Translation into other Languages

Suikoden

Chieftain
Joined
Jun 27, 2015
Messages
5
Heya friends.

My Father plays this game everyday and i'm pretty sure, he will enjoy this mode...

The only problem is...he doesn't know English language very well...
I am pretty sure, you also have such person, who isn't able to play this wonderfull mode, 'cuz of a language barrier.


Well, i've got a suggestion, let's unite together and make a community translation into other languages?



I am ready to take a responsibility for the Russian language. The problem is, i have no idea 'bout "Programming", so i won't be able to input my translated text into the code.
To make it much easier, we can use such service http://translatedby.com/ or something like else..

So, what do you think?
 
I could translate it to german. This thread gives an idea how to do it:

http://forums.civfanatics.com/showthread.php?t=539883

But I wonder if it's worth the effort at the moment with pretty regular updates, and how it would be integrated in the overall scheme of things? I guess just copy all the hovertext lines in the same file with new 'locale' and translate. But it needs constant commitment with every update because numbers are hard-coded in the text, and thats is harder to promise. Another problen with german translation is that you also have to change the denumerators from #.## to #,##. Not hard to do, but I don't think Gazebo wants to package a different version of everything for each update.

Well, if there is interest, and I can get a short introduction on how to integrate it, I'd volunteer for a german translation. Unfortunately I cannot promise enduring commitment with future updates, so I fear its unrealistic..
 
But, the fact is -> CP will always get updates. I don't think there will be a final version..

I think, we have to hear, what Gazebo thinks about it.
 
Changes to the CP are decreasing, and the amount of new text being added is minimal.

G
revival!

You said in a recent update that we can now make translation.
What do you prefer?
- github push request
- separate mod
 
If people want, I can dedicate my time and translate to Finnish and Russian, but Suikoden is apparently the one to take the last. :)

Although I doubt there's a lot of people from Finland, but I know that many Russians play this.
 
Hey guys, I started my translation project a while ago to translate this mod to German. It was a year ago when I started and I paused it after some month, because it is really boring and sometimes very exhausting to get into this historical information thing. I could provide my work to the community, because I don't think that I will continue my work in the near future. Even if this translation is a bit old, there should be some parts that can be rewritten or reused again to make it up to date again.

From my experience, I would suggest this file structure:
Code:
(3) CSD for CBP\Languages\German

So you will have a folder that is called Languages where it is needed and a sub-folder called "THE-actual-LANGUAGE". I would highly recommend to not do a translation in a single file. Yes I also did this, but there are some disadvantages that are really annoying (imo).
In my opinion it is really hard to search for a specific thing in a single file that contains information of all files that contain language strings.

I would suggest to replicate the file structure of the content that will be translated. So for instance if you have some text strings in the folder Buildings, you would create a folder Buildings in the folder German and add the specific file to that folder. You can then delete all that modding-value stuff and have just the parts of the language strings. This helps a lot to search for recent changes, using Notepad++ -> Extensions -> Compare Plugin.

Maybe someone could open or add a section to github, I am not experienced in using this website, posting a bug report excluded..

:goodjob: Thumbs up for the idea!
 
Have you considered setting up a Google spreadsheet with translation functions on it to automate all the translation work, then use real people to proofread them and adjust as needed?

That's what we did when Communitas was a going concern.
Really easy to do, especially if all the text files are in SQL format. It's just a matter of using the English as the key and translating from that, that way any additions/subtractions/adjustments can be done by @Gazebo and ALL the langauges get changed at the same time.

This is the main language translation module of one of the spreadsheets we used so you can see the way it works.
 
C4DF is accepting translations! I like the spreadsheet idea.
 
I did some tranlations for a Crusader Kings 2 mod, and it worked with CSV files, updated via github. They are directly used by the game. In that csv, first row is a number that referentiates the text, second row is the text in english, third was in french, fourth in german and fifth in spanish. If a text isn't translated, it takes the text in english, so a partial translation shows some text translated and the rest in english. It had some special characters for adding variables to the text, like #player_income$liege#.
Whenever a text is modified in english, their translations have to be removed for they are not accurate, and wait until translators have time to make it again.

It worked well, but the quantity of text was humongous and it was very difficult to me to keep the development pace so I quit.
 
I don't know how difficult it would be, but I imagine a site like github or google sheet that would mirror the file structure of the actual mod.
b1.png

You could then navigate to the corresponding file and you could then open a spreadsheet that will display all possible languages and their translations.
b2.png

This would avoid a total mess with only having one file and you could find a specific thing more easily with the file structure intact.
 
I don't know how difficult it would be, but I imagine a site like github or google sheet that would mirror the file structure of the actual mod.
View attachment 405525

You could then navigate to the corresponding file and you could then open a spreadsheet that will display all possible languages and their translations.
View attachment 405526

This would avoid a total mess with only having one file and you could find a specific thing more easily with the file structure intact.

Those csv i wrote beneath were modular. One file for every feature (one for tournaments, other for pilgrimmages, so forth so forth). Each file had over 200 phrases.
 
I'm working on the translation Community Patch (v 72) in Russian language... and I will share this translation with you when I'm done.

Currently translated ~60% of files:
CoreText_en_US.sql
CoreText_en_US.xml
 
I've started translation in the xml text file. It's not very user friendly and it's problematic.

1. The need to remove the text in english make it very difficult to revise the translation later.
2. All those tags and indentions reduce visibility and compel to take special care to not remove any 'greater than' sign.

Another problem that may arise is whenever new content is updated. In the CSV model, you can add a line in english and leave it untranslated, the game will use the text in english if the local language translation is missing. Later, translators can take the new text file and add the translated text to it. Nothing breaks, just some texts are in english for some time.

Editing directly the xml you may not know if every sentence is translated, or have to check line by line in two different files, which is not precisely easy to maintain.

A roundabout can be to create a spreasheet designed for translators, where there will be several columns:
*First column is to be left in english, as a reference and safeguard.
*Others columns could be blank or initially in english (copy-paste of first column), a column for every supported language.
*First row will show the language, as en_US, fr_FR, es_ES, so forth.

The tranlators download this whole file (they may be several files, one for every module), make a full or partial translation on its column and sent it back. The translator file will then be used to generate the text xml files, one file for every column, and distributed for every language (it shouldn't be difficult for someone with programmation skills). Whenever a modder wants to change or add a text, he/she has to use the same file used for translations and either remove old incorrect translations (if the generator program is clever enough to handle that a null translation means that it has to take the text in first column) or just copy-paste the text in english.
That way, any change won't break the translated versions, and translators can spot the changes faster and solve it for new versions.

I believe this is really important if we want the mod to be translated frequently, stay updated and avoid missing texts issues.

PS: Perhaps another column is needed for labels.
 
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