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Translations

 
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CheeseGod
Space Emperor


Joined: May 28, 2014

PostPosted: Wed May 28, 2014 6:19 pm    Post subject: Translations Reply with quote

Hello, people.
I`m writing to You because I`m stuck with my translation. It`s hard to understand which string I am able to translete, and which not. Does somebody have needed knowledge? I`d like to translate all text, but for now it may be only descriptions


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marhawkman
Space Emperor


Joined: Mar 24, 2008

PostPosted: Wed May 28, 2014 6:44 pm    Post subject: Reply with quote

It's best to not translate anything the player won't see in the game. Some things are hard coded, such as ability names, and won't work unless the name is spelled out in English.

That and only modders would see that anyways. One thing that would be a good idea is to translate (in addition to descriptions) the help tooltips.

what language are you translating to?


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CheeseGod
Space Emperor


Joined: May 28, 2014

PostPosted: Wed May 28, 2014 8:17 pm    Post subject: Reply with quote

I`m translating to russian. I`d like to translate names of components and tech, but few of them broke ingame links when I change their names. Also, I`d like to translate floating tips. Is it any chart of translatable strings?

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Fyron
Galactic Guru


Joined: Aug 04, 2003
Location: CA, USA

PostPosted: Wed May 28, 2014 11:18 pm    Post subject: Reply with quote

If you change the name of a tech area, you need to find all references to it in other data files and update them as well. Components, other tech areas, facilities, vehicles, and mounts can all reference tech areas by name. You should get errors pointing you where to look when you try to load up the mod.

Smarter than your average Texrak.


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CheeseGod
Space Emperor


Joined: May 28, 2014

PostPosted: Thu May 29, 2014 12:11 am    Post subject: Reply with quote

Yes, but sadly, it doesn`t write something like "line missing in ..."
Most actual question for now is planet types: I can`t find any reference for it.


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marhawkman
Space Emperor


Joined: Mar 24, 2008

PostPosted: Thu May 29, 2014 8:10 pm    Post subject: Reply with quote

Planet types are definitely something that takes a lot of work to change. I know because I once made a mod (Warp 10) that changed all of them. But, while there are a LOT of data points to change, the number of files affected is not large.

If all you want to do is change planet physical types and atmosphere types, then change these 8 files:

PlanetPhysicalTypes;
"Name" is used by other files and must match them.
"Description" is for player use only.
Tech Area must match an entry in TechAreas.(but you can't change the names of the tech areas without recompiling the AI)

AtmosphereTypes;
"Name" is used by other files and must match them.
"Description" is for player use only.
"Allowed On Planet Physical Types" must match PlanetPhysicalTypes.

Combat_Ground_Surface_Details;
this is one of many files that uses the names of Atmosphere and Physical Types, in those files.
The "Planet Atmosphere", "Planet Physical Type", and "Planet Conditions" are the only fields worth translating. I'm not sure about conditions though, I'm not sure if those text strings are hard coded or not.

DesignTypes has colony ship types that use the names of planet physical types... but you can't change this without recompiling the AI scripts.

SystemTypes;
I would not change anything labeled "Abil Type". These do nothing but reference entries in StellarAbilityTypes.
"Physical Type" appears to be hardcoded, and should not be changed.
Entries with phrases such as "Ring 5" or "Any" should not be translated as they are hard coded functions.
object sizes are complicated... one set of sizes is hardcoded(I think), another set isn't. As far as I know, SystemTypes uses the hardcoded one.
really, the system descriptions and names are the main things that would be useful to translate. Like all descriptions, the descriptions here are simple text strings. Names can be changed, but if you do you will have to change all of the corresponding entries in QuadrantTypes.

PlanetSize;
"Name" is changeable, but referenced by other files, I'm not entirely sure what all of them are. The only time I ever added sizes was for special types of constructed worlds.
"Physical Type" is hardcoded.
"Stellar Size" is hardcoded.

StellarObjectTypes;
most of this should not be translated. Exceptions:
"Planet Size" corresponds to one of the "Name" fields in PlanetSize.
"Planet Physical Type" corresponds to one of the "Name" fields in PlanetPhysicalTypes.
"Planet Atmosphere" corresponds to one of the "Name" fields in AtmosphereTypes.

QuadrantTypes;
Names can be changed freely, this data field is used by the player only.
Descriptions are the same as other descriptions, player info.
Type name fields need to correspond to entries in SystemTypes.
Do not translate the contents of the "System Placement" data fields, like "Any" these are code functions.

StellarAbilityTypes;
Descriptions are for player use only.
"Name" fields are referenced by entries in SystemTypes and Settings.
Ability Type fields are hardcoded system functions.
Scope is also hardcoded.

I think that's everything that you would need to change in order to get the game to display "Oxygen Rock Large" in it's Russian form properly. Surprisingly time consuming isn't it?

I'd start by changing descriptions, those don't need to be cross-referenced. Other things that'd be easy:
The file for changing tooltip information is named HelpText.
TreatyNames is just text strings. The AIs kind of use it, but seem to pick treaty names out of it at random.
Mainstrings is the big one, literally. 822 Kb of text that is used for labeling things in the game. All kinds of things... Most of what the player sees actually.

you might need to change MainFonts in order to get the game to display Russian letters properly. If that is possible at all.


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CheeseGod
Space Emperor


Joined: May 28, 2014

PostPosted: Mon Jun 16, 2014 7:07 am    Post subject: Reply with quote

marhawkman, thank You a lot. It displays russian font well. Looks like there is no way to simply "translate" AI, right?

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Zwo_Dvoongar
Space Emperor


Joined: Feb 02, 2011

PostPosted: Tue Jun 17, 2014 9:12 am    Post subject: Reply with quote

CheeseGod wrote:
marhawkman, thank You a lot. It displays russian font well. Looks like there is no way to simply "translate" AI, right?


That would depend on how thorough you wanted to be. Some parts would be easier than others. A lot could be done in the scripts using "find & replace".

(racename)_AI_Speech.txt files should prove tedious, but otherwise not too challenging.

I'm not sure, but there might be a simple workaround, so you don't have to mess with the scripts. Simple in principle, at least...

If you made a mod with two sets of everything - components, facilities, hulls, techs, right? One has the requirement of "Racial Trait speaks Russian" (free, no cost option), while the other is for AI use, and requires that the "Racial Trait" be absent. ...I think that might work. The drawback would be that nothing built by the AI would be displayed in Russian. ...And of course there may be something I'm overlooking.

Any way you go, it's likely to be a serious project getting the AI's to work in a version that's translated.


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marhawkman
Space Emperor


Joined: Mar 24, 2008

PostPosted: Tue Jun 17, 2014 1:38 pm    Post subject: Reply with quote

well, AIs are one of those things that would be best if you only translate parts of it. Text that the AI sends to players in treaties would be good to change. Also, any technology that you change the name of will need to have all references to it in the AI files changed to match.

As an interim step, you could leave tech names in English but translate the descriptions to Russian.


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Zwo_Dvoongar
Space Emperor


Joined: Feb 02, 2011

PostPosted: Wed Jun 18, 2014 7:37 am    Post subject: Reply with quote

marhawkman wrote:

As an interim step, you could leave tech names in English but translate the descriptions to Russian.


Now that's a good idea, for cutting down the workload.


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CheeseGod
Space Emperor


Joined: May 28, 2014

PostPosted: Mon Jun 23, 2014 9:17 am    Post subject: Reply with quote

Zwo_Dvoongar wrote:
marhawkman wrote:

As an interim step, you could leave tech names in English but translate the descriptions to Russian.


Now that's a good idea, for cutting down the workload.

I`d like to make a perfect translation, but if I fail with that I`ll do this way.
Thank You all for helping me.


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marhawkman
Space Emperor


Joined: Mar 24, 2008

PostPosted: Wed Jun 25, 2014 12:11 am    Post subject: Reply with quote

you can translate in stages. start with the easy stuff then move on to the harder stuff.

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