, 2017, 08:36:13 am
The files with some of the above-mentioned fixes + some more from Kalin of RPG Codex + Gaelius -> Meru in Teron_Innkeeper.xml are on the GD (https://drive.google.com/open?id=10dgBMM7LacaJQ8NYWYQO-dk2iH7HUuEZ).


Title: Re: [General] Technical localization talk
Post by: AbounI on November 29, 2017, 04:55:27 pm
Time to report  typos:

in file Teron_Undertaker.xml:

- UID#2799 : <text>‘What do you mean?"</text>. Not the right sign for quoting.
- UID#2814+#2802+#2813 :<text>"Maybe later." Leave</text>. In this PC answer, there's a missing dot right after "Leave"
- UID#2804 : (npc_text, last sentence) You see, that's what we're missing today. "</npc_text> . There's an excess blank between the dot and quote sign

in the file Storekeeper_03.xml,
I guess a merchant tag is missing somewhere as only a merchant player can say at UID#0 <text>"Do you know anyone who's been buying supplies on a regular basis lately? Enough to feed a camp full of soldiers?"</text>.
This leads the NPC to answer <npc_text>"Rhaskos has been buying a lot lately. Way too much for a shanty town trash. If I knew it was important, I would have let master Linos know right away. "</npc_text> and again, it can only appear if PC plays a merchant.

So maybe Vince could confirm if a merchant tag is missing somewhere  :?:


Title: Re: [General] Technical localization talk
Post by: Sunfire on December 09, 2017, 05:16:02 pm
An error in the file PRT_Intro.xml:

    <dlgPart>
      <portrait />
      <speaker_name />
      <npc_text>Come to think about it, with the way things ended, Esbenus might not be too happy to see you. In fact, he might kill you first and accept your profound apologies second.</npc_text>
      <onLoadScripts />
      <answers>
        <dlgAnsw>
          <text>Approach.</text>
          <def_link>6089</def_link>
          <checkOnAppear />
          <checksOnClick />
          <linksOnClick />
          <scriptsOnClick />
        </dlgAnsw>
        <dlgAnsw>
          <text>Leave.</text>
          <def_link>6089</def_link>
          <checkOnAppear />
          <checksOnClick />
          <linksOnClick />
          <scriptsOnClick />
        </dlgAnsw>
      </answers>
      <UID>6090</UID>
    </dlgPart>
...
    <dlgPart>
      <portrait />
      <speaker_name />
      <npc_text>End </npc_text>
      <onLoadScripts>
        <string>dlgFinish();</string>
        <string>dlgFadeShortToThisPart();</string>
      </onLoadScripts>
      <answers />
      <UID>6100</UID>
    </dlgPart>

It should be:

    <dlgPart>
      <portrait />
      <speaker_name />
      <npc_text>Come to think about it, with the way things ended, Esbenus might not be too happy to see you. In fact, he might kill you first and accept your profound apologies second.</npc_text>
      <onLoadScripts />
      <answers>
        <dlgAnsw>
          <text>Approach.</text>
          <def_link>6089</def_link>
          <checkOnAppear />
          <checksOnClick />
          <linksOnClick />
          <scriptsOnClick />
        </dlgAnsw>
        <dlgAnsw>
          <text>Leave.</text>
          <def_link>6100</def_link>
          <checkOnAppear />
          <checksOnClick />
          <linksOnClick />
          <scriptsOnClick />
        </dlgAnsw>
      </answers>
      <UID>6090</UID>
    </dlgPart>


Title: Re: [General] Technical localization talk
Post by: Sunfire on December 11, 2017, 03:13:37 am
http://steamcommunity.com/app/230070/discussions/0/1500126447401303494/ (http://steamcommunity.com/app/230070/discussions/0/1500126447401303494/)
In short: there are missing CombatSP reward for the fight in Silvanus' house.


Title: Re: [General] Technical localization talk
Post by: Sunfire on December 11, 2017, 01:54:18 pm
A typo in the file NPC_Valla_01.xml:
“I dont care about Amarius, but I'm interested in that armor.”
It should be:
“I dont care about Amerius, but I'm interested in that armor.”


Title: Re: [General] Technical localization talk
Post by: Sunfire on December 14, 2017, 02:21:03 am
Uploaded the files aod_russian_1.6.0.100_7.zip with recent fixes, and Fixes&typos_1.6.0.100_5.zip with all of the above-mentioned fixes.


Title: Re: [General] Technical localization talk
Post by: Nick on December 15, 2017, 06:05:11 pm
Uploaded aod_english_1.6.0.105, please check if something requires translation there.


Title: Re: [General] Technical localization talk
Post by: Sunfire on December 16, 2017, 05:29:46 am
Uploaded aod_russian_1.6.0.105_2.zip


Title: Re: [General] Technical localization talk
Post by: Sunfire on December 30, 2017, 08:23:12 am
A logical error in the file Dellar_01.xml - both Aurelian and Daratan men named as "Legionary", and their names are missing the quote signs which is bad for translation:

    <dlgPart>
      <portrait />
      <speaker_name />
      <npc_text>Start HD1</npc_text>
      <onLoadScripts>
        <string>dlgFinish();</string>
        <string>dlgFadeLongToThisPart();</string>
        <string>dlgCreateCharacter(Praetor, 2050, 2050, 26, 68, 0, E);</string>
        <string>dlgCreateCharacter(Legionary, 2051, 2051, 25, 69, 0, E);</string>
        <string>dlgCreateCharacter(Legionary, 2052, 2052, 25, 66, 0, E);</string>
        <string>dlgCreateCharacter(Legionary, 2053, 2053, 23, 68, 0, E);</string>
        <string>dlgCreateCharacter(Sohrab, 2055, 2055, 23, 67, 0, E);</string>
        <string>dlgCreateCharacter(Legionary, 2054, 2054, 29, 66, 0, W);</string>
        <string>dlgCreateCharacter(Legionary, 2056, 2056, 29, 69, 0, W);</string>
        <string>dlgTeleportTo(28, 68, 0, W);</string>
        <string>useCameraBookmark(Quest_HD1_01);</string>
        <string>apmsstartdialogue(quest_hd1_01);</string>
      </onLoadScripts>
      <answers />
      <UID>67</UID>
    </dlgPart>

It should be:

    <dlgPart>
      <portrait />
      <speaker_name />
      <npc_text>Start HD1</npc_text>
      <onLoadScripts>
        <string>dlgFinish();</string>
        <string>dlgFadeLongToThisPart();</string>
        <string>dlgCreateCharacter("Aurelian Praetor", 2050, 2050, 26, 68, 0, E);</string>
        <string>dlgCreateCharacter("Aurelian Legionary", 2051, 2051, 25, 69, 0, E);</string>
        <string>dlgCreateCharacter("Aurelian Legionary", 2052, 2052, 25, 66, 0, E);</string>
        <string>dlgCreateCharacter("Aurelian Legionary", 2053, 2053, 23, 68, 0, E);</string>
        <string>dlgCreateCharacter("Sohrab", 2055, 2055, 23, 67, 0, E);</string>
        <string>dlgCreateCharacter("Daratan Guard", 2054, 2054, 29, 66, 0, W);</string>
        <string>dlgCreateCharacter("Daratan Guard", 2056, 2056, 29, 69, 0, W);</string>
        <string>dlgTeleportTo(28, 68, 0, W);</string>
        <string>useCameraBookmark(Quest_HD1_01);</string>
        <string>apmsstartdialogue(quest_hd1_01);</string>
      </onLoadScripts>
      <answers />
      <UID>67</UID>
    </dlgPart>


Title: Re: [General] Technical localization talk
Post by: Sunfire on December 30, 2017, 10:32:22 am
A double chapter II ending bug in the file NPC_Iola_01.xml after riding the healing machine with Iola:

    <dlgPart>
      <portrait />
      <speaker_name />
      <npc_text>End - Leave Catacombs.</npc_text>
      <onLoadScripts>
        <string>dlgFinish();</string>
        <string>dlgFadeLongToThisPart();</string>
        <string>if(aod.quest_HealingMachine_AG == 0) switchMission("Maadoran.mis");</string>
        <string>if(aod.quest_HealingMachine_AG) SS_start("MDN_ending", "switchMission(\"Ganezzar.mis\");");</string>
      </onLoadScripts>
      <answers />
      <UID>71</UID>
    </dlgPart>

It should be:

    <dlgPart>
      <portrait />
      <speaker_name />
      <npc_text>End - Leave Catacombs.</npc_text>
      <onLoadScripts>
        <string>dlgFinish();</string>
        <string>dlgFadeLongToThisPart();</string>
        <string>if(aod.quest_HealingMachine_AG == 0 || aod.mdn_finished) switchMission("Maadoran.mis");</string>
        <string>if(aod.quest_HealingMachine_AG &amp;&amp; aod.mdn_finished == 0) SS_start("MDN_ending", "switchMission(\"Ganezzar.mis\");");</string>
      </onLoadScripts>
      <answers />
      <UID>71</UID>
    </dlgPart>


Title: Re: [General] Technical localization talk
Post by: AbounI on December 30, 2017, 11:43:32 am
Quote
A logical error in the file Dellar_01.xml - both Aurelian and Daratan men named as "Legionary", and their names are missing the quote signs which is bad for translation:
Should I fix that now (with quote signs) or should I wait later as our translation version is outdated (version of the game we are translating : 1.5.0.0092)?
I don't have any idea once the FR translation will be finished how it will be updated with the current version of the game. Will we have to update it files by files like we did for Dungeon Rats?Shouldn't it be better if we can anticipate further fix?


Title: Re: [General] Technical localization talk
Post by: Sunfire on December 30, 2017, 12:09:37 pm
You can fix the translation (2nd lines, after the = sign) now.


Title: Re: [General] Technical localization talk
Post by: AbounI on December 30, 2017, 12:47:39 pm
OK, it's done  :salute:


Title: Re: [General] Technical localization talk
Post by: AbounI on December 31, 2017, 09:17:24 am
Do the <victim> tags automatically distinguish the victim's gender?
IE: "Spitting blood, <victim> grins and falls down dead."
According to the victim's gender, we'll need to apply another gendervar like:
-"Crachant du sang, <victim> grimace et tombe raide mort." for a male victim.
-"Crachant du sang, <victim> grimace et tombe raide morte". for a female victim
So is it safe to apply a gendervar here at "mort" (which will give "mort</e>") ?
And it's not the only case, otherwise we would have translate it in a different way.  ;)


Title: Re: [General] Technical localization talk
Post by: Sunfire on December 31, 2017, 10:38:00 am
No, try to translate it gender neutral.


Title: Re: [General] Technical localization talk
Post by: AbounI on December 31, 2017, 11:00:16 am
Oky, thanks Sunfire


Title: Re: [General] Technical localization talk
Post by: Sunfire on January 01, 2018, 03:43:59 pm
Yw, AbounI. Nappy New Year!

UPD. A logical error with NPCs. According to the next files:
   Library Ruins Events.english.cs
   vco_events.english.cs
   Quest_Saross_01.xml
   Library Ruins.mis


(click to show/hide)

NPC with dbID = "5800" is Saross Prospector. But there are similar lines in the file Maadoran.mis:

(click to show/hide)

and in the file Quest_TG6.mis:

(click to show/hide)

So here are some fixes:
- some NPCs' skills and equipmentat the file chars.dat;
- its dependencies - Quest_HD3_01.xml and Quest_TG6_03.xml;
- some of above-mentioned files;
- recent bugs from RPG Codex;
- recent bugs from Steam;
- Maadoran tiles passability grid.


Title: Re: [General] Technical localization talk
Post by: Sunfire on January 07, 2018, 01:11:24 pm
I dunno why, but next levels contains a leftover from Bandit Camp.mis:
END_Antidas.mis
Quest_TG3.mis
Teron.mis
Teron_New.mis
(seems like this level isn't using in the game at all)
(click to show/hide)


Title: Re: [General] Technical localization talk
Post by: Sunfire on January 07, 2018, 08:19:48 pm
A visual/logical error - when you convince Antidas to wipe out the remaining IGs in MG3 you can see the touching co-existence of bitter enemies (see attached screenshots).


Title: Re: [General] Technical localization talk
Post by: Sunfire on January 09, 2018, 05:25:39 am
I've just replicated the bug with PA multiple gauntlets/shields (http://steamcommunity.com/app/230070/discussions/1/1621724915816828324/?ctp=2#c1621726179572744422). But I can do it not only with a bombs, but with any equipable item/weapon. It may ruin the game completely, 'cause there is no way to remove the second gauntlet from the right hand slot. I don't think there is any easy fixing of this bug, so I suggest just to hide the "EQUIP" command in inventory when clicking the RMB while PA is equipped.


Title: Re: [General] Technical localization talk
Post by: AbounI on January 13, 2018, 06:38:21 am
Some typos in the following files:

-Quest_AG6_01.xml:
UID#3382 : <npc_text>“So, you’re the one I must thank for taking care of Lorenza,“ says Gaelius as he enters the room...</npc_text> The quote sign here should be a closing one, not an opening one.

UID#3383 : <npc_text>“Excellent,“ says Gaelius, as if being pleasantly surprised that a fine young <man/woman> like you has the right attitude in this day and age...</npc_text>. Same quote sign issue here.

UID#3400 : <npc_text>... Bleeding and weakened, Darista shields Gaelius, who finally comes to his sense and starts yeling for help...</npc_text>. It should be "yelling".

UID#3401 : ... Gaelius finally comes to his sense and starts yelingfor help...</npc_text> "Yelling" here too.


-Quest_AG6_02.xml :
UID#3424 : <npc_text>“I’ll have the message now,” says Serenas pompously. “What does lord Meru think of my proposal?”</npc_text>. It should be Lord, with a capital letter.

UID#3401 : <npc_text>[failure]“He’s lying,” says one of the guards calmly. “It’s a trick. Kill <him/her>.”</npc_text>. Missing a Gendervar here, so it should be <He/She>.

UID#3402 : <npc_text>[success]“Take him to Serenas,” says one of the guards. “It’s his decision.”</npc_text>. Another GenderVar is missing here, it should be <him/her>.

-Quest_AG4_01.xml:
UID#69 : <text>You've learned that your disguise skills leave much to be desired. Walk away.</text>. A left-over here, now the skill is called "impersonate".


-NPC_Strabos_01.xml:
UID#2881: <npc_text>"... Didn't I make myself clear?" He sighs."Alright. Maybe it's not your fault..."</npc_text>. There's a missing blank space between the dot and the opening quote sign here.

-Quest_AG5_02.xml:
UID#2941 : <npc_text>“... Men who know what they’re doing will get the power. It’s a win/win.“ </npc_text>. There should be a closing quote sign, not an opening one. Then, in passolo, it appears there's also a tab here with a "t/t" sign just after that.

 :salute:


Title: Re: [General] Technical localization talk
Post by: Sunfire on January 14, 2018, 08:07:26 am
Uploaded aod_russian_1.6.0.105_9.zip and Fixes&typos_1.6.0.105_9.zip with all of the above-mentioned fixes + some more from the Steam (http://steamcommunity.com/app/230070/discussions/1/1621724915816828324/?ctp=3).


Title: Re: [General] Technical localization talk
Post by: AbounI on January 18, 2018, 02:45:13 pm
file temple_ending.cs:
- "The only exception is Paullus' personal adviser, a  <man/woman> who said to be instrumental in securing the nobles' support and organizing riots."
There's a double blank space before the tag <man/woman>.

- "They say <he/she> is a holy  <man/woman> who answers to a higher power and that even Paullus speaks with <him/her> with the utmost respect and seeks  <his/her> counsel and always finds  <his/her> advice worth following."
There are some double blank space before the tags <man/woman> + <his/her>(X2)

file: Quest_IG4_01.xml

at UID#12 : <npc_text>“He thinks he can. He thinks that he can elevate their khan and his generals and they will serve him faithfully, out of fear to lose it all, like civilized men do. But the Ordu aren’t civilized. The don’t care about these things and by the time Gaelius realizes it, it will be too late.“</npc_text>
It should be "They don't care..."


Title: Re: [General] Technical localization talk
Post by: Sunfire on January 19, 2018, 04:00:22 pm
An error in the file rewards_events.cs resulting lost reward:
(click to show/hide)

There is an appropriate script in the file Quest_faelanFight Events.english.cs for Falean_03:
(click to show/hide)
but not for Falean_02, instead calling a missing one Faelan_02:
(click to show/hide)

Uploaded aod_russian_1.6.0.105_14.zip and Fixes&typos_1.6.0.105_14.zip with the above-mentioned fixes + some more from the Steam (http://steamcommunity.com/app/230070/discussions/1/1621724915816828324/?ctp=4) + some old bugs (full list is here (http://www.irontowerstudio.com/forum/index.php/topic,7451.msg151989.html#msg151989)).


Title: Re: [General] Technical localization talk
Post by: AbounI on February 06, 2018, 06:52:13 am
Ok, let's take time to report more isuues:

In file Quest_TG4_01.xml at UID#3471, here what we have:
<npc_text>You find the chest with the artefacts without any difficulty.<nlo> It’s reinforced with black lead, but left unlocked. Inside, there are several compartments, one for each artefact.<nlo> The artefacts are wrapped in linen, but you can see the glow emanating from some of them through the fabric.<nlo> Suddenly, you feel light-headed and nauseated. You find the jar, take it, and close the chest.</npc_text>
There are three <nlo> tags that shouldn't be there. A leftover from the times such file were not in xlm format. Can be removed so.

In the file NPC_Levir_01.xml, at UID#2920+2921+2924, three times we got that:
-<dlgAnsw>
<text>“Why is Ganezzar under siege?’</text>
Here the closing quote sign isn't a quote sign


Title: Re: [General] Technical localization talk
Post by: Sunfire on February 07, 2018, 01:29:17 pm
Uploaded aod_russian_1.6.0.105_15.zip and Fixes&typos_1.6.0.105_15.zip with the above-mentioned fixes + some old bugs (full list is here (http://www.irontowerstudio.com/forum/index.php/topic,7451.msg151989.html#msg151989)).


Title: Re: [General] Technical localization talk
Post by: AbounI on February 09, 2018, 01:19:57 pm
Two typos I didn't notice at the 1st read in file NPC_Kemnebi_01.xml

-UID#3406 : <npc_text>“No gold, eh?” sighs Kemnebi. “I had a feeling that that might be the case, when Gracchus didn’t try to negotiate with us.“</npc_text>
It should be "I had a feeling that it might be the case..."

-UID#3407 : <npc_text>“We were already here,” shrugs Kemnebi. “ And I had an old score to settle with the Hundred Swords. So, all in all, the day hasn’t been a complete waste. “Take anything you see, kid. You’ve earned it.”</npc_text>.
There's an unnecessary blank space here (in red)



Title: Re: [General] Technical localization talk
Post by: Sunfire on February 11, 2018, 02:35:35 pm
Uploaded aod_russian_1.6.0.105_18.zip and Fixes&typos_1.6.0.105_18.zip with the above-mentioned fixes + some more from the Steam (http://steamcommunity.com/app/230070/discussions/1/1700541698692789698/) + some old bugs (full list is here (http://www.irontowerstudio.com/forum/index.php/topic,7451.msg151989.html#msg151989)).


Title: Re: [General] Technical localization talk
Post by: AbounI on February 19, 2018, 01:59:11 pm
Reporting few more typos
- File Quest_TG5_02.xml

- UID#3497 : <npc_text>[failure]"Kill <him/her>," snaps the Boatman's leader, making an exective decision.</npc_text>
It should be "executive".

-UID#3452 : <npc_text>[failure]A few minutes later, one of the Boatrmen opens the door and steps outside. He looks at your handiwork, frowns, then steps over it. One by one, seven more Boatmen join him. They exchange glances, as if getting ready, then start walking towards the Slums.</npc_text>
It's Boatmen of course.

-UID#3477 : <npc_text>You see Lucius is defending himself against two Boatmen, his back to the wall. Distracted, one of the Boatmen glances at you, and Lucius uses this opportunity to ram his dagger between the assassin's ribs. The man falls down dead. Being outnumbered the other Boatman throws down his weapon and looks you straight in the eyes, awaiting your decision.</npc_text>.
It seems there's a double blank space here (Let's wait Sunfire's confirmation)

-UID#3480 : <npc_text>The first thing you see is Lucius, slumped in the corner, dead. The next moment the Boatmen attack you, hoping to take you by surrpise. The two are badly wounded, but it's small comfort at this point in the game.</npc_text>.
It should be "surprise".


- File Quest_TG5_03.xml
UID#2908 : <npc_text>Getting in will be easier than you think. The palace is well guarded but it’s wide open and full of people: nobles and their families, petitioners, emissaries, servants, and an army of parasites living off the vast wealth of the House. It’s a human hive, so all you have to do is fit in, then find a way upstairs into Gaelius’ private quarters. “Let me know when you’re ready and I’ll arrange a meeting with Cyrus.”</npc_text>
A missing quote sign at the very beginning of this speech. Maybe removing the one just before "Let me know..." is necessary?


Title: Re: [General] Technical localization talk
Post by: Sunfire on February 19, 2018, 02:15:44 pm
Uploaded aod_russian_1.6.0.105_19.zip and Fixes&typos_1.6.0.105_19.zip with the above-mentioned fixes + some more from the Steam (http://steamcommunity.com/app/230070/discussions/1/1700541698692789698/) and RU thread (http://www.irontowerstudio.com/forum/index.php/topic,3161.1365.html) + some old bugs (full list is here (http://www.irontowerstudio.com/forum/index.php/topic,7451.msg151989.html#msg151989)).