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Modding Tutorial - Language Modding
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Yamitatsu Offline
Dungeon Lord

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Post: #46
RE:
Oki doki Smile
Computers are like air-conditionners, they stop working properly when you open Windows...
10-07-2014 09:02 PM
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Rasmus Offline
Main developer of Dwelvers
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Post: #47
RE:
Language files has been updated Smile

Sorry for not having any descriptions to the translations yet...
The idea now is that all the translations will be included with the Steam release. This is because there will probably be a weeks gap of preparing for the release before releasing the steam version, and during this time nothing will be added or removed from the translations.
11-07-2014 04:48 AM
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TopperHarley Offline
Sleepy Weasel

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Post: #48
RE:
The difficult is that i do not always know in what context the word or the description is.
So i change it an must test it ingame an check is this correct:-)
But what I'll tell you, you know it :-)
11-07-2014 12:13 PM
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TopperHarley Offline
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Post: #49
RE: Tutorial - Language Modding
I have two points.

1.

The default.xml makes me confused:-)

Is it possible for the future to make sections in the default.xml.
It is very difficult to detect which value where the part in the game.
The other translation files are not a problem because there is a folder structure.



Example:

Code:
<!-- Mainmenu and Submenu -->
<t value = "Keyboard map rotation speed">Keyboard map rotation speed</t>
<t value = "Keyboard map scrolling speed">Keyboard map scrolling speed</t>
<t value = "Run map">Run map</t>
<t value = "Map seed">Map seed</t>
<t value = "MENU">MENU</t>
<t value = "Name your savegame">Name your savegame</t>
<t value = "--- Create new savegame ---">--- Create new savegame ---</t>
<t value = "Yes, I want to leave this level!">Yes, I want to leave this level!</t>
<t value = "Leave this level">Leave this level</t>
<t value = "Main menu">Main menu</t>

<!-- Status of the Creatures -->
<t value = "Doing:">Doing:</t>
<t value = "Sewing">Sewing</t>
<t value = "Health">Health</t>
<t value = "Rest">Rest</t>
<t value = "Idle">Idle</t>
<t value = "Fetching water">Fetching water</t>
<t value = "Fleeing">Fleeing</t>
<t value = "Engaging in battle">Engaging in battle</t>

<!-- Information of the creatures -->
<t value = "Hunger">Hunger</t>
<t value = "Alcohol level">Alcohol level</t>
<t value = "Experience needed to reach next level">Experience needed to reach next level</t>

and so forth.

This are only a example, the sections can of course have a different name and are divided. at the moment, in the default.xml everything is mixed and i see no structure in the file.
When the game is bigger and has more content it is increasingly difficult to edit the text.

I think it would be better to make as soon as possible, later it could generate a lot of work;-)

What do you think about this?


2.
Do you already have an idea how the files can be exchanged in a central store? It when you edit it directly online and save again can would be best.
Each change is logged in a history. Does anyone know a software who has this features? Thus all were always on the same files.
(This post was last modified: 15-07-2014 06:51 AM by TopperHarley.)
15-07-2014 06:38 AM
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Rasmus Offline
Main developer of Dwelvers
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Post: #50
RE:
1. I agree with you to the fullest! I will try to get some structure in this before the next release.
2. I have been thinking about this, there are programs that could help us a little but as they are not tailored for this purpose it will still get confusing. It would be a lot better if it was possible to code something of our own. Unfortunately my php skills aren't the best atm so it would probably take a couple of days of work to get it operating. I will have to get back to you on this, I will do some tests tonight and see how hard it can be.
15-07-2014 07:46 AM
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TopperHarley Offline
Sleepy Weasel

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Post: #51
RE:
YOU are the man! +2
Thank you for fast answer and sacrifice your time for this expansion.
15-07-2014 08:20 AM
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TopperHarley Offline
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Post: #52
RE: Tutorial - Language Modding
Me again.

When i will check the language file, one folder cant be checked with the tool

Code:
INFO: Location: [STARTING]
    message: [Time: 5:04:03 ]


INFO: Location: [Loading default language...]
    message: [completed!]


INFO: Location: [Loading custom language...]
    message: [completed!]


INFO: Location: [Language comparison...]
    message: [completed!]


INFO: Location: [Reciving language extension 'GER'...]
    message: [completed!]

1: Error location: [Compare game messages]
    message: [Failed reading the 'I:\Dwelvers/media/language/msg/' folder!]

INFO: Location: [FINALIZING]
    message: [Time: 5:04:03 . Errors: 1. Warnings: 0.]

i start the tool as administrator....any idea?
15-07-2014 04:06 PM
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Excess Offline
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Post: #53
RE:
Regarding the automatic sharing/saving of the files, we could use Dropbox, right?
15-07-2014 05:10 PM
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Rasmus Offline
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Post: #54
RE: Tutorial - Language Modding
(15-07-2014 04:06 PM)TopperHarley Wrote:  Me again.

When i will check the language file, one folder cant be checked with the tool

Code:
INFO: Location: [STARTING]
    message: [Time: 5:04:03 ]


INFO: Location: [Loading default language...]
    message: [completed!]


INFO: Location: [Loading custom language...]
    message: [completed!]


INFO: Location: [Language comparison...]
    message: [completed!]


INFO: Location: [Reciving language extension 'GER'...]
    message: [completed!]

1: Error location: [Compare game messages]
    message: [Failed reading the 'I:\Dwelvers/media/language/msg/' folder!]

INFO: Location: [FINALIZING]
    message: [Time: 5:04:03 . Errors: 1. Warnings: 0.]

i start the tool as administrator....any idea?

Do you have the "I:\Dwelvers/media/language/msg/" folder on your computer?

(15-07-2014 05:10 PM)Excess Wrote:  Regarding the automatic sharing/saving of the files, we could use Dropbox, right?

We could, but I am not to fond of it because we still need to back up everything if something happens to be overwritten. Also, I think dropbox will be pretty clumpy to use, because we need to put up rules for everyone to follow just to make it work.

Yamitatsu PM:ed me a great idea to make this work, it is to make a php site where everything will be handled online. The idea is simple in my opinion. Imagine having the language package uploaded on the dwelvers ftp server, then all we need is some php tool that can read and write to xml files. From there it shouldn't be that hard to create a working system that will be updated instantly. We can probably integrate it with the forum logins so that it is only available for certain users so that we don't get any trolls messing around in there.
15-07-2014 10:43 PM
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Sebt Offline
The Evil Admin
Evil Admins

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Post: #55
RE: Tutorial - Language Modding
(15-07-2014 05:10 PM)Excess Wrote:  Regarding the automatic sharing/saving of the files, we could use Dropbox, right?

I found sourceforge.net perfect for allowing members only to update files without being able to delete them or create new, also there is very nice collaboration tool which allows our work to schedule and organize tasks in time (if we would like to have professional language team Big Grin), unfortunately you need to pay monthly to use it. Maybe we will try it, because it's super usable.
I support The Venus Project & Resource-Based Economy - The feasible plan to get rid of scarcity, poverty, and other incoming global issues.
(This post was last modified: 15-07-2014 11:48 PM by Sebt.)
15-07-2014 11:47 PM
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TopperHarley Offline
Sleepy Weasel

Posts: 145
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Post: #56
RE: Tutorial - Language Modding
(15-07-2014 10:43 PM)Rasmus Wrote:  
(15-07-2014 04:06 PM)TopperHarley Wrote:  Me again.

When i will check the language file, one folder cant be checked with the tool

Code:
INFO: Location: [STARTING]
    message: [Time: 5:04:03 ]


INFO: Location: [Loading default language...]
    message: [completed!]


INFO: Location: [Loading custom language...]
    message: [completed!]


INFO: Location: [Language comparison...]
    message: [completed!]


INFO: Location: [Reciving language extension 'GER'...]
    message: [completed!]

1: Error location: [Compare game messages]
    message: [Failed reading the 'I:\Dwelvers/media/language/msg/' folder!]

INFO: Location: [FINALIZING]
    message: [Time: 5:04:03 . Errors: 1. Warnings: 0.]

i start the tool as administrator....any idea?

Do you have the "I:\Dwelvers/media/language/msg/" folder on your computer?

Yes, the game and the language files are on my local disk. The ntsc permissions are correct. I dont know what is wrong. The other folders make no problem.

I will download the language pack and the checker again and copy to another drive an will checkt this again.
16-07-2014 07:09 AM
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Rasmus Offline
Main developer of Dwelvers
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Post: #57
RE:
Hmm, maybe it is possible for you to zip and send me the package you have that it is complaining on?
17-07-2014 03:10 PM
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Aische1984 Offline
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Post: #58
RE:
i just managed to wiork a bit on the german.xml an i found some things that are unclear to me or could cause problems with german keybords

- the symbol on the select key ( tilde if im not mistaken ) is in a different location on the german keyboard and accessed by pressing right alt + the key to the upper left of enter ( on a standatd size keyboard with english layouts that would be the "}" key i think ) since you need to press the right alt key you are able to bind it in most games but not to use it ingame

- i think multiply and add keys on the num pad are missing in the list

- i have no idea what the separator key is or what it does ( a picture with a ring around the right one might help me to find the equivalent on a german keyboard ) same thing with the help key, the execute key and the control-break key

-im not sure what the difference between print and print screen is and the same problem with del and clear

- im not sure where to find "selector location" ingame ( should be arround line 339 )
21-07-2014 03:49 PM
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Rasmus Offline
Main developer of Dwelvers
Dwelvers Developers

Posts: 3.622
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Post: #59
RE: Tutorial - Language Modding
(21-07-2014 03:49 PM)Aische1984 Wrote:  - the symbol on the select key ( tilde if im not mistaken ) is in a different location on the german keyboard and accessed by pressing right alt + the key to the upper left of enter ( on a standatd size keyboard with english layouts that would be the "}" key i think ) since you need to press the right alt key you are able to bind it in most games but not to use it ingame

I am not totally clear on what you mean here. Could you elaborate a little?

(21-07-2014 03:49 PM)Aische1984 Wrote:  - i think multiply and add keys on the num pad are missing in the list

Noticed and fixed!

(21-07-2014 03:49 PM)Aische1984 Wrote:  - i have no idea what the separator key is or what it does ( a picture with a ring around the right one might help me to find the equivalent on a german keyboard ) same thing with the help key, the execute key and the control-break key

-im not sure what the difference between print and print screen is and the same problem with del and clear

- im not sure where to find "selector location" ingame ( should be arround line 339 )

Many of the keys are taken from http://msdn.microsoft.com/en-us/library/ms927178.aspx and translated directly. I am not sure what some keys are myself or what the difference between some keys are, but I still added it because there was no reason not to. I will go over them and add a description as soon as I have some time over for it Smile
23-07-2014 11:14 PM
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Aische1984 Offline
Realm Conqueror

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Post: #60
RE: Tutorial - Language Modding
(23-07-2014 11:14 PM)Rasmus Wrote:  
(21-07-2014 03:49 PM)Aische1984 Wrote:  - the symbol on the select key ( tilde if im not mistaken ) is in a different location on the german keyboard and accessed by pressing right alt + the key to the upper left of enter ( on a standatd size keyboard with english layouts that would be the "}" key i think ) since you need to press the right alt key you are able to bind it in most games but not to use it ingame

I am not totally clear on what you mean here. Could you elaborate a little?

on german keyboards "select" or "~" is accessed by pressing rifgt alt + the second key i marked

   

and using that symbol for binds usually causes problems
maybe its bacause you ned to use a combination of 2 keys

it would be good if that symbol could be blocked from being used with german text or something like that

alot of first person games use that key for console whitch usually means it doesnt work with a german keyboard unless you change the bind in the config files
24-07-2014 01:09 PM
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