Indiana Jones and the 7 Cities of Gold Forum

Indiana Jones and the Seven Cities of Gold => Indiana Jones and the relic of the Viking => Topic started by: doctorfargo on January 05, 2020, 09:14:18 pm

Title: Translations
Post by: doctorfargo on January 05, 2020, 09:14:18 pm
Interested in helping to translate the demo into another language other than English?

#1 - Please download this file:
https://www.mediafire.com/file/3vg9hz9uhkm5kha/New.trs/file

#2 - The file can be edited in Notepad and instructions for how to format it are in the file itself

#3 - Please sign up for our forum and post your results here (and any translation questions)

Thanks!  :hat:
Title: Re: Translations
Post by: AmigaMaster on January 06, 2020, 02:05:45 am
I started a translation into German language (native speaker) but this will take some time. If anyone else is interested, please let me know. I will check if it is possible to create a google sheet so multiple people can edit the document at the same time. This will require a google account.

I use "////" in the translation line (appended to the end of the line) when I am not sure about the translation or have comments about the translation, as sometimes you cannot simply translate 1:1 but have to use local slang to make it feel natural. This should make it easier to find these parts simply by searching for "////"
Title: Re: Translations
Post by: jeancallisti on January 06, 2020, 03:27:46 am
I use "////" in the translation line (appended to the end of the line) when I have comments

Great marker system.
If you have started then please provide the URL to the Google document and we can help with the lines where you added comments.
Please refrain from translating any line that seems technical; There's no point in translating error messages for example.
Also keep in mind that you should never remove anything like %s %d etc.
Title: Re: Translations
Post by: AmigaMaster on January 06, 2020, 04:40:31 am
Thank you.

I am still sitting in front of the text file, currently at line 1820. Yes, I already skipped all technical text.

I encountered one problem when translating inventory action texts. In German, you have three different articles, depending on the grammatical gender of the object (der, die das) - in English, it always is neutral 'the' - so if I do not know to which inventory object a sentence applies to, I cannot translate it with correct grammar.

As soon as I am finished or stop working on it I will upload it here and will have a look at google doc if it is working as I assume (I never tested this, it was only an idea). In any case I will update this thread.
Title: Re: Translations
Post by: AmigaMaster on January 06, 2020, 05:54:55 am
Phew, I need a break.

I saved the document at https://docs.google.com/spreadsheets/d/1h1YokQfd_dHiyRUWG5Cmrw7DOuwd1PUP2MyZvaJtY5s/edit?usp=sharing (https://docs.google.com/spreadsheets/d/1h1YokQfd_dHiyRUWG5Cmrw7DOuwd1PUP2MyZvaJtY5s/edit?usp=sharing)
You can copy column 'A' from the goggle docs sheet into your text editor and save this as a TRS file.

I use some conditional formatting to make things easier to read and edit:
- Empty Lines are marked GREY
- Lines with comments are marked ORANGE

NOTE: The current setting is, that anyone with access to the link above can completely edit the table.


NOTE: Do not use the Google docs link above, it will break the file!

If you want to check or contribute, you can either use https://codeshare.io/5Dq8dl (https://codeshare.io/5Dq8dl) (always up-to-date) or download the file attached here in this post (updates less frequent).

I am working with the online version. As a backup copy, I will attach the file with it's current status here periodically. File name is [Language]_[translated up to which line]_[YYYYMMDD].trs

Current status (24.01.2020, 19:57 GMT):
Language: German
Status: Final, feedback is welcome

ToDo:
- Feedback from other testers

LAST EDIT: 24.01.2020, 02:08 GMT
2020-01-24, 19:57 GMT
- Updated two lines after input from jeancallisti

2020-01-12, 02:09 GMT
- Updated two translations to respect their origin movies and TV series

2020-01-11, 15:23 GMT
- Shortened Bonus Game text to fit in one line

2020-01-11, 05:43 GMT
- Spell checked the translation
- Credits reworked to fit on screen
- Fixed even more typos
- Reworked another dozen translations (everytime I look at it,  I find something I can do better ;) )
- Attached is the compiled translation file (GER.tra) - copy to your installation directory and start winsetup.exe and select the game language GER. NOTE: This is a first draft. The game requires an update to fully support the translation. Don't blame the developers for wrong rendered characters. But you can blame me for lame translations. Input is very welcome.
- DO NOT USE THE GOOGLE DOCS DOCUMENT as a template - always use the attachment here!
Title: Re: Translations
Post by: Tremulas on January 06, 2020, 07:39:26 am
File is ok and accessable !
Title: Re: Translations
Post by: Tremulas on January 06, 2020, 02:39:43 pm
I have start sending this link to some gyus that offered to translate (Spanish , Italian etc )
Title: Re: Translations
Post by: n0l4n on January 06, 2020, 03:21:01 pm
Hey there, thanks for letting me help. I just downloaded the file and started working on the Italian translation, it won't take long.
Title: Re: Translations
Post by: n0l4n on January 06, 2020, 08:48:46 pm
Ok so I'm like 95% done with the Italian version. Is there any way I can test the file locally before uploading it here? I checked the installation folder but couldn't find any .trs file in there.
Title: Re: Translations
Post by: n0l4n on January 07, 2020, 01:43:19 am
So I'm done with the Italian translation but I figured the format isn't the correct one. I translated the lines by replacing the original ones with the italian ones, while it says in the first lines of the file "// ** REMEMBER, WRITE YOUR TRANSLATION IN THE EMPTY LINES, DO // ** NOT CHANGE THE EXISTING TEXT." I didn't read it at first.
So my question is: is the correct format like this

-English line
-Italian line
(empty line)

and so on?

And if so, should I manually fix the whole file by putting back the original lines over the italian ones?
Title: Re: Translations
Post by: AmigaMaster on January 07, 2020, 01:47:36 am
Hello n0l4n,

no you need to use the empty lines and write your translation into these lines, replacing them.

As an example, see the google docs link above. I just finished the German translation and uploaded the file here (it is a copy from the google docs documents via copy and paste.

I am now working with the google document only but providing a backup copy as file upload in my post above.
Title: Re: Translations
Post by: Cassiebsg on January 07, 2020, 02:09:36 am
Like AmigaMaster wrote.

It's

English line
Italian line
English line
Italian line
English line

English line
Italian line

Write your text in the empty line right under the English line, leave empty if translation does not apply to that line.
Title: Re: Translations
Post by: doctorfargo on January 07, 2020, 03:10:27 am
Ok so I'm like 95% done with the Italian version. Is there any way I can test the file locally before uploading it here? I checked the installation folder but couldn't find any .trs file in there.

That would be in the source code. The installation is a compiled version of the game scripts and files.

What does the rest of the team think of making the demo source code available for beta-testing for translators?
Title: Re: Translations
Post by: n0l4n on January 07, 2020, 03:17:45 am
Ok so I'm like 95% done with the Italian version. Is there any way I can test the file locally before uploading it here? I checked the installation folder but couldn't find any .trs file in there.

That would be in the source code. The installation is a compiled version of the game scripts and files.

What does the rest of the team think of making the demo source code available for beta-testing for translators?

I'm not really familiar with AGS but it seems like it allows for translation files to be used on startup. Winsetup.exe has a "game language" drop down menu that seems to call in for any .tra file included in the game root folder. So I thought it could read from those. Is that right?
Title: Re: Translations
Post by: jeancallisti on January 07, 2020, 05:35:34 am
I'm 100% OK with making the sources available, it's just that I'm off the grid for two weeks.

Please note that I'm not in favor of sharing the link to Sync.com, whether be editable or just readonly. For all sorts of technical reasons.
I think what must be done is copy the folder of the sources, zip it up, and share it using any kind of file transfer tool, like WeTransfer or whatnot.
Then the tester can test around as much as they want.
Then when the translation file is ready, we integrate it into the "real" sources.

Please note that if several translators are working at the same time, it's easy to use professional tools (diff, merge...) that can be found easily by typing google queries such as "online diff". It's suicidal to hope doing that sort of task manually.
Title: Re: Translations
Post by: n0l4n on January 07, 2020, 02:31:02 pm
Thank you.

But wouldn't it just be easier to get a working translation file to work with the game as it is? Is that a possibility?
Title: Re: Translations
Post by: Cassiebsg on January 07, 2020, 03:04:16 pm
That is not possible, since AGS translation file (.tra file) is not a text file.
You need to use AGS, import the file, compile and it will convert it to TRA. Only then it can be read by the game as a translation file.
Title: Re: Translations
Post by: n0l4n on January 07, 2020, 03:12:36 pm
That is not possible, since AGS translation file (.tra file) is not a text file.
You need to use AGS, import the file, compile and it will convert it to TRA. Only then it can be read by the game as a translation file.

I see. Thank you for explaining that. Let's hope they'll decide to make the source code available so that we'll be able to test the translation files ourselves then.
Title: Re: Translations
Post by: selmiak on January 07, 2020, 08:25:02 pm
it might take a while before the sources are in a state to be released to the public, but you can start translating already.
Of course you need to have played the game already to make a good translation, no matter what. Having it completed twice is even better as you then just know where in the game you are in the translation file.
having the game sources only speeds up having the translation in the game for testing, but searching for typos can also happen with the .trs file by just copy+pasting the texts into a wordprocessor and running a spellchecker. if you don't know where a line in the .trs file appears in the game just translate it as best as you can, you will find it when testing the whole translation and can fix it if needed, searching it in the source is only a tad bit easier than just testing the game with a translation. I translated a lot of AGS games and all this worked out great without even having the sources. After 2-3 testruns, it was done...
Title: Re: Translations
Post by: n0l4n on January 07, 2020, 11:18:54 pm
it might take a while before the sources are in a state to be released to the public, but you can start translating already.
Of course you need to have played the game already to make a good translation, no matter what. Having it completed twice is even better as you then just know where in the game you are in the translation file.
having the game sources only speeds up having the translation in the game for testing, but searching for typos can also happen with the .trs file by just copy+pasting the texts into a wordprocessor and running a spellchecker. if you don't know where a line in the .trs file appears in the game just translate it as best as you can, you will find it when testing the whole translation and can fix it if needed, searching it in the source is only a tad bit easier than just testing the game with a translation. I translated a lot of AGS games and all this worked out great without even having the sources. After 2-3 testruns, it was done...

Italian, spanish and german translations are already completed as far as I know, I've completed the game twice and I'm fairly sure everything is in order. I'd like a chance to test the file in the actual game if possible. Otherwise I'll just wait for you guys to make the proper game versions and publish them.
Title: Re: Translations
Post by: Cassiebsg on January 08, 2020, 01:08:05 am
If you upload it someplace one of us can grab it and compile it, and send you the link to the tra file.

Edit: Also font use can be slightly tricky. So special characters might not work out the box (depending on which characters the current font supports.)

Here's some info on fonts for AGS: https://www.adventuregamestudio.co.uk/wiki/Fonts
Title: Re: Translations
Post by: jeancallisti on January 08, 2020, 10:08:48 am
EDIT: Here is the link to the sources:

https://wetransfer.com/downloads/6e0024ae1efedb130100f18631dc362920200108101430/39d70fe39da42302e957868517ebf5f320200108101431/3e3b3c

It will be uploaded for about a week I'm guessing.

The AGS we used to compile this game is this one : http://www.adventuregamestudio.co.uk/releases/finals/AGS-3.4.1-P4/AGS-3.4.1-P4.zip

Please focus on translating the game and disregard the menus (pick up, push, pull, save, load, exit, etc.) as those use a separate system.

The overall method for generating the .TRA file and working with it is explained in the manual. While you have AGS open, press F1, then in the "index" tab's search box, type "translation". This will let you open the article for translations.
Title: Re: Translations
Post by: n0l4n on January 08, 2020, 05:08:34 pm
Here's the Italian .trs file, I've checked it a couple of times, everything should be in order now. I'd love the chance to test it in game, though I've read the instructions on how to add the file to the game but the procedure is a little above me, to be honest.

If anybody in this forum feels like creating the .tra file to use with the game, that'd be great.
Title: Re: Translations
Post by: Tremulas on January 08, 2020, 06:13:15 pm
Thanks n0l4n , we appreciate it a lot !
Title: Re: Translations
Post by: Cassiebsg on January 08, 2020, 06:57:44 pm
Here's the tra for the Italian version- Thanks n0l4n :D

http://www.mediafire.com/file/atwxbw45i308rxn/ITA.tra/file

Also a quick guide for those that want to compile their own tra.

Download both files above.
- Unpack each into a new folder.
- Go to the AGS folder and run AGSEditor.exe
- On the welcome splash screen, choose "Continue and existing game" and find the Game.agf file on the Relic of the Viking folder (make the folder name shorter if needed).
- Now on the Explore project tree on the right, scroll down to "Translations"
- Right click Translations and choose "New Translation"
- Name it the language you're adding.
- Name your trs file the same as the name you picked above, and replace the one AGS created on the Relic of the Viking folder.
- Press F7 (Build Game exe) and wait until it's finished.
- Now, on your Relic of the Viking folder locate the new folder named Compiled and afterwards Windows.
- Run winsetup.exe and choose your new added translation.
- Save and Run  :D

Note: If you have a problem running AGSEditor, you might need to install some other tools, like Network Frames, but ask if needed, as I can't remember exactly what is and which version it is (it should tell you though, and if memory serves me right, can be downloaded directly from Microsoft.)
Title: Re: Translations
Post by: n0l4n on January 08, 2020, 07:38:51 pm
Here's the tra for the Italian version- Thanks n0l4n :D

http://www.mediafire.com/file/atwxbw45i308rxn/ITA.tra/file

Also a quick guide for those that want to compile their own tra.

Download both files above.
- Unpack each into a new folder.
- Go to the AGS folder and run AGSEditor.exe
- On the welcome splash screen, choose "Continue and existing game" and find the Game.agf file on the Relic of the Viking folder (make the folder name shorter if needed).
- Now on the Explore project tree on the right, scroll down to "Translations"
- Right click Translations and choose "New Translation"
- Name it the language you're adding.
- Name your trs file the same as the name you picked above, and replace the one AGS created on the Relic of the Viking folder.
- Press F7 (Build Game exe) and wait until it's finished.
- Now, on your Relic of the Viking folder locate the new folder named Compiled and afterwards Windows.
- Run winsetup.exe and choose your new added translation.
- Save and Run  :D

Note: If you have a problem running AGSEditor, you might need to install some other tools, like Network Frames, but ask if needed, as I can't remember exactly what is and which version it is (it should tell you though, and if memory serves me right, can be downloaded directly from Microsoft.)

Awesome, thank you!

I just started doing some test and I noticed that the disclaimer at startup is still in English although the translation is present in the trs file.

Also, it seems like every single line that contains the % character (such as in the skull puzzle) still shows up in English, despite the translated line being present right underneath the English one.

One last thing, the è é à ù ì ò characters appear as "?"

Any way to fix these issues? Thanks in advance.

Edit: The interaction verbs still appear in English as well
Title: Re: Translations
Post by: Cassiebsg on January 08, 2020, 09:02:53 pm
As I said previously, special characters need a font that has them. It's obvious that the current font doesn't have special characters. Which means the dev team will have to add the font and code the game to use another font when a specific translation is used. This is not something that can be fix without someone doing some work and compiling a new version of the demo, I'm afraid.

As for the verbs like jeancallisti, said, these use another system and also needs to be fixed in the game source.
As for the disclaimer, I cant really say why it's not translating. I'll take a look at the code and see if it's something off on the trs file. If not then maybe something that needs to be forced in the source code.

Edit2: I've looked at the trs code and you have added some empty lines. This messes up how AGS reads the lines, as it has no idea what is what, it just knows that line x  equals x+1 in the translation. How ever if you add an empty line then x is no longer x but x+1, but AGS will read x+1 as the translated line.

Remember you have:
Eng
Translation or empty
Eng
Translation or empty
...

If you have
Eng
Translation or empty
Eng
Translation
empty <------------------------ this line will mess everything up.
Eng
Translation or empty
Eng
Translation or empty
...

Edit:
I did notice in the code that there's some french fonts in the source, though I haven't tried the provided french translation, so can't say if it's using this font. If you like, you may try and see if the game will use this fonts by replacing the fra.tra with your ita.tra. In other words, use your italian version and write it over the french, then run the game by selecing french and see if that fixes the fonts (I haven't tried this yet).
Title: Re: Translations
Post by: n0l4n on January 08, 2020, 09:26:34 pm
As I said previously, special characters need a font that has them. It's obvious that the current font doesn't have special characters. Which means the dev team will have to add the font and code the game to use another font when a specific translation is used. This is not something that can be fix without someone doing some work and compiling a new version of the demo, I'm afraid.

As for the verbs like jeancallisti, said, these use another system and also needs to be fixed in the game source.
As for the disclaimer, I cant really say why it's not translating. I'll take a look at the code and see if it's something off on the trs file. If not then maybe something that needs to be forced in the source code.

Edit2: I've looked at the trs code and you have added some empty lines. This messes up how AGS reads the lines, as it has no idea what is what, it just knows that line x  equals x+1 in the translation. How ever if you add an empty line then x is no longer x but x+1, but AGS will read x+1 as the translated line.

Remember you have:
Eng
Translation or empty
Eng
Translation or empty
...

If you have
Eng
Translation or empty
Eng
Translation
empty <------------------------ this line will mess everything up.
Eng
Translation or empty
Eng
Translation or empty
...

Edit:
I did notice in the code that there's some french fonts in the source, though I haven't tried the provided french translation, so can't say if it's using this font. If you like, you may try and see if the game will use this fonts by replacing the fra.tra with your ita.tra. In other words, use your italian version and write it over the french, then run the game by selecing french and see if that fixes the fonts (I haven't tried this yet).

Done, I renamed my ita.trs as fre.trs and run it, it works just in the same way, special characters still appear as question marks.

I'll check the format with the empty lines tomorrow, but I noticed that the lines wich contain % were just not translated at all, any clue about that?
Title: Re: Translations
Post by: Cassiebsg on January 08, 2020, 10:33:56 pm
My guess it's the spaces you have added to the file.
Let's fix those first, and then we can see if there's any line not being translated.

My guess is that after these lines in the trs file every single after that space before TESTING; is messed up.
Quote
That priest didn't have any children, sadly. His secrets died with him.
Ma sfortunatamente non ebbe alcun figlio e i suoi segreti morirono con lui.

TESTING;

As for the French not working... guess the fonts are there but there's no code to use them.

Edit: And I just looked at the Fre.trs file and it's not even translated , guess the dev was just using it to test the special characters. There's actually no French language in the demo...
Title: Re: Translations
Post by: AmigaMaster on January 08, 2020, 11:11:33 pm
I have attached a compiled TRA file for German language based on the latest file from my post http://binarylegends.net/forum/index.php/topic,981.msg8383.html#msg8383 (http://binarylegends.net/forum/index.php/topic,981.msg8383.html#msg8383)

I noticed, that the disclamer text is not replaced with the translation but added at the bottom. Maybe we should create a central ToDo list or is it possible that the thread initiator can update his first post with such a list?

And don't laugh, I already changed some clumsy text - it really helps, when you see the context ;)

German special characters (so called 'Umlaute'), are still present in the source and are rendered as ?? in the game.

Until clarified if we should use them or not, I would leave it that way because it is easy to get rid of them (search and replace - there are substitutions for all of them) but getting them back is a little bit harder as the substitution may be contained in other words and languages.

List of special characters (character / substitution):

ä / ae
ö / oe
ü / ue
ß / ss

Attached translation file compiled on 2020-01-09, 00:40 (Updated)
Title: Re: Translations
Post by: Cassiebsg on January 08, 2020, 11:57:11 pm
@n0l4n

Okay I'm back, and fixed the trs (as good as I could anyway).
Not only you have added empty lines, there were also some lines where you placed the translated above the English, plus a fail copy paste.

I also noticed you copy pasted text that had nothing to translate. Just leave empty if there's nothing to translate in that line, it will use the original line if the translated line is empty.

Here's the fixed trs: http://www.mediafire.com/file/evtecqf9x4n747u/ita.trs/file
and the compiled tra: http://www.mediafire.com/file/0w0u09zrrsq7g5w/ITA.tra/file

@AmigaMaster what do you mean about
Quote
that the disclamer text is not replaced with the translation but added at the bottom.
?

It should translate, I just tested with the italian version.

I'll download your tra and see what you mean. Even though I don't know German.

Edit: I tested your TRA and can see your disclaimer isn't translated.  Can you provide me with your trs so I can try to spot where an error might be? I can't see a way to download a txt file from Google docs. :/
Title: Re: Translations
Post by: AmigaMaster on January 09, 2020, 12:33:00 am
Hello Cassiebsg,

I updated the TRS file in my post http://binarylegends.net/forum/index.php/topic,981.msg8383.html#msg8383 (http://binarylegends.net/forum/index.php/topic,981.msg8383.html#msg8383)

You can copy the text from google docs: Mark column A and select copy, then paste it into your text editor and save it as a .TRS file. Works like a charm for me (Using Visual Studio Code as en editor).
Title: Re: Translations
Post by: Cassiebsg on January 09, 2020, 01:05:38 am
Thanks

Well, I've looked at it, and all seems to be in order. There doesn't appear to be misplaced lines.
 I'll try and see if I can spot what is causing this tomorrow. Too tired to continue today. If you or anyone else spots what is causing it, just post it here. :)
Title: Re: Translations
Post by: n0l4n on January 09, 2020, 02:02:10 am
@n0l4n

Okay I'm back, and fixed the trs (as good as I could anyway).
Not only you have added empty lines, there were also some lines where you placed the translated above the English, plus a fail copy paste.

I also noticed you copy pasted text that had nothing to translate. Just leave empty if there's nothing to translate in that line, it will use the original line if the translated line is empty.

Here's the fixed trs: http://www.mediafire.com/file/evtecqf9x4n747u/ita.trs/file
and the compiled tra: http://www.mediafire.com/file/0w0u09zrrsq7g5w/ITA.tra/file


Wow, that's what I call efficiency! I was just about to start fixing the format and extra lines, thank you so much for doing it for me, you saved me some work.

Edit: The extra lines happened because at first I replaced the original lines with the translated ones, so I had to paste the English lines back in later on, which wasn't ideal, but that was the best I could do at that point, as I was already 80% done translating.

I will use your tra/trs now to run further tests, thanks again.
Title: Re: Translations
Post by: n0l4n on January 09, 2020, 03:03:33 am
@cassiebsg

Ok, so now the inital disclaimer works as intended. I'm playing through the game again checking everything. I've noticed that the scroll on the tinted glass at the beginning of the game now reads in Italian as intended, although numbers are still displayed in English, though the rest of the sentence is completely translated, numbers remain as one, two, three and so on.
I've checked the .trs files, numbers are translated right underneath.

Also, this block of lines from Indy's diary, the saints' quotes (hints), are still completely in English:

The verb has %s, the soul has %s. The last one has %s.
Il verbo ha %s. L'anima ha %s. L'ultimo ha %s.
And they saw that %SIDENAME% needed one more to please the Lord.
E videro che %SIDENAME% necessitava di uno in più per volere di Dio.
Let them add one to %SIDENAME%, said He.
Aggiungetene uno a %SIDENAME%, Egli disse.
The truth will be revealed to them if %SIDENAME% has one more.
La verità verrà rivelata solo qualora %SIDENAME% ne abbia uno in più.
'Forget this folly and remove one from %SIDENAME%.', He said to them.
'Dimentica questa follia e aggiungi uno a %SIDENAME%.', Egli disse.
The humility commands you to remove one from %SIDENAME%.
L'umiltà richiede di togliere uno da %SIDENAME%.
He looked and said: 'You chose that number for %SIDENAME%? That is one too many'.
Egli guardò e disse: 'Hai scelto quel numero per %SIDENAME%? Ce n'è uno di troppo'.

The priest's line "Give back the toe at once!" still comes out in English, despite the translated line being right underneath.
Same goes for the line: "I'd say it was a furnace or an oven. It's OLD"
And for the line: "The rumour says that he stashed a treasure somewhere here"

Possibly an issue with extra empty lines in there as well? I've compared my file to the original .trs but couldn't seem to find extra empty lines in there.

I've also noticed that characters like à, ù and such are displayed correctly in the dialogue selection screen, they show up as "?" only once the line is actually "spoken" and displayed in the upper portion of the screen, which seemed odd to me.

I know I misplaced a few lines here and there, my bad. As I said I was already 80% done translating when I noticed I wasn't supposed to replace the English lines rather than write the translated ones underneath, so I had to paste the English lines back in, which was kind of messy and caused occasional empty lines here and there. My apologies for that.

As I'm playing through again, I'll fix any issue in my tra file, I'll reupload it here once everything is fixed.
Title: Re: Translations
Post by: Cassiebsg on January 09, 2020, 02:18:49 pm
@n0l4n
I've taken a look, and have found a missing empty line after  %SIDENAME% (right before zero) and a little above there's an extra empty line right after il verbo and before Wrong value for 'side'. (A few lines (7) above %SIDENAME%)

Edit: But this isn't enough to fix it. Also I did another test, but just replacing these lines and it still comes out in english, which is odd. Guess I might need to look closer in the code to fix it. Maybe it's using some code that translation doesn't work. Some functions need to be told to use the translation file. :/
Title: Re: Translations
Post by: n0l4n on January 09, 2020, 04:04:11 pm
@n0l4n
I've taken a look, and have found a missing empty line after  %SIDENAME% (right before zero) and a little above there's an extra empty line right after il verbo and before Wrong value for 'side'. (A few lines (7) above %SIDENAME%)

Edit: But this isn't enough to fix it. Also I did another test, but just replacing these lines and it still comes out in english, which is odd. Guess I might need to look closer in the code to fix it. Maybe it's using some code that translation doesn't work. Some functions need to be told to use the translation file. :/

Ok, I'll fix those two extra lines for now and I'll continue testing, let me know if you find out anything else, thank you.
Title: Re: Translations
Post by: Cassiebsg on January 09, 2020, 04:50:13 pm
Okay, I figured out how to fix this, but this is not something that can be fixed without a new version of the game being compiled. And it'll take some work finding all the places that need the code to be changed.

For the game coders: All Strings will need to be added  "Get Translation(string)" to the code.

Here's an explanation by CW: https://www.adventuregamestudio.co.uk/forums/index.php?topic=54837.msg636561658#msg636561658

And here's a line I changed on the source to test this:
Line 157 of CatacombsDemoPuzzle.asc
cataData.saintClue = String.Format("The verb has %s, the soul has %s. The last one has %s.", GetTranslation(countVerb) , GetTranslation(countSoul), GetTranslation(countHeart));



Edit: I just realized you have more untranslated lines, where there's probably no String usage, so I'll go back to look at those.

But to answer you this:
Quote
I've also noticed that characters like à, ù and such are displayed correctly in the dialogue selection screen, they show up as "?" only once the line is actually "spoken" and displayed in the upper portion of the screen, which seemed odd to me.

Only odd cause you don't how AGS works. The thing is the game uses several fonts, and each GUI text is using 1 or more fonts.
It'll be a lot of code lines to change this. In that case the dialogue selection screen is using a font that has special characters, but speech isn't.
Title: Re: Translations
Post by: Cassiebsg on January 09, 2020, 05:33:03 pm
@AmigaMaster

Uhm, seems like your Google docs ruined the formatting of the original file.

This
 Line

is not equal to this
Line

nor to this
Line


(highlight the text if you can't see/figure out the difference)

Your Google docs has removed all spaces before the first non space character, and maybe also the last one.
For AGS a space is just another character like A, 8, b or &... it's got a code number and it's important. So when you replaced the english lines with the ones from Google Docs you changed the formatting of some of the lines, which means AGS can no longer find them in the source code (because they're no longer identical).
So the only way to solve this is, unfortunately, to open the original trs file and copy/paste the translated lines one by one in the empty lines. And them save it as a new GER.trs file.
Title: Re: Translations
Post by: Cassiebsg on January 09, 2020, 07:04:41 pm
Fixes to the Italian.trs:

Original English line:

"Give back the toe at once" ---> missing the ! at the end.

"I'd say it was a furnace or an oven. It's OLD" --> missing the . at the end of the line.

"The rumour says that he stashed a treasure somewhere here"  --> missing the . at the end of the line.

EDIT:
New tra: https://www.mediafire.com/file/g4xf5t4gdxk0dax/ITA.tra/file
New trs: http://www.mediafire.com/file/2loz9mcg622oi3t/ita.trs/file
Title: Re: Translations
Post by: doctorfargo on January 09, 2020, 09:29:42 pm
I'm 100% OK with making the sources available, it's just that I'm off the grid for two weeks.

Please note that I'm not in favor of sharing the link to Sync.com, whether be editable or just readonly. For all sorts of technical reasons.
I think what must be done is copy the folder of the sources, zip it up, and share it using any kind of file transfer tool, like WeTransfer or whatnot.
Then the tester can test around as much as they want.

I completely understand not sharing the Sync.com folder (as it's too easy to potentially mess up!).

Would it be possible to share the source on GitHub or just use method of .zipping the source?
Title: Re: Translations
Post by: AmigaMaster on January 09, 2020, 09:44:32 pm
@AmigaMaster

Uhm, seems like your Google docs ruined the formatting of the original file.

(...)

Great, thank you! Little whitespace bastards ;) They must have been lost by some copy and paste function as from my first tests google docs at least does not strip leading whitespaces (line 563 in original translation file) - did not found a line with appended whitespace though.
Title: Re: Translations
Post by: AmigaMaster on January 09, 2020, 10:35:31 pm

(...)

Would it be possible to share the source on GitHub or just use method of .zipping the source?

Please note, that Github only allows 3 members for private repositories! So if more than 3 people should work with the repository, is must be made public. Maybe this is not what you want.
Title: Re: Translations
Post by: n0l4n on January 09, 2020, 11:21:40 pm
Fixes to the Italian.trs:

Original English line:

"Give back the toe at once" ---> missing the ! at the end.

"I'd say it was a furnace or an oven. It's OLD" --> missing the . at the end of the line.

"The rumour says that he stashed a treasure somewhere here"  --> missing the . at the end of the line.

EDIT:
New tra: https://www.mediafire.com/file/g4xf5t4gdxk0dax/ITA.tra/file
New trs: http://www.mediafire.com/file/2loz9mcg622oi3t/ita.trs/file

Awesome, thanks.
Title: Re: Translations
Post by: AmigaMaster on January 10, 2020, 01:14:14 am
I fixed the German translation file (using a Diff & Merge editor) and it compiles and looks good now. Post http://binarylegends.net/forum/index.php/topic,981.msg8383.html#msg8383 (http://binarylegends.net/forum/index.php/topic,981.msg8383.html#msg8383) is updated with the latest file.

After some more tests with Google docs, I decided to abandon it. There are too much problems with character replacements when copying more than one line.

I found a collaborative code editor instead. After a copy and paste test I 'diffed' both content and they were identical up to the last byte.

If you want to contribute:
The German translation is available at https://codeshare.io/5Dq8dl (https://codeshare.io/5Dq8dl). Anyone with the link can fully edit the file, even multiple people at once. You do not require any login.

Important: If you copy the translation from codeshare to your local editor, change you local file to UTF-8 encoding before pasting the data.
Title: Re: Translations
Post by: Cassiebsg on January 10, 2020, 02:07:02 am
@AmigaMaster: I'm not the writer, so I'll give my best guess trying to answer your questions.

Quote
I know a certain snake that was charming too. Repent!
Ich kenne da auch eine bestimmte Schlange, die war mal charmant. Kehre um! ////Had some problems translating this, really needs a better translation! Which snake is meant?

I would assume it's referring to the snake in Adam and Eve... but I might be wrong.

Quote
It used to finish the Fjord run in 12 nautic miles, you know.
Sie hat einst den Fjordlauf in 12 nautischen Meilen beendet, müssen sie wissen.////Anyone knows what a Fjord run is? The name 'Fjordlauf' exist in German but I don't know what it is so I translated 1:1.

"a long, narrow, deep inlet of the sea between high cliffs, as in Norway and Iceland, typically formed by submergence of a glaciated valley." - According to Google translate.

The "run" is probably just a competition.

Quote
Bye bye.
Tschüss.////Bye Bye typically is used when you know someone pretty well. Between two strangers, you would use Good bye. I translated into German bye bye 'tschüss'. Good bye would be 'Auf Wiedersehen'

I'm not really sure you need help with this one. Seems perfect to me. :D

Quote
You mean, open that person with a knife or something?
Du meinst, ich soll die Person mit einem Messer oder ähnlichem öffnen?////Open person? :-) Looks like this is unused parts for Relic of the Viking?

The wonderful life of source code. full of unfulfilled ideas and stuff. :D

Quote
'Forget this folly and remove one from %SIDENAME%.', He said to them.
'Vergesst diesen Wahnwitzigen and verringere %SIDENAME% um eins', sagte Er zu ihnen.////Unable to translate without some creative rewriting due to the different articles "das" (heart and verb) and "die" (soul)

Be creative. :) I can't tell you how to translate into german. I know too little of it to even be helpfull here. selmiak?

Quote
You now have access to the following extra features :
Du hast jetzt Zugriff auf die folgendes Extras:////Would you like to talk to the player personally, like a buddy (then it is "Du") or from some distance, then it is ("Sie"). I would recommend "Du"

I think this is up to you to decide. But I know the dilemma.

Quote
I have better things to do than rehearsing my course.
Ich habe besseres zu tun als meinen Unterricht zu proben. ////Is this correct? Indy wants to test (rehearse) his student course?

I don't remember this line in the demo (oh, probably for the old demo?), but I would guess it's probably intended as "This is a pointless discussion" "he already knows that"... or something to that effect.

Quote
Someone left that artifact on my desk before the class.
Irgendjemand hat das Artefakt auf meinem Schreibtisch im Klassenraum liegen gelassen.//// On teh desk inside the class room? (That's what I translated)

Yes, I suppose so. Someone went by dropped the "item" on his desk, inside the classroom, and then left.  I don't think people are suppose to be able to go by his office when he's not there. He's got a secretary for that. :)

Quote
... This stone artifact was discovered in my class dig.
... Dieses Steinartefakt wurde in meiner Schulausgrabung entdeckt.////Class dig = school dig (excavation)?

Class dig = his class, the one he teaches at the College. They probably went on a field trip and do a dig (excavation) to learn and look for ancient artefacts. Of course, if could just as well be when he was a student and went on a class dig... but I'm assuming it was while he was the teacher. :D

Quote
Let's start cooking, BITCH.
Lass und was kochen, Schlampe. //// Cooking means really to cook something to eat? Did not find any other meaning in english urban dictionary

Well, one can also cook drugs. But can also be an expression for "let's get to work", 'let's do it". I don't remember where the line is used, but I'm guessing it's meant as the later and not really referring
 to cooking a meal or food.

Quote
There is already a WaitNoBlock going on.
Es gibt schon einen WaitNoBlock//// ??? Internal AGS command 'NoBlock'

Yes, this is internal code use for debugging. Doesn't need a translation. :) just delete the translated line.

Quote
It fits.
Er passt. ////What fits where? Or is it commonly used? I assumed it applies to the small key, so it is "Er" in German

Yes, probably refers to the small key. But you might want to play and look for the line in game to be sure.

Quote
*Crrrrrrr*
*Knarrrrr*////Which noise should this be? I guess shields (some wooden noise) - I was not able to get this text from my playthrough and save games

No idea where this one is.

Quote
I don't see the mop.
////Wish mop or something else? Also did not find where to trigger this.

Likely another lost line from old source code.

Quote
Lines
//// Which Lines?

Probably inside code that doesn't need to be translated.
Title: Re: Translations
Post by: n0l4n on January 10, 2020, 04:01:53 am
@cassiebsg

I've finished playing through the game a second time using the TRS file you uploaded a couple of days ago and I've made several adjustments to my original italian file, I've fixed several senteces, got rid of many extra empty lines, improven structure and punctuation and so on.

If you could be so kind as to compile a TRA file from this revised TRS I'm uploading here, I could give it a final test and check if everything is finally ok.

Thanks in advance.
Title: Re: Translations
Post by: AmigaMaster on January 10, 2020, 04:17:51 am
Thanks to Cassiebsg, I updated the German translation again (complied successfully).

I laughed out loud, when I saw my translation with the cooking BITCH, - of course this is a phrase but once I did not get it. Sometimes it is just too late to work on translations.

Changes:
- Updated more than a dozen translations and found another few typos.
- Updated all commented lines (thank you, Cassiebsg for your valuable input)
- I will attach the compiled translation to my initial post to make it easier to test for those who cannot compile
Title: Re: Translations
Post by: Cassiebsg on January 10, 2020, 12:21:25 pm
You're welcome and thanks for doing the translation. :)

New Italian tra: https://www.mediafire.com/file/e7l9z16395qguw6/ITA.tra/file
Title: Re: Translations
Post by: n0l4n on January 10, 2020, 04:29:59 pm
You're welcome and thanks for doing the translation. :)

New Italian tra: https://www.mediafire.com/file/e7l9z16395qguw6/ITA.tra/file

Something doesn't seem to work as intended, everything is in English except for the opening titles.
Title: Re: Translations
Post by: Cassiebsg on January 10, 2020, 06:00:26 pm
You removed the empty line after $SIDENAME$

https://www.mediafire.com/file/jkx16aq3r894d6c/ITA.tra/file

https://www.mediafire.com/file/mn42j4x3uyfas7d/ita.trs/file

I did not check for other mistakes.
Title: Re: Translations
Post by: n0l4n on January 10, 2020, 07:26:29 pm
You removed the empty line after $SIDENAME$

https://www.mediafire.com/file/jkx16aq3r894d6c/ITA.tra/file

https://www.mediafire.com/file/mn42j4x3uyfas7d/ita.trs/file

I did not check for other mistakes.

My apologies, I thought I was supposed to do that.
Title: Re: Translations
Post by: Cassiebsg on January 10, 2020, 07:34:04 pm
Nope, after an original line you either have an empty line or a translated line. :)
Title: Re: Translations
Post by: n0l4n on January 10, 2020, 08:22:36 pm
Nope, after an original line you either have an empty line or a translated line. :)

Got it.

So everything seems to be in order now, I'll need to fix the format of the disclaimer at the start, I can fix that easily.

Once you click the scroll on the tinted glass, line displays in Italian, but numbers still appear in English (One, two, three...)

Also the three hints of the three Saints in Indy's diary, are still fully in English.

Everything else seems to be ok so far, I'll report if there's more.
Title: Re: Translations
Post by: Cassiebsg on January 10, 2020, 08:31:13 pm
These are variables and require scripting and compiling a new version of the demo.

I'll check if the hints in the journals also are variables or if it's the trs that still has an error... I'l be back!  :hat:

EDIT: They are also coded.

For the devs (or those who wish to compile their own version of the demo to test this).

In CatacombsDemoPuzzle.asc replace lines 261 to 273 with the following:
Code: (AGS) [Select]
void game_start()
{
    //INITIALIZATION OF GENERIC SENTENCES (some of them will be picked later)
    //generic sentences for modifiers "+1"
    modifiersSentencesTemplates_PlusOne[0] = GetTranslation("And they saw that %SIDENAME% needed one more to please the Lord.");
    modifiersSentencesTemplates_PlusOne[1] = GetTranslation("Let them add one to %SIDENAME%, said He.");
    modifiersSentencesTemplates_PlusOne[2] = GetTranslation("The truth will be revealed to them if %SIDENAME% has one more.");
   
    //generic sentences for modifiers "-1"
    modifiersSentencesTemplates_MinusOne[0] = GetTranslation("'Forget this folly and remove one from %SIDENAME%.', He said to them.");
    modifiersSentencesTemplates_MinusOne[1] = GetTranslation("The humility commands you to remove one from %SIDENAME%.");
    modifiersSentencesTemplates_MinusOne[2] = GetTranslation("He looked and said: 'You chose that number for %SIDENAME%? That is one too many'.");
}
Title: Re: Translations
Post by: n0l4n on January 11, 2020, 12:54:05 am
Done testing, as far as I can tell this is the definitive italian translation file, all it needs is a font that's able to display special characters such as ù à è and a translation for the verbs used to interact.

And that bit of code @cassiebsg was talking about in order to display the numbers and the hints in Italian as well, for the skull puzzle.

And that's it, it's done.

How long do you think it's going to take to you guys to do that? I'm only asking because I'd like the chance to stream the game on Twitch and make a video on YouTube about it, and I also know a couple of other streamers who are interested in live streaming it, as soon as the Italian version is complete.
Title: Re: Translations
Post by: Cassiebsg on January 11, 2020, 01:56:08 am
Well, my version currently has working fonts  on the disclaimer screen and speech for both German and Italian. I have not yet found the hotspot text. I can post the code for anyone willing to compile their own version of the demo.

Is there other screens that need special characters in the font?
- Credits text... settings? any others?
Title: Re: Translations
Post by: AmigaMaster on January 11, 2020, 03:00:58 am
Well, my version currently has working fonts  on the disclaimer screen and speech for both German and Italian. I have not yet found the hotspot text. I can post the code for anyone willing to compile their own version of the demo.

Is there other screens that need special characters in the font?
- Credits text... settings? any others?

I noticed a misaligned shadow in the popup window, when trying to open the bonus when you are not allowed to do so:

(https://previews.dropbox.com/p/thumb/AAr7tN8PZwRz3e9OmmViLaLi7PZTY9s_KVFfxY1sZIu4qHAhQodayQ9VQ8sIb7koCDw0mCOq_l_r1A6ClT8yBM60NDSM9cEjMATx8cHC48RWxM6U1xMW1e7oc_UOF2NmXqQ2CE-ATml_VfoOW55JkOkl5lGTFXsQeGiNGzprURnk1VOhcPYPNoFBQuIjg18PwWxiv_mFTel7BM_wrCe87RSA7eKyvttjqFYMvbAwayjlL6cbyX3lsAM5rhIwyWlBsTzjjwAPgO3AH1b_T2enH7t-X_R0xAiru2wrroXekhmm7E-429pNYT7kRayFIPYk3yivDeXjbQUDd5Kfkry-RGBIzHKauxCrAq5BVujIgH9XKk8NEr7vrMD6VBR11JLJMTHJdd07E8xAi6qUlDnjmPsf/p.png?fv_content=true&size_mode=5)
Title: Re: Translations
Post by: Cassiebsg on January 11, 2020, 03:19:13 am
Argh! You added empty lines again!
Title: Re: Translations
Post by: AmigaMaster on January 11, 2020, 04:00:51 am
Do you mean the online text? Yes, temporarily there were two lines at the top, I am currently spell checking the text inside my local editor. But with a clean file, the shadow remains misaligned - I will test without special characters when I am finished.
Title: Re: Translations
Post by: AmigaMaster on January 11, 2020, 05:57:18 am
I finished testing and I consider the German translation as final. See post http://binarylegends.net/forum/index.php/topic,981.msg8383.html#msg8383 (http://binarylegends.net/forum/index.php/topic,981.msg8383.html#msg8383) for the translation files.

Some points:

1. The problem with the font shadow at the bonus screen remains, I replaced the German special character 'ß' with 'ss' and the shadow keeps being misaligned. The translation file looks good (I 'diffed' it with the origin New.trs)

2. When trying to start the old demo with the language changed to the translation, AGS complains:
An error has occurred. Please contact the game author for support, as this is likely to be a scripting error and not a bug in AGS.
(ACI version 3.4.1.15)

Error: Failed to read translation file: GER.tra:
The translation file is not compatible with this game. The translation is designed for 'Indiana Jones and the relic of the viking'.

This most propably is because the old demo is a separate .ags file and expects their own translation file.

3. Bonus Screen need a little adjustment in AGS editor, otherwise two text lines overlap slightly. The screenshot shows my old translation, ishortened it but it still neews two lines. The only thing I can do with one line is a very short "Glückwunsch zum Abschluss!" (Congrats for finshing!)

The GUI adjustment in AGS:
GUI's -> gui -> title screen -> 40:gBonus
Element 'Label27 (Label; ID1)', change the 'Top' value from the layout property to '42'.

This is how it looks like without the adjustment
x1 x2 x3 x4 x8


Title: Re: Translations
Post by: n0l4n on January 11, 2020, 08:21:01 am
Argh! You added empty lines again!

As I suspected, I uploaded the wrong file.
My bad, I shouldn't be doing this stuff that late at night...
Title: Re: Translations
Post by: Cassiebsg on January 11, 2020, 12:32:08 pm
Oh, sorry AmigaMaster. I was talking about the newest trs from n0l4n.

1. I need to figure where the game is saving the info about the bonus game. Before that I have no way to see that screen. But you don't need to replace the special character if you don't want to, it does work with the current in font games. All it current needs are a few lines of text in the right place. I'll post the lines later for those compiling their own game.

2. I have reported that on the support for old demo thread. But there might not be a solution for this. Current solution is to set the Game Language back to default. Which means there's no way to play the old demo with translation .

3. I guess there's no harm in shortening the sentence. Some times one needs to adapt the translation to the situation. :) And trust me, I've seen worse translations all the time done my "professionals" on TV where the translated line is the exact opposite of what the character said... :o

Title: Re: Translations
Post by: AmigaMaster on January 11, 2020, 01:40:39 pm
Oh, sorry AmigaMaster. I was talking about the newest trs from n0l4n.

1. I need to figure where the game is saving the info about the bonus game. Before that I have no way to see that screen. But you don't need to replace the special character if you don't want to, it does work with the current in font games. All it current needs are a few lines of text in the right place. I'll post the lines later for those compiling their own game.

2. I have reported that on the support for old demo thread. But there might not be a solution for this. Current solution is to set the Game Language back to default. Which means there's no way to play the old demo with translation .

3. I guess there's no harm in shortening the sentence. Some times one needs to adapt the translation to the situation. :) And trust me, I've seen worse translations all the time done my "professionals" on TV where the translated line is the exact opposite of what the character said... :o

1. Under Windows 10 it is stored in "C:\ProgramData\Adventure Game Studio\Indiana Jones and the relic of the Viking\BONUS.ini"
If you do not have this folder, just do a search for BONUS.ini and rename the file, so you can switch between both screens by renaming the file back and forth.

2. I thought so but I only have very basic knowledge of AGS, could have been that you developers had a solution by starting the external AGS with some parameters or so. But that is no problem. This saves me the work to see for the additional translation by playing the old demo (which I realized I missed until this error message)

3. OK, no problem. I will shorten it and update the file in my post.
Title: Re: Translations
Post by: Cassiebsg on January 11, 2020, 01:51:33 pm
About the old demo, I'll see if I can fix it so it runs from another folder. no idea if it works though. I'll have to read the manual and give it a try.

Thanks. I hate windows default folders. Never can find anything since they added this stupid structure. :/

Edit: Seen it, I think.
Title: Re: Translations
Post by: selmiak on January 11, 2020, 03:28:26 pm
Quote
It used to finish the Fjord run in 12 nautic miles, you know.
Sie hat einst den Fjordlauf in 12 nautischen Meilen beendet, müssen sie wissen.////Anyone knows what a Fjord run is? The name 'Fjordlauf' exist in German but I don't know what it is so I translated 1:1.

"a long, narrow, deep inlet of the sea between high cliffs, as in Norway and Iceland, typically formed by submergence of a glaciated valley." - According to Google translate.

The "run" is probably just a competition.

I'm pretty sure this is a nod to star wars where Han Solo sell his ship's capabilities to ObiWan in Episode 4. The Millenium Falcon made the Kessel Run in 12 parsecs ;) :hat:
Time to rewatch starwars to get that right! :D

Quote
Let's start cooking, BITCH.
Lass und was kochen, Schlampe. //// Cooking means really to cook something to eat? Did not find any other meaning in english urban dictionary

Well, one can also cook drugs. But can also be an expression for "let's get to work", 'let's do it". I don't remember where the line is used, but I'm guessing it's meant as the later and not really referring
 to cooking a meal or food.
A nod to breaking bad where jesse ends every other sentence with Bitch!

Title: Re: Translations
Post by: AmigaMaster on January 11, 2020, 04:43:15 pm
Yeah, this makes much more sense now. For the fjord 'run' I never understood why you would win a run by a distance (when you see the run as a race) - normally you win by time because you are the fastest and I was pretty confused. But I have a good excuse, I am a Trekkie (Make Treks, not War ;D)

And for the cooking bitch, I will try to find if and how they translated this into the German synchronized series.

Thank you very much, Selmiak.
Title: Re: Translations
Post by: Cassiebsg on January 11, 2020, 05:27:29 pm
There's something going on with that lebel, but I can't really figure it out, so I just disabled it. Besides, the game needs new fonts with special characters that are true to the original intended visual. I'm just using those already loaded into the game. And hope that whom ever is in-charged of fonts will then add/change the source with proper fonts. :)

For now here's the code I'v added.

This code will enable you to compile a version with working Speech, Hotspot cursor, and some GUI text for special characters (should work for western European languages).

Locate: Scripts->framework->Translations (double click to open or click the +)

Translations Script (Translation.asc) add the following code to the end of the file:
Code: (AGS) [Select]
// Note check GUI->FloatingHotspot.asc function _drawHotspot for setting new font.

void ChangeTranslationFonts() // added by Cassiebsg
{
if (IsTranslationAvailable())
{
if (Game.TranslationFilename=="ITA" || Game.TranslationFilename=="GER")
{
Game.NormalFont=eFontTumbleText;
Game.SpeechFont=eFontTumbleSpeech;
Label5.Font=eFontTumbleText; // Disclaimer text
lCreditsTitleOut.Font=eFontTumbleOutlineSpeech;
lCreditsTitleIn.Font=eFontTumbleSpeech;
lCreditsNameOut.Font=eFontTumbleOutlineSpeech;
lCreditsNameIn.Font=eFontTumbleSpeech;
Label26.Font=eFontTumbleSpeech; // Finish demo congrats
Label27.Font=eFontTumbleSpeech; // Access to extras
Label31.Font=eFontTumbleSpeech; // Finish demo first
Label30.Font=eFontTumbleOutlineSpeech; // Finish demo first
Label30.Visible=false; // can't get the shadow to align, so have turned it off.
}
}
}

Translations Header (Translation.ash) add the following code to the end of the file:
Code: (AGS) [Select]
import void ChangeTranslationFonts();

Locate: Scripts->GlobalScript (double click to open or click the +)

GlobalScript Script (GlobalScript.asc) locate function game_start() (line 19)
Add the following code inside the function... line 20, or end of function after line 70, but before the closing }

Code: (AGS) [Select]
ChangeTranslationFonts(); //function is defined in Scripts->framework->Translations

Compile and test if all is working.

As for the Demo, I did a couple tests, but no matter what I did it would crash and not run or insist in using the translation. I guess one could maybe manually create a cfg file with translation set to default, since changing the translation via script doesn't change the cfg file and thus insists in loading the translation.
Title: Re: Translations
Post by: AmigaMaster on January 12, 2020, 01:43:24 am
Quote
It used to finish the Fjord run in 12 nautic miles, you know.
Sie hat einst den Fjordlauf in 12 nautischen Meilen beendet, müssen sie wissen.////Anyone knows what a Fjord run is? The name 'Fjordlauf' exist in German but I don't know what it is so I translated 1:1.

"a long, narrow, deep inlet of the sea between high cliffs, as in Norway and Iceland, typically formed by submergence of a glaciated valley." - According to Google translate.

The "run" is probably just a competition.

I'm pretty sure this is a nod to star wars where Han Solo sell his ship's capabilities to ObiWan in Episode 4. The Millenium Falcon made the Kessel Run in 12 parsecs ;) :hat:
Time to rewatch starwars to get that right! :D

Quote
Let's start cooking, BITCH.
Lass und was kochen, Schlampe. //// Cooking means really to cook something to eat? Did not find any other meaning in english urban dictionary

Well, one can also cook drugs. But can also be an expression for "let's get to work", 'let's do it". I don't remember where the line is used, but I'm guessing it's meant as the later and not really referring
 to cooking a meal or food.
A nod to breaking bad where jesse ends every other sentence with Bitch!

From what I found you are absolutely correct. I used the original Star Wars sentence now and only replaced parsec with nautic miles and the flight with the run to be as close as possible to the original. Found the quotation here https://jedipedia.fandom.com/wiki/Kessel-Flug (https://jedipedia.fandom.com/wiki/Kessel-Flug).

For Breaking Bad I did not found any information how it got translated into German, I found one trailer video where Jesse Pinkman also uses the word Bitch in German language and then this here :o :

http://www.youtube.com/watch?v=tiXnlL_oGQA

I avoided to dig too deep into this as it seems that this line is not actively used in the game.

I will update my attachments to the latest versions.
Title: Re: Translations
Post by: n0l4n on January 12, 2020, 02:04:35 am
Hey everyone, hey @cassiebsg

My apologies for uploading the wrong file last night, I was packing bags all day and had to work on the translation file from two different laptops and I messed up. I've been travelling all day, I'm finally back home and I just finished checking the translation file again.
Long story short, here's the super-ultra-definitive-I'm sure-no doubts about it- version of the Italian TRS file. I've checked it multiple times and it's spotless.

So let's recap:

It needs a fix for special characters (no special characters in titles or menus, but there are some in the disclaimer).

And it needs a coding fix to properly display the hints from Indy's journal and the numbers in the scroll on the tinted glass.

And of course it needs the verbs to be in Italian.

I'm asking @cassiebsg if we could start by making the TRA file, then... I'm not sure? All I know is I don't know the first thing about coding, but as soon as this italian version is fully compiled and properly working, it can and will start to spread on social media and I can't wait for that.

Please let me know if there's anything else I can help with.

I hope there won't be any extra empty line lying around this time. There shouldn't be. But let's make sure...
Title: Re: Translations
Post by: AmigaMaster on January 12, 2020, 02:32:10 am
I did an quick 'diff' and line 1851 does not match the original New.trs file. There is a missing "." at the end of the line. From what I learned, it is important to not change anything in the original lines, no whitespaces, tabs, nothing.

Origin line 1851:
Those Norwegians are not fooling around.

Line 2755 (original English text) is accidentally replaced with the Italian translation. Origin text:
You have unlocked the bonuses![Wait for this credits sequence to end.

I am doing this since my copy and paste totally messed up formatting with the following Windows tool: https://bitbucket.org/jtuc/winmerge2011/downloads/ (https://bitbucket.org/jtuc/winmerge2011/downloads/) (Forked version of https://winmerge.org/ (https://winmerge.org/))

EDIT1: Sorry, I mixed something up. Will check again...

EDIT2: OK, on the last check I switched ITA and origin file in my mind. What I wrote makes now sense again :D
Title: Re: Translations
Post by: n0l4n on January 12, 2020, 03:25:36 am
I did an quick 'diff' and line 1851 does not match the original New.trs file. There is a missing "." at the end of the line. From what I learned, it is important to not change anything in the original lines, no whitespaces, tabs, nothing.

Origin line 1851:
Those Norwegians are not fooling around.

Line 2755 (original English text) is accidentally replaced with the Italian translation. Origin text:
You have unlocked the bonuses![Wait for this credits sequence to end.

I am doing this since my copy and paste totally messed up formatting with the following Windows tool: https://bitbucket.org/jtuc/winmerge2011/downloads/ (https://bitbucket.org/jtuc/winmerge2011/downloads/) (Forked version of https://winmerge.org/ (https://winmerge.org/))

EDIT1: Sorry, I mixed something up. Will check again...

EDIT2: OK, on the last check I switched ITA and origin file in my mind. What I wrote makes now sense again :D

Thank You, I've fixed those issues, here's the TRA file

I've fixed the whole block at line 2755 as follows:

Previous
Precedente
Next page
Pagina seguente
Exit
Esci
Page1
Pagina 1
Page2
Pagina 2
C:\7COG>

C:\>cd 7COG

INDY.EXE

Loading...
Caricamento...
You have unlocked the bonuses![Wait for this credits sequence to end.
Hai sbloccato i bonus![Attendi la fine dei titoli di coda.
IndySuit2
Title: Re: Translations
Post by: n0l4n on January 14, 2020, 12:17:40 am
Anybody?
Title: Re: Translations
Post by: Cassiebsg on January 14, 2020, 01:18:21 am
Oh, sorry.
Somehow the forum keept telling me there was no new post since I last posted here... so I missed 2 days.

I'll compile the tra for you now, and hope all is in place this time. :) brb

Edit: ... and I'm back. :)

Here's the TRA: https://www.mediafire.com/file/wy4hgwbvujymt8c/ITA.tra/file
Title: Re: Translations
Post by: n0l4n on January 14, 2020, 03:21:14 am
@cassiebsg

Thank you once more. Though I get an error on startup this time...

Title: Re: Translations
Post by: Cassiebsg on January 14, 2020, 11:09:23 am
Uhm, funny works here fine, and I haven't changed anything that could cause that problem.
I did got that error as well when I placed the german tra into the game folder, but I just assumed that maybe AmigaMaster had changed something or used a diferent AGSEditor, so I downloaded the trs and compiled my own tra.

Edit:
Okay I did a few tests and encoded 3 versions that are slightly different. If my theory is right only version 3 will work. But please do try all 3 and let me know which work (if any) and which don't.

http://www.mediafire.com/file/njvnil8nlxdfo24/ITA_1.tra/file
http://www.mediafire.com/file/wylcuoe2e0p5vpr/ITA_2.tra/file
http://www.mediafire.com/file/ggh79d5xsz35ten/ITA_3.tra/file

Title: Re: Translations
Post by: n0l4n on January 14, 2020, 05:53:06 pm
Uhm, funny works here fine, and I haven't changed anything that could cause that problem.
I did got that error as well when I placed the german tra into the game folder, but I just assumed that maybe AmigaMaster had changed something or used a diferent AGSEditor, so I downloaded the trs and compiled my own tra.

Edit:
Okay I did a few tests and encoded 3 versions that are slightly different. If my theory is right only version 3 will work. But please do try all 3 and let me know which work (if any) and which don't.

http://www.mediafire.com/file/njvnil8nlxdfo24/ITA_1.tra/file
http://www.mediafire.com/file/wylcuoe2e0p5vpr/ITA_2.tra/file
http://www.mediafire.com/file/ggh79d5xsz35ten/ITA_3.tra/file

Reporting for duty!

So the first one doesn't work, second and third do. I'll let you know if there's anything else to report.

By the way, do you know if there's any way to translate the "and the relic of the viking" part in the opening slash screen right underneath the Indy logo and the main menu "new game", "load game", "bonuses" etc?
Title: Re: Translations
Post by: Cassiebsg on January 14, 2020, 06:58:05 pm
Oh, thanks for the report. Since both 2 & 3 work, then I now know what happened. I fixed the name of the game in the game settings, since I notice that Viking wasn't capitalized, and a few days ago the game decided to compile all files, and not just the exe... Guess I'll keep it in the bugs notes for the dev to fix.  ;)

As for the menu translation:
You can't doing with just a tra file.
Those are images and new images with the translated text need to be added to the source, plus one needs to code it to change the images accordingly to translation.

If you like, you can create a txt file with the translations for those images. So when the demo is officially coded to handle multi language, one can add these "text  images".

You don't need to keep the original translation file formating. So feel free to leave as many empty lines as you like, just as long at it's easy to read and understand.
Title: Re: Translations
Post by: Cassiebsg on January 17, 2020, 11:55:37 am
I just realized that one can adjust the normal & speech font on the TRS file.

So here's the TRA with new speech font:
ITA: https://www.mediafire.com/file/u1xrbu3gvb9u7ax/ITA.tra/file
GER: https://www.mediafire.com/file/s4hqj5mbx898tb7/GER.tra/file

And here's what you should do to change it on your TRS file:

At line 11, replace the line //#NormalFont=DEFAULT with //#NormalFont=19

At line 13, replace the line //#SpeechFont=DEFAULT with //#SpeechFont=20

With this changes you'll get the speech font changed to one using the special western European characters. I'm not sure what, if anything, is using Normal Font, but can't hurt to change it as well.
This will not change any labels or button font. So this is more like a half solution. Rest needs to be made via code and compilation of a new demo.
Title: Re: Translations
Post by: n0l4n on January 17, 2020, 02:16:15 pm
I just realized that one can adjust the normal & speech font on the TRS file.

So here's the TRA with new speech font:
ITA: https://www.mediafire.com/file/u1xrbu3gvb9u7ax/ITA.tra/file
GER: https://www.mediafire.com/file/s4hqj5mbx898tb7/GER.tra/file

And here's what you should do to change it on your TRS file:

At line 11, replace the line //#NormalFont=DEFAULT with //#NormalFont=19

At line 13, replace the line //#SpeechFont=DEFAULT with //#SpeechFont=20

With this changes you'll get the speech font changed to one using the special western European characters. I'm not sure what, if anything, is using Normal Font, but can't hurt to change it as well.
This will not change any labels or button font. So this is more like a half solution. Rest needs to be made via code and compilation of a new demo.

That's awesome! I'll test this right away, thank you!

Edit: it works, special characters display just fine in game except for the opening disclaimer where they still appear as question marks.
Speaking of that disclaimer, i edited the trs file in order to shorten a couple of sentences in there, in order to avoid them from being cut offscreen.

I'm reuploading the trs file here, this one should be the final version as I've checked the dialogues and menus multiple times and everything seems to be in order.
(Though I could use a tra in order to give the disclaimer a final check)

What needs to be done is:
-special characters in the disclaimer
-main menu
-game logo
-interaction verbs
-hints from the three saints in indy's journal still appearing in English
-numbers of skull from the scroll on the tinted glass still appearing in English

Once that's done, the Italian version is ready to spread to any italian speaker adventure game fan out there :D
Title: Re: Translations
Post by: Cassiebsg on January 17, 2020, 02:57:05 pm
Here they are:

https://www.mediafire.com/file/n2x6rvmmi1tzfp7/ITA.tra/file

https://www.mediafire.com/file/5q05tlso7y2ji3b/ITA.trs/file
Title: Re: Translations
Post by: Cassiebsg on January 18, 2020, 11:06:06 am
After a request for an trs editor at the AGS Forum, tzachs did this online editor:

https://tzachshabtay.github.io/ags-trs-editor/

I haven't been able to test it yet, since it seems it doesn't like my browser. I'm using Firefox.

If you're on another browser, and you have time could you run it and see if it works and if it would have helped you making the translation file, without having to worry about ruining the format of the file? :)

Just click the little up cloud icon, that says "load" and select a trs file (either the original file or your own).

If you like to follow the thread at the AGS forum, it's here: https://www.adventuregamestudio.co.uk/forums/index.php?topic=57698.0 (you don't need an account to read, just to post)
Title: Re: Translations
Post by: AmigaMaster on January 18, 2020, 05:09:31 pm
The editor seems to work but I have one big feature request: I cannot search for strings in the whole file. I assume the web server streams the content, so searching is limited to the part which currently is transmitted. And line numbering would be great.
Title: Re: Translations
Post by: Cassiebsg on January 18, 2020, 05:27:33 pm
Yes, I did request possibility of jumping to line number.

But I'll post your comments over the AGS forum. :)
Thanks for trying it.
Title: Re: Translations
Post by: AmigaMaster on January 18, 2020, 07:56:37 pm
I just realized that one can adjust the normal & speech font on the TRS file.

So here's the TRA with new speech font:
ITA: https://www.mediafire.com/file/u1xrbu3gvb9u7ax/ITA.tra/file
GER: https://www.mediafire.com/file/s4hqj5mbx898tb7/GER.tra/file

And here's what you should do to change it on your TRS file:

At line 11, replace the line //#NormalFont=DEFAULT with //#NormalFont=19

At line 13, replace the line //#SpeechFont=DEFAULT with //#SpeechFont=20

With this changes you'll get the speech font changed to one using the special western European characters. I'm not sure what, if anything, is using Normal Font, but can't hurt to change it as well.
This will not change any labels or button font. So this is more like a half solution. Rest needs to be made via code and compilation of a new demo.

For unknown reasons, changing the lines in the TRS file did not change anything for me (I re-compiled all files). I downloaded your TRA file and it works for GER translation.
Title: Re: Translations
Post by: Cassiebsg on January 18, 2020, 08:25:21 pm
Did you test your new compiled tra with the original demo?

Because all I did was replace the word DEFAULT with the appropriate font number, and then compiled it with a freshly unpacked source, just to make sure none of my code changes were influencing in any way.
Title: Re: Translations
Post by: Cassiebsg on January 19, 2020, 10:19:01 pm
Search & Line number has been added (though "it screws up the navigation buttons", fix to come soon)

And to clarify, tzachs explains:
Quote
Just as FYI: it's not that the web server is streaming the content, the client has all of the information, it just doesn't render it because that would be too slow, so the browser can't find it on its own.
Title: Re: Translations
Post by: jeancallisti on January 20, 2020, 02:08:25 pm
I'm back from being off the grid and I will work on the whole question of translations in a near future.
First I need to read the ton of stuff that was written in this thread, then I'll need to find the TRA files. Most of the download links that have been posted are now broken.
Title: Re: Translations
Post by: Cassiebsg on January 20, 2020, 02:35:48 pm
Start backwards to get the latest working trs & tra. ;)
Title: Re: Translations
Post by: jeancallisti on January 20, 2020, 03:14:57 pm
If you have a problem running AGSEditor, you might need to install some other tools, like Network Frames

Never heard of that. I'll google it but can you tell me more?
Title: Re: Translations
Post by: jeancallisti on January 20, 2020, 03:17:22 pm
I just looked at the Fre.trs file and it's not even translated , guess the dev was just using it to test the special characters. There's actually no French language in the demo...
You're unbelievably insightful, yes, that's exactly what happened.
Title: Re: Translations
Post by: Cassiebsg on January 20, 2020, 04:00:15 pm
You have no problem with AGSEditor :p , it's just something you need to install IF the editor doesn't run. Maybe it's got some other name.

For example, 3.5.0 needs this one VC 2015 redistributable needed for AGS Editor on Windows.... of course it will only ask you to install it if it's not already installed.

In previous versions:
- Microsoft .NET Compact Framework 2.0;
- Microsoft .NET Compact Framework 3.5;
- Microsoft .NET Framework 4;

Here's a link to the topic: https://www.adventuregamestudio.co.uk/forums/index.php?topic=47538.msg636444670#msg636444670
Title: Re: Translations
Post by: jeancallisti on January 21, 2020, 07:46:08 am
Yes OK now I understand what you meant. The .Net framework is a classic.

Here is an early version of the German version : https://we.tl/t-IE6rKmAliY

What works, translation-wise : The in-game dialogs, when the character talks (but maybe not when you speak with another character)
What doesn't work, translation-wise : 1)  The menus. So no need to discuss it yet,  2) The catacombs strings: The clues on the scroll and the words "one", "two"... But I've noted cassibsg's input and will apply the fix soon.

Please check if you notice anything fishy (for example : ö works but not ß or anything of that kind).
Title: Re: Translations
Post by: jeancallisti on January 21, 2020, 12:26:51 pm
For the game coders: All Strings will need to be added  "Get Translation(string)" to the code.
Here's an explanation by CW: https://www.adventuregamestudio.co.uk/forums/index.php?topic=54837.msg636561658#msg636561658
And here's a line I changed on the source to test this:
Line 157 of CatacombsDemoPuzzle.asc
cataData.saintClue = String.Format("The verb has %s, the soul has %s. The last one has %s.", GetTranslation(countVerb) , GetTranslation(countSoul), GetTranslation(countHeart));

Noted. Great investigation work.
Title: Re: Translations
Post by: jeancallisti on January 21, 2020, 12:44:00 pm
Quote
I know a certain snake that was charming too. Repent!
Ich kenne da auch eine bestimmte Schlange, die war mal charmant. Kehre um! ////Had some problems translating this, really needs a better translation! Which snake is meant?

I would assume it's referring to the snake in Adam and Eve... but I might be wrong. > CORRECT

Quote
It used to finish the Fjord run in 12 nautic miles, you know.
Sie hat einst den Fjordlauf in 12 nautischen Meilen beendet, müssen sie wissen.////Anyone knows what a Fjord run is? The name 'Fjordlauf' exist in German but I don't know what it is so I translated 1:1.

"a long, narrow, deep inlet of the sea between high cliffs, as in Norway and Iceland, typically formed by submergence of a glaciated valley." - According to Google translate.

The "run" is probably just a competition. > CORRECT. It's a joke in reference to the "Kessel run" line in Star Wars. Han Solo says "The Millenium falcon ran the Kessel run in 12 parsecs", and here the fisherman says "My boat finished the Fjord run in 12 nautic miles". If you're not sure how to translate it then Google Han Solo's line in German.

Quote
Bye bye.
Tschüss.////Bye Bye typically is used when you know someone pretty well. Between two strangers, you would use Good bye. I translated into German bye bye 'tschüss'. Good bye would be 'Auf Wiedersehen'

I'm not really sure you need help with this one. Seems perfect to me. :D > YOU DECIDE THE APPROPRIATE LEVEL OF LANGUAGE. IT'S NOT ESSENTIAL

Quote
You mean, open that person with a knife or something?
Du meinst, ich soll die Person mit einem Messer oder ähnlichem öffnen?////Open person? :-) Looks like this is unused parts for Relic of the Viking?

The wonderful life of source code. full of unfulfilled ideas and stuff. :D > This line is used whenever the player tries to "open" a character.

Quote
'Forget this folly and remove one from %SIDENAME%.', He said to them.
'Vergesst diesen Wahnwitzigen and verringere %SIDENAME% um eins', sagte Er zu ihnen.////Unable to translate without some creative rewriting due to the different articles "das" (heart and verb) and "die" (soul)

Be creative. :) I can't tell you how to translate into german. I know too little of it to even be helpfull here. selmiak? > Yes, be creative. As long as the line means that SIDENAME must have one less. and it sounds biblical.

Quote
You now have access to the following extra features :
Du hast jetzt Zugriff auf die folgendes Extras:////Would you like to talk to the player personally, like a buddy (then it is "Du") or from some distance, then it is ("Sie"). I would recommend "Du"

I think this is up to you to decide. But I know the dilemma. > Yes, you decide.

Quote
I have better things to do than rehearsing my course.
Ich habe besseres zu tun als meinen Unterricht zu proben. ////Is this correct? Indy wants to test (rehearse) his student course?

I don't remember this line in the demo (oh, probably for the old demo?), but I would guess it's probably intended as "This is a pointless discussion" "he already knows that"... or something to that effect. > Line not present in the demo. Just ignore it.

Quote
Someone left that artifact on my desk before the class.
Irgendjemand hat das Artefakt auf meinem Schreibtisch im Klassenraum liegen gelassen.//// On teh desk inside the class room? (That's what I translated)

Yes, I suppose so. Someone went by dropped the "item" on his desk, inside the classroom, and then left.  I don't think people are suppose to be able to go by his office when he's not there. He's got a secretary for that. :) > Line not present in the demo. Just ignore it.

Quote
... This stone artifact was discovered in my class dig.
... Dieses Steinartefakt wurde in meiner Schulausgrabung entdeckt.////Class dig = school dig (excavation)?

Class dig = his class, the one he teaches at the College. They probably went on a field trip and do a dig (excavation) to learn and look for ancient artefacts. Of course, if could just as well be when he was a student and went on a class dig... but I'm assuming it was while he was the teacher. :D > Line not present in the demo. Just ignore it.

Quote
Let's start cooking, BITCH.
Lass und was kochen, Schlampe. //// Cooking means really to cook something to eat? Did not find any other meaning in english urban dictionary

Well, one can also cook drugs. But can also be an expression for "let's get to work", 'let's do it". I don't remember where the line is used, but I'm guessing it's meant as the later and not really referring
 to cooking a meal or food. > Line not present in the demo. Just ignore it. PS: It's hilarious that you saw that, it's just a string debug test sentence I added while watching Breaking Bad. It was not meant to be seen by anyone. Imagine Indy speaking in Jessie Pinkman's voice ;)

Quote
There is already a WaitNoBlock going on.
Es gibt schon einen WaitNoBlock//// ??? Internal AGS command 'NoBlock'

Yes, this is internal code use for debugging. Doesn't need a translation. :) just delete the translated line. Do not translate technical lines

Quote
It fits.
Er passt. ////What fits where? Or is it commonly used? I assumed it applies to the small key, so it is "Er" in German

Yes, probably refers to the small key. But you might want to play and look for the line in game to be sure. Yes, check that it is correct by playing the game.

Quote
*Crrrrrrr*
*Knarrrrr*////Which noise should this be? I guess shields (some wooden noise) - I was not able to get this text from my playthrough and save games

No idea where this one is. > This happens when you try to solve the final puzzle inside the wooden church and the stone basin is empty. This is the sound of overheated stone/burning dust/barbecue.

Quote
I don't see the mop.
////Wish mop or something else? Also did not find where to trigger this.

Likely another lost line from old source code. > That's when you look at the bucket. It literally means "There's no mop next to this bucket"

Quote
Lines
//// Which Lines?

Probably inside code that doesn't need to be translated. > Yes
Title: Re: Translations
Post by: jeancallisti on January 21, 2020, 05:10:29 pm
This code will enable you to compile a version with working Speech, Hotspot cursor, and some GUI text for special characters (should work for western European languages).
Locate: Scripts->framework->Translations (double click to open or click the +)

Translations Script (Translation.asc) add the following code to the end of the file:
Code: (AGS) [Select]
// Note check GUI->FloatingHotspot.asc function _drawHotspot for setting new font.

void ChangeTranslationFonts() // added by Cassiebsg
{
if (IsTranslationAvailable())
{...

Important remark : This function is meant only when the translation calls for a narrower font. I was considering that when doing tests with French, where every text is 20% longer than English. It would also make sense in German...

...BUT...

...In the end things seem to work without using the narrow font (apart from adding the missing special characters, I mean). I'm using TumbleText and TumbleSpeech in place of Font 0 and Font 1 and it works quite well, plus that font is almost identical to the well-known Lucasarts font.
Therefore I will just change the font to "TumbleXXXX" in every GUI.
Title: Re: Translations
Post by: Cassiebsg on January 21, 2020, 05:19:00 pm
And that is why, my version if unofficial. :) I'm sure you'll fix it with the proper fonts. :D
Title: Re: Translations
Post by: jeancallisti on January 21, 2020, 05:22:02 pm
@n0l4n my request for you : Please use the same online tool as Amiga master ("code something") to keep you TRA file uploaded and up to date. I need to produce a minimal effort to always know what's the latest version. I need to just be able to go to that file and copy its content and be sure that it's the latest version.

@Amiga Master : Can you explain why you wrote "Sie gehoert in ein Museum" and not "Sie gehoert in einem Museum" ?
Title: Re: Translations
Post by: n0l4n on January 22, 2020, 02:33:00 pm
@n0l4n my request for you : Please use the same online tool as Amiga master ("code something") to keep you TRA file uploaded and up to date. I need to produce a minimal effort to always know what's the latest version. I need to just be able to go to that file and copy its content and be sure that it's the latest version.

@Amiga Master : Can you explain why you wrote "Sie gehoert in ein Museum" and not "Sie gehoert in einem Museum" ?

https://tzachshabtay.github.io/ags-trs-editor/  you mean this one?
However, this one is the final version of my Italian TRA file compiled by Cassiebsg, I've tested it and everything seems to be in order.
Title: Re: Translations
Post by: jeancallisti on January 23, 2020, 08:15:14 am
@n0l4n my request for you : Please use the same online tool as Amiga master ("code something") to keep you TRA file uploaded and up to date. I need to produce a minimal effort to always know what's the latest version. I need to just be able to go to that file and copy its content and be sure that it's the latest version.

@Amiga Master : Can you explain why you wrote "Sie gehoert in ein Museum" and not "Sie gehoert in einem Museum" ?

https://tzachshabtay.github.io/ags-trs-editor/  you mean this one?
However, this one is the final version of my Italian TRA file compiled by Cassiebsg, I've tested it and everything seems to be in order.

Not, not that one. That one : https://codeshare.io/5Dq8dl (That's the German translation, don't overwrite it! Create your own)
Title: Re: Translations
Post by: selmiak on January 23, 2020, 12:57:48 pm
@Amiga Master : Can you explain why you wrote "Sie gehoert in ein Museum" and not "Sie gehoert in einem Museum" ?

because it's correct german. Except that it should be "gehört" and not gehoert...
to me more precise, "Sie gehoert in ein Museum" means it belongs into a museum, it should be in a museum, while "Sie gehoert in einem Museum" doesn't make sense, "Sie gehoert einem Museum" (without the "in") means it belongs to a museum, like, it is their property, "while Sie gehoert in einem Museum" means literally it belongs to into a musem, see, that makes no sense ;)
Title: Re: Translations
Post by: jeancallisti on January 23, 2020, 04:27:29 pm
because it's correct german
OK, good enough for me! :)
Title: Re: Translations
Post by: AmigaMaster on January 24, 2020, 07:36:29 pm
@Amiga Master : Can you explain why you wrote "Sie gehoert in ein Museum" and not "Sie gehoert in einem Museum" ?

Hello jeancallisti,

as selmiak wrote, is is the grammatical correct case in German language. You can see the original quotation from the movie here http://www.filmzitate.info/index-link.php?link=http://www.filmzitate.info/suche/film-zitate.php?film_id=418 (http://www.filmzitate.info/index-link.php?link=http://www.filmzitate.info/suche/film-zitate.php?film_id=418) (search for "museum" and then it is the first hit).

Please don't ask for grammatical details. As a native speaker I am much less involved in grammar compared to someone who learns foreign languages and is required to learn the grammatical differences between languages ;D
Title: Re: Translations
Post by: AmigaMaster on January 24, 2020, 08:01:23 pm
I updated the codeshare translation and the attachments in my post http://binarylegends.net/forum/index.php/topic,981.msg8383.html#msg8383 (http://binarylegends.net/forum/index.php/topic,981.msg8383.html#msg8383) with the latest versions after input from jeancallisti. Only two lines changed.
Title: Re: Translations
Post by: jeancallisti on January 24, 2020, 09:50:59 pm
Thanks. Still working on the overall system on my end. Thank you for your patience. In the mean time maybe you could help uploading the Italian translation to code share?
Title: Re: Translations
Post by: n0l4n on January 24, 2020, 10:00:16 pm
Thanks. Still working on the overall system on my end. Thank you for your patience. In the mean time maybe you could help uploading the Italian translation to code share?

Edit: here it is

https://codeshare.io/299PwV
Title: Re: Translations
Post by: jeancallisti on January 25, 2020, 09:49:01 pm
Thanks. Still working on the overall system on my end. Thank you for your patience. In the mean time maybe you could help uploading the Italian translation to code share?

Edit: here it is

https://codeshare.io/299PwV
Excellent. Thanks!
Title: Re: Translations
Post by: jeancallisti on January 27, 2020, 02:31:00 pm
@nol4n could you please check if there are any issues with this demo in Italian? https://we.tl/t-c6iCJ0fuQ4

IMPORTANT:
- It doesn't have special Italian characters. " è " is shown as " e' ", and so on. It will not be fixed, so don't waste your time trying to fix it. This will be fixed only in "Relic of the Viking".
- The text "Press F5 to open the menu" is missing a translation.



Title: Re: Translations
Post by: n0l4n on January 28, 2020, 12:06:54 am
@nol4n could you please check if there are any issues with this demo in Italian? https://we.tl/t-c6iCJ0fuQ4

IMPORTANT:
- It doesn't have special Italian characters. " è " is shown as " e' ", and so on. It will not be fixed, so don't waste your time trying to fix it. This will be fixed only in "Relic of the Viking".
- The text "Press F5 to open the menu" is missing a translation.

The name should be "Indiana Jones e le sette città d'oro" instead of "dell'oro".

"Press F5 to open the menu" is "Premi F5 per aprire il menù", just in case you need it.

"Moments Later" and "Meanwhile" are left in English (shuld be "Poco dopo..." e "Intanto...)

When you try to use an object on a target, verbs turn from italian to English in the highlighted light blue text (as shown the attached image).

The line "Non dovresti esserne sorpreso, sei stato in ozio tutto l'anno!" sounds a bit off. Like it's kind of an old way of speaking, I'd recommend "Non dovresti esserne sorpreso, hai oziato tutto l'anno!"

Marcus' telegram has no translation.

Nothing else to report, everything else seems to be in order.
Title: Re: Translations
Post by: jeancallisti on January 28, 2020, 08:49:55 am
The name should be "Indiana Jones e le sette città d'oro" instead of "dell'oro".
Dammit! Last time this game was translated, an Italian speaker already pointed that out and the original translator was not agreeing. But I agree with you. This text is just super annoying to fix in the image, but it has to be done.
EDIT: FIXED

"Press F5 to open the menu" is "Premi F5 per aprire il menù" > GREAT

"Moments Later" and "Meanwhile" are left in English (shuld be "Poco dopo..." e "Intanto...) > I don't think I'll translate that. It's an image. You can do it if you want to.

When you try to use an object on a target, verbs turn from italian to English in the highlighted light blue text (as shown the attached image). > GOOD CATCH

The line "Non dovresti esserne sorpreso, sei stato in ozio tutto l'anno!" sounds a bit off. Like it's kind of an old way of speaking, I'd recommend "Non dovresti esserne sorpreso, hai oziato tutto l'anno!" > NOTED

Marcus' telegram has no translation. > I won't fix that. I'll make Indy say the translation aloud.
[/color]

Thanks a lot for your feedback.
Title: Re: Translations
Post by: n0l4n on January 28, 2020, 11:47:26 pm
The name should be "Indiana Jones e le sette città d'oro" instead of "dell'oro".
Dammit! Last time this game was translated, an Italian speaker already pointed that out and the original translator was not agreeing. But I agree with you. This text is just super annoying to fix in the image, but it has to be done.
EDIT: FIXED

"Press F5 to open the menu" is "Premi F5 per aprire il menù" > GREAT

"Moments Later" and "Meanwhile" are left in English (shuld be "Poco dopo..." e "Intanto...) > I don't think I'll translate that. It's an image. You can do it if you want to.

When you try to use an object on a target, verbs turn from italian to English in the highlighted light blue text (as shown the attached image). > GOOD CATCH

The line "Non dovresti esserne sorpreso, sei stato in ozio tutto l'anno!" sounds a bit off. Like it's kind of an old way of speaking, I'd recommend "Non dovresti esserne sorpreso, hai oziato tutto l'anno!" > NOTED

Marcus' telegram has no translation. > I won't fix that. I'll make Indy say the translation aloud.


Thanks a lot for your feedback.

The original translator got that wrong. To clarify: using "dell'" is not wrong - grammatically speaking, but the legend of the seven cities of gold is known as "Le sette città d'oro", and that's how we're used to refer to it so that's how it should be. I wasn't sure myself, had to check on wikipedia and a few articles around the internet and they all use "d'oro".

As for the "Moments later" and "meanwhile", could there be a translation line appearing on those screens maybe? Or I could easily make the images, if you could tell me which resolution and font I should use.

Making Indy read marcus' telegram out loud works, do you need a translation for that?
Title: Re: Translations
Post by: jeancallisti on January 29, 2020, 02:03:35 pm
As for the "Moments later" and "meanwhile", could there be a translation line appearing on those screens maybe? Or I could easily make the images, if you could tell me which resolution and font I should use.

Making Indy read marcus' telegram out loud works, do you need a translation for that?
I think I'll add a "narrator" voice over for both; Let me make it work and then I'll ask you for the text. Of course, it would be nice if you prepared the text in advance : "moments later" and the telegram's text.
Title: Swedish translation
Post by: Bjoerk on January 29, 2020, 08:06:40 pm
If you are interested, i can see if I can make a swedish translation...
Title: Re: Translations
Post by: Cassiebsg on January 29, 2020, 09:31:05 pm
Bjoerk, all translations are welcome. :)

Download the original trs from the first post.

You can use this online editor for writing your translated lines in:
https://tzachshabtay.github.io/ags-trs-editor/

Use the load icon (cloud with up arrow) and select the original file. Use the i icon on the right if you're in doubt about if a line is suppose to be translated or not and how to format lines with %d or %s ... (It's the same warning that is on top of the TRS file). When you done just save the file to your HD. Next time you want to work on it again or change anything just load your trs file and continue where you left off (lines are now numbered and you can jump to line X at).
Also, advantage is if, you have spell check on your browser, you can use it to control your own spelling.  :D

If you decide to use notepad to do the translations be very careful not to change anything on the original lines. Using the above web editor removes the danger of messing it up.  ;)

Title: Re: Translations
Post by: jeancallisti on January 30, 2020, 05:54:57 pm
IMPORTANT NOTE: There is a whole section containing dialogs that are not in the demo. It's a section with students complaining about the topic of their final exam and about Indy wondering what exam he should give them. I believe it should be easily recognizable, if you've played the demo.

Those do not need to be translated (apologies for not spotting that earlier)

Also, a reminder that any kind of technical text or error messages should not be translated.
Finally, do not translate any line that does not appear in English. It means it was already translated.

Please post the result on CodeShare. https://codeshare.io  That will be automatically UTF-8 but when I'll save it locally I'll save it as Windows 1252 (that's my own business)
Title: Re: Translations
Post by: jeancallisti on January 30, 2020, 06:23:27 pm
@n0l4n : This needs to be translated to Italian :

Quote
        cNarrator2.Say("HAVE FOUND SOMETHING OF INTEREST WHILE ON TRIP TO AMERICAN SOUTHWEST");
        cNarrator2.Say("STOP");
        cNarrator2.Say("IT COULD BE IMPORTANT ARCHEOLOGICAL FIND");
        cNarrator2.Say("STOP");
        cNarrator2.Say("SUGGEST YOU COME OUT TO FLAGSTAFF ARIZONA TO MEET ME");
        cNarrator2.Say("STOP");
        cNarrator2.Say("I AM STAYING AT THE FLAGSTAFF SUNRISE HOTEL");
        cNarrator2.Say("STOP");
        cNarrator2.Say("MARCUS BRODY");
Title: Re: Translations
Post by: jeancallisti on January 31, 2020, 08:30:32 pm
Added a few comments for Bjoerk two posts above.
Title: Re: Translations
Post by: Giocherellone on February 03, 2020, 08:12:54 am
Hi friends! :D

My name is Paolo, and I'm one of the Italian translator of the FIRST demo of this beautiful project.

Precisely as a translator, I am fully aware of any situation in which one may encounter personal interpretations, so how much I write is only a clarification. I have no intention of creating animosity.

I would like to report how strange it sounds to me what was written before.

I'm going to report what I remember.

- The title question.

Quote from: n0l4n
The name should be "Indiana Jones e le sette città d'oro" instead of "dell'oro".

In the Italian "Arena80" forum, we discussed how to render the Italian title.

http://forum.arena80.it/index.php?topic=5939.0 (http://forum.arena80.it/index.php?topic=5939.0)

At the time I had also tried to ask Doctor Fargo some explanations about that gold, but I wasn't answered because otherwise the plot of the adventure would be revealed.

So the dilemma remained: were the cities built in gold ("Città d'oro"), or were the cities where the gold could be found ("Città dell'oro")?

Having had no further clarification, it was decided for the solution you know. ;)

- Menu F5

Quote from: n0l4n
"Press F5 to open the menu" is "Premi F5 per aprire il menù", just in case you need it.

In the demo I have, there is NOT this issue (?!?)

- Screenshots translated

Quote from: n0l4n
"Moments Later" and "Meanwhile" are left in English (shuld be "Poco dopo..." e "Intanto...)

... But those screenshots HAD BEEN TRANSLATED! O_O

Example:

(https://i.postimg.cc/JhTkWRW6/7-Cities-03.jpg)

- Telegram

Quote from: n0l4n
Marcus' telegram has no translation.

Yes, of course it was translated! Here to you:

(https://i.postimg.cc/LXL23Vvt/7-Cities-02.jpg)

- The italian GUI

Quote from: n0l4n
When you try to use an object on a target, verbs turn from italian to English in the highlighted light blue text

In my PC this never happens! O_O

(https://i.postimg.cc/fT2yLBPy/7-Cities-04.jpg)

EDIT:
YES... It happens, but ONLY with the verb "use".


At first I thought that these differences depended on the different operating systems used, but I tried with both Windows XP and Windows 10, and it all worked fine.

Well, what can I say? Maybe the old demo has been upgraded to a new version of AGS, so some things are not working properly anymore?

In any case the version with the Italian translation (fully functional), both compiled and source, is still available here:

https://filedn.com/lkLsMLMYh4FhvNjoMRmt1nF/Giocherellone/IndianaJones-SevenCities/IJ-7-Citta.zip (https://filedn.com/lkLsMLMYh4FhvNjoMRmt1nF/Giocherellone/IndianaJones-SevenCities/IJ-7-Citta.zip)
https://filedn.com/lkLsMLMYh4FhvNjoMRmt1nF/Giocherellone/IndianaJones-SevenCities/IJ-7-Citta(source).zip (https://filedn.com/lkLsMLMYh4FhvNjoMRmt1nF/Giocherellone/IndianaJones-SevenCities/IJ-7-Citta(source).zip)

I take this opportunity to thank again Aprilskies from the AGS forum for the work done for this demo on the occasion of the translation into Italian (programming and graphics).

@n0l4n
Weeks ago, when you started to translate this new fantastic demo "Indiana Jones and the relik of the Viking", I proposed you by PM to collaborate... Have you seen my message?

I remain available for any clarification or anything else I can help you with.

Again lots of COMPLIMENTS for this demo and my best wishes for the project!

A hug from Italy!

Paolo "Giocherellone" ;)
Title: Re: Translations
Post by: jeancallisti on February 03, 2020, 08:46:28 am
Thanks a lot Paolo,

Indeed, I overlooked some assets that had been translated; I did a sloppy job on the old demo when unifying the source codes.
I will insert those graphics into the updated version.

Current state of affairs :

Old demo
- Everything functional, in English and in Italian.
- Everything translated (added subtitles under non-translated graphics)
- Added new screen at startup to select language at runtime.
- TODO : insert the translated graphics that Paolo pointed out.

Relic of the Viking :
- Added new screen at startup to select language at runtime. The language is saved for subsequent runs and not asked again.
- Added "Paris, 1938" in intro sequence.
- Bug fix : Cannot click anymore on catacombs hotspots during intro while "Indiana jones and the..." is displayed on screen.
- Gameplay : disabled and enabled Norwegian harbour hotspots better when Indy walks from church to harbour and vice versa
- English, German and Italian fully functional.
- TODO: Wait on Swedish translations
- TODO: Wait on French translations
- TODO: Add missing special characters to "FoA credits font 1"
- TODO (blocking) : Problem with switching languages when running the embedded old demo
- TODO: A few missing translations from new Strings I introduced, in particular on the title screen (New game, Load...). Please do not do anything until I release a new version.
- TODO: Most critical bug fixes listed in support thread.

More generally, please refrain from doing any changes to anything until I release the new test version.

Title: Re: Translations
Post by: Cassiebsg on February 03, 2020, 11:41:35 am
Just to add, that I'm working on a Portuguese translation and might do a Danish afterwards. (if anyone wants to help with this, like proofreading my translation, I would appreciate it very much. :) )
Title: Re: Translations
Post by: jeancallisti on February 03, 2020, 11:43:17 am
Just to add, that I'm working on a Portuguese translation and might do a Danish afterwards. (if anyone wants to help with this, like proofreading my translation, I would appreciate it very much. :) )

You guys want me dead, lol.
Title: Re: Translations
Post by: Cassiebsg on February 03, 2020, 05:50:23 pm
Nah, but adding new translations should be minimal work for the dev. None if the dev avoids image texts. ;) But I know this is almost impossible.
However, if you provide "work" sources for the images, then the translator can also do those, if he's got the skills to do so.

Dev mode wearing thinking hat:
Maybe it would be cool if we could provide external image files that would be loaded as Dynamic Sprites automatically according to the translation?  Maybe a module or something.
And then name the images ITAimg01.png, GERimg03.png and have the module say that img01 = sprite x or something like that?
I can see that being a very useful module for those wanting translations on their games. Can't remember if it's possible in AGS to read a file from inside a packed file (like zip), since that would be a neat way to pack the language package...

Just food for thought.  ;D
Title: Re: Translations
Post by: n0l4n on February 03, 2020, 07:12:54 pm
Hi friends! :D

My name is Paolo, and I'm one of the Italian translator of the FIRST demo of this beautiful project.

Precisely as a translator, I am fully aware of any situation in which one may encounter personal interpretations, so how much I write is only a clarification. I have no intention of creating animosity.

I would like to report how strange it sounds to me what was written before.

I'm going to report what I remember.

- The title question.

Quote from: n0l4n
The name should be "Indiana Jones e le sette città d'oro" instead of "dell'oro".

In the Italian "Arena80" forum, we discussed how to render the Italian title.

http://forum.arena80.it/index.php?topic=5939.0 (http://forum.arena80.it/index.php?topic=5939.0)

At the time I had also tried to ask Doctor Fargo some explanations about that gold, but I wasn't answered because otherwise the plot of the adventure would be revealed.

So the dilemma remained: were the cities built in gold ("Città d'oro"), or were the cities where the gold could be found ("Città dell'oro")?

Having had no further clarification, it was decided for the solution you know. ;)

- Menu F5

Quote from: n0l4n
"Press F5 to open the menu" is "Premi F5 per aprire il menù", just in case you need it.

In the demo I have, there is NOT this issue (?!?)

- Screenshots translated

Quote from: n0l4n
"Moments Later" and "Meanwhile" are left in English (shuld be "Poco dopo..." e "Intanto...)

... But those screenshots HAD BEEN TRANSLATED! O_O

Example:

(https://i.postimg.cc/JhTkWRW6/7-Cities-03.jpg)

- Telegram

Quote from: n0l4n
Marcus' telegram has no translation.

Yes, of course it was translated! Here to you:

(https://i.postimg.cc/LXL23Vvt/7-Cities-02.jpg)

- The italian GUI

Quote from: n0l4n
When you try to use an object on a target, verbs turn from italian to English in the highlighted light blue text

In my PC this never happens! O_O

(https://i.postimg.cc/fT2yLBPy/7-Cities-04.jpg)

EDIT:
YES... It happens, but ONLY with the verb "use".


At first I thought that these differences depended on the different operating systems used, but I tried with both Windows XP and Windows 10, and it all worked fine.

Well, what can I say? Maybe the old demo has been upgraded to a new version of AGS, so some things are not working properly anymore?

In any case the version with the Italian translation (fully functional), both compiled and source, is still available here:

https://filedn.com/lkLsMLMYh4FhvNjoMRmt1nF/Giocherellone/IndianaJones-SevenCities/IJ-7-Citta.zip (https://filedn.com/lkLsMLMYh4FhvNjoMRmt1nF/Giocherellone/IndianaJones-SevenCities/IJ-7-Citta.zip)
https://filedn.com/lkLsMLMYh4FhvNjoMRmt1nF/Giocherellone/IndianaJones-SevenCities/IJ-7-Citta(source).zip (https://filedn.com/lkLsMLMYh4FhvNjoMRmt1nF/Giocherellone/IndianaJones-SevenCities/IJ-7-Citta(source).zip)

I take this opportunity to thank again Aprilskies from the AGS forum for the work done for this demo on the occasion of the translation into Italian (programming and graphics).

@n0l4n
Weeks ago, when you started to translate this new fantastic demo "Indiana Jones and the relik of the Viking", I proposed you by PM to collaborate... Have you seen my message?

I remain available for any clarification or anything else I can help you with.

Again lots of COMPLIMENTS for this demo and my best wishes for the project!

A hug from Italy!

Paolo "Giocherellone" ;)

Hey, my name is Paolo as well.

As for what you reported. There's no animosity here, but I had to report what I found in the demo I was given, which is precisely what I did.

Now I have no idea if that was a previous version, but I reported no more and no less than what i found.

What was not translated, simply wasnt, in the version I was testing, that's all.

As for the title I really don't see the big issue here. The legend of the seven cities of gold of Cibola is called "Le sette città d'oro" in italian.
Here are a few articles:
https://immagineperduta.it/la-leggenda-delle-sette-citta-doro-di-cibola/
http://www.tuttostoria.net/medio-evo.aspx?code=345
There's also a movie called "le sette città d'oro"which refers precisely to that
https://www.comingsoon.it/film/le-sette-citta-d-oro/17562/scheda/

It's a proper legend with a proper historical name, which is the name that needs to be used, there's no way around this fact.
That's also how they refer to it in the movie "National Treasure: Book of Secrects" which I recently rewatched.
And yes, it's about a city made entirely of gold.

Edit: @Giocherellone I didn't notice your PM, my apologies for that. I'll get back to you right away!
Title: Re: Translations
Post by: n0l4n on February 03, 2020, 07:41:53 pm
@n0l4n : This needs to be translated to Italian :

Quote
        cNarrator2.Say("HAVE FOUND SOMETHING OF INTEREST WHILE ON TRIP TO AMERICAN SOUTHWEST");
        cNarrator2.Say("STOP");
        cNarrator2.Say("IT COULD BE IMPORTANT ARCHEOLOGICAL FIND");
        cNarrator2.Say("STOP");
        cNarrator2.Say("SUGGEST YOU COME OUT TO FLAGSTAFF ARIZONA TO MEET ME");
        cNarrator2.Say("STOP");
        cNarrator2.Say("I AM STAYING AT THE FLAGSTAFF SUNRISE HOTEL");
        cNarrator2.Say("STOP");
        cNarrator2.Say("MARCUS BRODY");

        cNarrator2.Say("TROVATO QUALCOSA DI INTERESSANTE DURANTE VIAGGIO IN SUD OVEST AMERICA");
        cNarrator2.Say("STOP");
        cNarrator2.Say("POTREBBE ESSERE UN'IMPORTANTE RITROVAMENTO SCIENTIFICO");
        cNarrator2.Say("STOP");
        cNarrator2.Say("TI SUGGERISCO DI RAGGIUNGERMI A FLAGSTAFF, ARIZONA");
        cNarrator2.Say("STOP");
        cNarrator2.Say("MI TROVI ALL'HOTEL FLAGSTAFF SUNRISE");
        cNarrator2.Say("STOP");
        cNarrator2.Say("MARCUS BRODY");

I'd like to put the whole translation up on codeshare but 1)the website doesn't seem to be working at the moment and 2) I wasn't given a TRS file for the old demo, I only have the TRA that's included in the game folder I was given for testing and I'm not really skilled enough with AGS to know how to extract it, sorry about that.
Title: Re: Translations
Post by: jeancallisti on February 04, 2020, 01:36:23 pm
The old demo doesn't need any more translation at this stage.
Title: Re: Translations
Post by: Cassiebsg on February 09, 2020, 12:11:34 am
Uhm, I'm finding several typos as I go along translating.

exemple:
Quote
Scandinavians would preserve salted meet and other goods in them.

It's meat, not meet.

Quote
I pops straight out of the ice wall... And back again into the ground, to God knows where.

It... not I.
Title: Re: Translations
Post by: jeancallisti on February 13, 2020, 09:47:52 am
Excellent, keep them coming.

My news : Still working on it. On its own, Relic works perfectly with translations. On its own, the Old Demo works perfectly with translations. I'm just struggling with AGS to let me switch from the host game to the embedded game when both don't have the same translation files. It should be easy but I'm losing steam. I'll get back to it this weekend.
Title: Re: Translations
Post by: jeancallisti on February 14, 2020, 02:07:15 pm
Today I got the languages switch work flawlessly in both Relic and the Old Demo, and change language when running the demo from within Relic.
The rest is just a formality now.

Sandra, how are you coming along with Portuguese and Norwegian? Are both those translations a firm yes, or a "maybe"?
Same question to you, Bjoerk.
Title: Re: Translations
Post by: Cassiebsg on February 16, 2020, 05:36:16 pm
It's Danish, not Norwegian. :p
Portuguese is almost done, then I need to check all lines in game and adjust.

But I'm currently working on a MAGS entry, so translation has dropped in priority.
Title: Re: Translations
Post by: jeancallisti on February 25, 2020, 09:32:51 pm
Woops, now that I live in Scandinavia I automatically assume that everything is up North, either Norwegian or Swedish :-D
Let me know as soon as I can import Portuguese. We can release Danish later maybe ? I'd like to have something stable for version 1.1 so I'd rather focus on less material.
Title: Re: Translations
Post by: Cassiebsg on February 27, 2020, 02:35:37 am
Of course. :)
Title: Re: Translations
Post by: Cassiebsg on March 06, 2020, 01:32:15 pm
Okay, just a little update. I've finished translation, now I just need to find the time to play the demo and try everything so I can check if what I wrote actually works/is appropriate for the situation. I did not translate the lines that sounded to be for the old demo though. I'm assuming these aren't suppose to be translated... let me know if I'm wrong.

EDIT: I've hit a nagg/wall... no matter what I do I can't get the special characters in my translation to show up right. :/ Until I figure this out, I can't correct the translation. So feel free to release the new demo with the current languages and not wait for me.

EDIT 2: Okay I figured what was off... forgetting I should set the fonts in the translation file didn't help.  ;D
Anyway, now the hard work part, running and playing the game and changing the lines to sound more natural. And fix the stuff I didn't translate.
Title: Re: Translations
Post by: jeancallisti on April 03, 2020, 11:15:56 pm
Anyway, now the hard work part, running and playing the game and changing the lines to sound more natural. And fix the stuff I didn't translate.

That's awesome!
Do you need any assistance at this point? I've been very busy in real life but would you like a more direct contact for the finish? I'll send you my email in PM.
Title: Re: Translations
Post by: Cassiebsg on April 04, 2020, 12:43:33 pm
I've been busy as well, and haven't done much. :/ And just by starting the game I cringed at my "translation". That I basically have to redo all lines from in game, without the English influencing me this time. lol
Title: Re: Translations
Post by: jeancallisti on April 05, 2020, 10:22:15 pm
Oh well, keep me posted.
Title: Re: Translations
Post by: n0l4n on April 12, 2020, 10:59:09 pm
Hey guys,  I haven't checked this forum in a while, any update?

I would love the chance to share and offer some media coverage for the italian version of this game, any ETA?
Title: Re: Translations
Post by: Cassiebsg on April 17, 2020, 06:49:41 pm
I hope he's not waiting for me, since I currently have little time to fine tune my translation. :/
Title: Re: Translations
Post by: jeancallisti on April 20, 2020, 12:24:03 pm
I was indeed waiting for you but also for Swedish.
If I don't have it soon enough I'll just cut Swedish, Portuguese and Norwegian off version 1.1.
Title: Re: Translations
Post by: Cassiebsg on May 04, 2020, 05:58:33 pm
Please do.
Title: Re: Translations
Post by: jeancallisti on July 08, 2020, 03:13:51 pm
Calling to translators to finish version 1.1 (there are a few new strings)

@n0l4n
@AmigaMaster

I will post the newer files here soon.
Please confirm that you're alive and willing to help ;-P


EDIT: I've found other volunteers :-) Thanks anyways!

Title: Re: Translations
Post by: AmigaMaster on August 12, 2020, 04:10:27 pm
Sorry, I check the forum sporadically and just saw your post. I also checked https://codeshare.io/5Dq8dl and the link still works fine and contains the translation.