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Thread: Translation thread

  
  1. #1
    Beetle Stanislas Dolcini's Avatar
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    Default Translation thread

    Hi everybody I'm currently translating the game in french so I will post any update here.

    Quest for the hero 26% translated.

    Edit : Current Progress

    Quest for the hero Landview 100%
    Quest for the hero Messages 0%
    Last edited by Stanislas Dolcini; January 7th, 2013 at 19:57.

  2. #2

    Default Re: Translation thread

    Great. If needed, I can translate in Italian all the campaigns that still lack of an Italian translation, but I think that the priority is to add a plot (namely, objectives and information for all levels) to campaigns that still lack of it. Now, who has the "autority" to do a similar job? Maybe just the campaign creator or someone like Mefisto or Dragonslover...

  3. #3
    KeeperFX Author mefistotelis's Avatar
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    Default Re: Translation thread

    We're all fans and we all can contribute.

    If you have an idea of a plot, then just start working on it.

  4. #4

    Default Re: Translation thread

    Yes, but sometimes I've got my own vision of the game and maybe my vision can contrast the campaign's Author vision...

  5. #5
    KeeperFX Author mefistotelis's Avatar
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    Default Re: Translation thread

    That might happen.

    In the world of open software, if someone has a different vision - he can always create his own version.
    This is why there are so many linuxes .

    Same goes to the campaigns - if the author feels the plot is wrong, he can make his own.
    But I think if the author didn't made any plot when he was creating the campaign, then the either don't care or has no time to do that.

    IMO the thing author of a campaign want is for people to play it. Having a plot increases playability of a campaign, so I highly doubt there's a creator who does not want such change.
    Last edited by mefistotelis; December 30th, 2012 at 20:28.

  6. #6

    Default Re: Translation thread

    Ok, so if I will have a good idea for a plot, I will star working on it. Another question: in the file with the plot text, the various sentences have to be separated with NULL carachter. How I do the NULL carachter?

  7. #7
    KeeperFX Author mefistotelis's Avatar
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    Default Re: Translation thread

    Quote Originally Posted by friscmanseby View Post
    Ok, so if I will have a good idea for a plot, I will star working on it.
    Great!

    Quote Originally Posted by friscmanseby View Post
    in the file with the plot text, the various sentences have to be separated with NULL carachter. How I do the NULL carachter?
    You don't have to. All you need is to create .POT file, and the build system will convert it into .DAT file while preparing KeeperFX package.
    All the .PO and .POT files are here in KeeperFX repository:
    https://code.google.com/p/keeperfx/s...eeperfx%2Flang

    If you still prefer to create DAT, then just use this editor:
    keeper.lubie.org/html/dk1_tools_other.php#textedit

    And if you don't like either method - you can always use QUICK_OBJECTIVE and QUICK_INFORMATION in the level script, and then we can convert it into .PO file later.
    Last edited by mefistotelis; December 31st, 2012 at 19:41.

  8. #8

    Default Re: Translation thread

    I don't know how .pot and .po works, but I think I prefer working with the DAT text editor. The "Quick" commands (they were Deeper Dungeons exclusive, right? but with keeperFX work anywere, right?) are great but I prefer the DAT because you can translate fast with the .DAT...

  9. #9
    Beetle Stanislas Dolcini's Avatar
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    Default Re: Translation thread

    You can translate even faster with poedit.


    qfth 100%
    landview_fr.7z
    Last edited by Stanislas Dolcini; January 2nd, 2013 at 23:11.

  10. #10
    Beetle Stanislas Dolcini's Avatar
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    Default Re: Translation thread

    Hey I just compiled the latest nightly build and the game is not translated. Did I do anything wrong ?

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