Iron Tower Studio ForumsRPGThe Age of DecadenceTranslation Forum (Moderator: Vahha)[General] Technical localization talk
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Casaubon
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« Reply #15 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?
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« Reply #16 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.
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Nick
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« Reply #17 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.
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« Reply #18 on: January 05, 2013, 07:05:11 am »

If noone is busy with a french translation I'd gladly help out
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Oscar
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« Reply #19 on: January 05, 2013, 09:43:07 am »

That would be great.
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« Reply #20 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?
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Sunfire
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« Reply #21 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
« Last Edit: August 28, 2017, 02:16:48 am by Sunfire » Logged

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« Reply #22 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
« Last Edit: August 28, 2017, 02:20:27 am by Sunfire » Logged

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« Reply #23 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?
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« Reply #24 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.
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« Reply #25 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.
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« Reply #26 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.
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« Reply #27 on: December 21, 2016, 04:38:30 pm »

Uploaded aod_english_1.3.0.4.7z, translation pack for final AoD update.
« Last Edit: December 21, 2016, 04:40:43 pm by Nick » Logged

"Oh, 'twould be marvelous if the world and its moral questions were like some game board, with plain black players and white, and fixed rules, and nary a shade of grey."
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« Reply #28 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>

« Last Edit: December 22, 2016, 05:47:51 am by Sunfire » Logged

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« Reply #29 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.
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"Oh, 'twould be marvelous if the world and its moral questions were like some game board, with plain black players and white, and fixed rules, and nary a shade of grey."
The Black Company. Shadows Linger.

"But is the best good enough?"
(c) Oscar
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