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Translating

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Nightmarer
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Translating

Heya,

Afraid I do not have any computer skills whatsoever, however, if by any chance you are planning to release the game in other languages besides English, I would be glad to lend a hand translating into Spanish.

Ysangard
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Hi Nightmarer.

Hi Nightmarer.
You're not the only one waiting for news about the translation.
For the moment, we have nothing about it excepts the FAQ.
I personaly translate into french the news but i'm not feeling good enough to translate for the game content.
Let's see if we can obtain a response :)

Minotaur
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We will need translators but

We will need translators but not yet. I'm quite happy for people to offer their services in this thread, and we can then get back to you at a later date.

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Jazzhands
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I thought it would be

I thought it would be nonesense to open a new Thread, in an earlier Post of mine some said that its better that the devs find a collection of theme-based things. I´m volunteering for the German translation then. Just that you know you have someone there.

"Walking down the street and you hear that heavy beat. You can't help but walk your feet, down all the way 'til we meet"~

Lothic
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Jazzhands wrote:
Jazzhands wrote:

I thought it would be nonesense to open a new Thread, in an earlier Post of mine some said that its better that the devs find a collection of theme-based things. I´m volunteering for the German translation then. Just that you know you have someone there.

For the record I don't think anyone implied you couldn't start new threads on this forum about anything you want. People do it every day. It was simply common sense that after 5+ years there would be a TON of costume ideas, animation ideas and prop ideas so having common threads for those things makes things easier. :)

Turns out there have actually been a number of short-lived threads about language translation for this game and the topic does seem to pop back up every few months. Maybe there ought to be a more permanent, common thread for this topic so that people who are offering their services for that don't get lost in the weeds. It's just up to someone to pick up that ball and run with it. Doesn't really take much more than declaring a given thread as the "Official Language" thread or whatever you want to call it.

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avelworldcreator
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At one time I was the guy who

At one time I was the guy who led the topic of translation/localization. I might work with it again in the future. It is early yet but it's getting VERY close. In-game translation will not be as important as the documentation of the game instructions and their translation. I have a list of languages I'd like to see implemented and I can post it here later. German, French, and Spanish will definitely be a must though.

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Hero_Zero
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My wife could translate into

My wife could translate into Chinese. Of course getting her to do it is a different matter.

THE TITANS ARE COMING! THE TITANS ARE COMING!"

Brand X
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As long as we have a klingon

As long as we have a klingon version to go with the english version, all is good.

Jazzhands
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Lothic wrote:
Lothic wrote:

For the record I don't think anyone implied you couldn't start new threads on this forum about anything you want. People do it every day. It was simply common sense that after 5+ years there would be a TON of costume ideas, animation ideas and prop ideas so having common threads for those things makes things easier. :)

Wasn´t implementing anything like that. But if there some 'official' compilation thread I would post there. I understand why its easier for the Devs and only wanted to support that.

"Walking down the street and you hear that heavy beat. You can't help but walk your feet, down all the way 'til we meet"~

TitansCity
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avelworldcreator wrote:
avelworldcreator wrote:

At one time I was the guy who led the topic of translation/localization. I might work with it again in the future. It is early yet but it's getting VERY close. In-game translation will not be as important as the documentation of the game instructions and their translation. I have a list of languages I'd like to see implemented and I can post it here later. German, French, and Spanish will definitely be a must though.

After several post on this subject, we have an answer ! Alleluia !! xD

I agree that the game UI and the game instructions (and at least some help windows) are as critical as the translation of the cashop shop buttons/titles, the game download page and the loader window.
Then, we can talk about in game translation :)
Maybe we could initiate an eisenhower matrix with you ? Intended what the players estimate to be translated first.

Whatever, keep in mind that I and Yzangard are ready to help for the french translation.
Did you thought about the deepl API for the in game translation ?

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avelworldcreator
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Unreal actually has a

Unreal actually has a localization feature with a listed language set:
https://docs.unrealengine.com/en-us/Gameplay/Localization/Overview

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TitansCity
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Thanks for the link, i'll

Thanks for the link, i'll read it later.
I flew over it quickly and it seems we could help you in translating the "archive" items. I'll come back to you when i have read it :) maybe this week end.

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Fireheart
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From experiences on other

From experiences on other games, Portuguese, for the Brazilians, might be worthwhile, also.

Be Well!
Fireheart

Saints07
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well i can probably help to

well i can probably help to translate game for russian community , for free exactly.

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TitansCity
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I read the UE4 doc for the

I read the UE4 doc for the localization. Here is the translation of this doc for those who could be interested (in French) :

[img=800x600]https://docs.unrealengine.com/portals/0/images/Gameplay/Localization/Overview/OverviewDiagram.png[/img]

[b]Texte[/b]

Le texte est l'unité de base de la traduction. Le texte est défini par un espace-nom [un nom de référence], une clé, une chaîne de caractères source et une chaîne d'affichage. Ensemble, l'espace de nommage (le nom de référence) et la clé forment une identité unique par laquelle un texte peut être référencé. L'espace de nommage permet de traduire différemment le texte dans le cas d'homographes (chaînes identiques avec des significations différentes) en offrant une identité différente. La clé fournit un contexte spécifique concernant le texte. La chaîne source est la chaîne dans sa forme native, sans avoir été traduite. La chaîne d'affichage est la chaîne qui sera affichée, typiquement une forme traduite de la chaîne source.

Par exemple, une boîte de dialogue peut apparaître en anglais ou en espagnol. La boîte de dialogue peut contenir un message, un bouton "Ok" et un bouton "Annuler". Les trois morceaux de texte peuvent utiliser l'espace de nommage "MonProjet". Le texte du message peut utiliser une clé de "MyMessage", le texte "Ok" peut utiliser une clé de "DialogBox.AffirmativeButtonLabel" et le texte "Cancel" peut utiliser une clé de "DialogBox.NegatoryButtonLabel". En fonction de l'espace de nommage et de la clé, chaque texte peut être identifié et traduit de manière unique.

[b]Cibles[/b]

Les cibles sont des modules autonomes de données de localisation portant un nom spécifique. Le texte des cibles est rassemblé à partir d'un ensemble spécifié de sources, stocké dans un fichier manifeste, traduit dans des fichiers d'archives spécifiques à la culture, compilé dans des fichiers de ressources de localisation spécifiques à la culture, qui sont ensuite chargés par le système pour affichage.

Un projet peut avoir une seule cible par souci de simplicité ou plusieurs cibles afin de diviser les données de localisation du projet en sections séparables. L'éditeur Unreal a une cible séparée du reste du moteur Unreal afin que l'éditeur puisse être localisé et que les données de localisation de l'éditeur ne puissent pas être distribuées avec les jeux. Typiquement, un jeu aura une cible pour toutes les données de localisation du jeu de base et des cibles supplémentaires pour les extensions.

[b]Cultures[/b]

Les cultures, aussi appelées locales, définissent des détails tels que la langue, l'écriture et la région. Les cultures sont identifiées par des chaînes formatées sous forme de code de langue obligatoire (norme ISO-639), de code d'écriture facultatif (norme ISO-15924) et de code de région facultatif (norme ISO-3166), chacune étant délimitée par des tirets ou des traits de soulignement.

Exemples de codes culturels : "en" (langue anglaise), "es-MX" (langue espagnole, région mexicaine), "zh-Hans-CN" (langue chinoise, écriture simplifiée, région chinoise).

[b]Manifeste[/b]

Les manifestes stockent le texte rassemblé sous forme de chaînes de texte source, mappées par espace de noms et clé, au format JSON lisible par l'homme. Les manifestes sont générés par une commandelet utilisant du texte rassemblé à partir de commandes spéciales de collecte de texte. Les manifestes sont tronqués et créés à partir de zéro à chaque fois et ne doivent pas être mis à jour manuellement.

[b]Archives[/b]

Les archives stockent les chaînes source et leurs traductions, mappées par espace-nom, au format JSON lisible par l'homme. Les archives sont générées par une commandelet qui extrait toutes les entrées d'un manifeste spécifié. Comme les entrées d'archives n'ont pas de clés, toutes les entrées d'un manifeste partageant la même source au sein d'un espace de noms sont comprimées en une seule entrée d'archive ; si le texte diffère uniquement par clé, on suppose qu'il est identique en surface et qu'il utilise la même traduction. Les archives sont mises à jour si elles existent déjà et ne sont pas tronquées. Les archives doivent être fournies, telles quelles ou converties dans d'autres formats, aux traducteurs pour traitement et retournées avec les traductions à la place des mots-clés vides.

[b]Ressources de localisation (LocRes)[/b]

LocRes stocke le texte traduit dans un format binaire qui sera chargé par le système. Les LocRes sont générées par une commandlet qui compile un manifeste spécifié et un certain nombre d'archives spécifiées.

Le système charge les fichiers LocRes en fonction des paramètres du projet et de la culture actuelle. Le texte localisé des LocRes de la culture actuelle est utilisé en plus du texte localisé des LocRes de toutes les cultures mères de la culture actuelle. Cela permet d'effectuer des traductions générales pour une langue en même temps que des traductions plus spécifiques pour une région. titre d'exemple de base, pour une cible unique contenant le texte "Color" et soutenant les cultures "en" (anglais) et "en-UK" (anglais pour le Royaume-Uni), les LocRes "en" peuvent avoir "Color" localisé comme "Color" tandis que les LocRes "en-UK" peuvent avoir "Colour" comme localisation. Si l'utilisateur passe à "en-CA" (anglais pour le Canada), mais que les LocRes pour "en-CA" n'ont pas de localisation pour "Color", les LocRes pour "en" fournissent "Color".

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

What is important after reading this, and for the french localization but either for the other languages i guess, is the KEY so as to have the good context and provide a correct localization (regarding the context of the specified manifest). I hope the context could be more explained because we often need it to localize correctly the "tune". Maybe, having the whole text or dialog (regarding the dialogue before and after or the context of the mission) could help. Otherwise, maybe the Key could be an adjective to have the good ambiancy to take in account.
So, if you want some help, i think we just need to access the Archives ('cause accessing the Text, the Manifest for the chosen Culture gathered by Key will be to complicated regarding the system i guess :) )
Let me know if i can help Avel.

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Kuraikari
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I hope it won't be counted as

I hope it won't be counted as necromancy to post here. However I thought it would be better then a new thread.

I see that someone else already volunteered, but as this project is big enough. There might be a need of multiple translators.
I would help with German translations (and in 4 years I could help with Japanese and Indonesia, as I'm currently studying both. (Japanese since 6 months and Indonesia since 2) )

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