translation possibilities

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translation possibilities

Postby Bzyk » Wed Mar 23, 2011 8:21 pm

Is there any magical tool to translate AM project? I finished demo of my game, but it's in my native Polish language. I would like to translate it, but I cant's see any possibility except opening all file one by one in Notepad.

OK, there is no problem with texts in frames and the messages in the hotspots. But there are another texts, that appear during the interaction between the items and between an item and a hotspot.

Are there any magical possibilities? It is very important - not for me only!
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Postby reneuend » Wed Mar 23, 2011 11:06 pm

I wonder if its not encrypted. In which case, it would be in a file that you could possibly open in notepad and edit. You're right...its for people like me who would love to be able to play it and understand what's being said.

I'll look at it when I get a chance, but I'm hoping someone like Lyberodoggy or Shadowhunter will answer.
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Postby Lyberodoggy » Wed Mar 23, 2011 11:45 pm

Well, there is no auto translation magic.
It would have been much more convenient to build the game to read the texts from ini files, which you could later translate.

I think it's up to manual translation now :(
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Postby Bzyk » Thu Mar 24, 2011 7:05 am

It's a real tragedy... :( I projected many events in my game, and now I must search it in all files one by one. This is stupid work. Really.
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Postby Bzyk » Thu Mar 24, 2011 4:23 pm

BTW, I'm not talking about any autotranslation. Only about some support with finding and replacing text messages.

AFAIK, AM works in VB. Maybe there is a possibility to create some soft or plugin, which will be able to extract all text messages from the project to one file - and, after our translation, place changed text back to the game?

Im my demo there are 9 .dlg files, 24 .fm0 files, 23 .fm1 files, 34 .fm2 files, 34 .fm3 files. 124 files to open and manually change in Notepad!!! Gee!!! It's Cinderella work!!!

For now I open files one by one, find and extract text messages, then place it all to .xls, translate it, and the open original files, and replace translated texts. This is madness! :evil: Look at my file - it is just 1/4 of my work...
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Postby Lyberodoggy » Thu Mar 24, 2011 9:08 pm

I could create an editor software but it would take a conciderable amount of time, say 3-4 days. I've worked with the fm2 file structure before in an about-to-be-released utility, and I think I can give it a try if you want
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Postby Bzyk » Thu Mar 24, 2011 9:09 pm

Wow, that would be GREAT!!! Thanks, Mate!

I wrote about it to GM, but have no answer. We have five kinds of texts in AM:

1. simple tekst on the screen (easy to edit),
2. text message, when we click on hotspot (easy to edit too),
3. text message, when we use an item on a hotspot,
4. text message, when we use an item on an item,
5. name of an item.

I'm pretty sure, that GM could create some soft, which could find all those texts in given project, show them all and allow to edit them.

OK, as I said, there is no problem with simple edit project files in Notepad. The problem is, such work is terrible strenuous. Look at the structure of those files:

"Version 4.5.2"
"1_obcęgi.drg"
""
""
""
""
0
0
#FALSE#
#FALSE#
0
""
#FALSE#
#FALSE#
#FALSE#
1
"Nawet groźbą nic tu nie wsk?ram..."
0
""
0
0
0
""
0
0
0
""
#TRUE#
#FALSE#
0
0
1024
790
0
0
""
0
""
""
""
""
0
""
""
""
1
""
""
""
0
0
0
0
#FALSE#
0
1000
#FALSE#
""
1
""
""
0
0
#FALSE#
#FALSE#
2000
4
5
7
1
#FALSE#
#FALSE#
7
""
1
#FALSE#
#FALSE#
7
""
1
#FALSE#
#FALSE#

etc.
Last edited by Bzyk on Thu Mar 24, 2011 9:30 pm, edited 1 time in total.
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Postby Lyberodoggy » Thu Mar 24, 2011 9:28 pm

I 've seen them and I can tell you that maybe -just maybe- it is possible to create an interface to edit those texts without interfering with information used by AM to construct the final image.

I know for a fact however that I won't have access to messages invoked through vbs, as the vbs procedure files are encrypted.
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Postby Bzyk » Thu Mar 24, 2011 9:50 pm

I know it is only a dream, but it would be great, if AM could place all text messages in one file, not in hundreds...
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Postby Lyberodoggy » Thu Mar 24, 2011 9:53 pm

As I said before, you could build your game in such a way to make that possible
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Postby Bzyk » Thu Mar 24, 2011 9:57 pm

But dunno how... :( I think, it required a programming knowledge...
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Postby Lyberodoggy » Thu Mar 24, 2011 11:02 pm

Yes it did. But I can show you how, just for future reference. It's all about INI files...
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Postby Bzyk » Thu Mar 24, 2011 11:17 pm

I'll owe you one! :)
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Postby Lyberodoggy » Thu Mar 24, 2011 11:35 pm

No problem. I ll try to work an a tool to help you with your project for the time being.
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Postby tpsky » Sun Mar 27, 2011 7:02 am

edit by Candle
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Postby Bzyk » Sun Mar 27, 2011 8:59 am

Excuse me, what is this??? A spam here??? Someone ban this guy, please!

ADD:
Candle - thanks, friend!
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Postby Lyberodoggy » Tue Mar 29, 2011 12:39 am

I 'm writting to inform you that I 'm working on the feature.
It took longer than anticipated but it's almost done and working perfectly so far.
I will post again as soon as I have something to present
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Postby reneuend » Tue Mar 29, 2011 3:24 am

That's awesome lyberodoggy. Is this a translator for any language?
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Postby Lyberodoggy » Tue Mar 29, 2011 7:33 pm

What it does is create a sort of database with every text in the game, then utilizes an editor to create the translated texts and compiles a new translated project as requested:

Bzyk wrote:BTW, I'm not talking about any autotranslation. Only about some support with finding and replacing text messages.

AFAIK, AM works in VB. Maybe there is a possibility to create some soft or plugin, which will be able to extract all text messages from the project to one file - and, after our translation, place changed text back to the game?


So it works for any and every language supported by AM.
Since I 've used AM with greek characters I must say it works great with any charset as long as you use a unicode font.
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Postby Bzyk » Tue Mar 29, 2011 7:48 pm

Great news, my Friend!!!
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Postby ShadowHunter » Wed Mar 30, 2011 9:03 pm

Wonderful Liberodoggy, looking forward to see it. You came a long way since I first saw you on the forums. Congratulations.
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Postby Lyberodoggy » Wed Mar 30, 2011 9:28 pm

Thanks :)
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Postby Bzyk » Wed Mar 30, 2011 10:54 pm

A little off-topic...

You know, this is really strange thing... Poland is a lazy country, when nobody helps nobody. If this was a Polish forum, nobody was as kind as you are. I am happy, that I'm here, with you, my Friends. Everybody here is kind and always ready to help. Nobody talks about politics and religion, nobody is selfish and unpleasant.

I'm pretty sure, that you know Bulletstorm. This game was created by my old friend, Adrian Chmielarz - art director in People Can Fly - a developer working for Electronic Arts. In Poland everybody tries to run Adrian down. Why? Poles always hate other people, who try to do something, try to create something special. I feel ashamed of being Pole, really. :(
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Postby Lyberodoggy » Wed Mar 30, 2011 11:23 pm

Here in Greece, a developer named Track7Games tried to create an independent 3d adventure for xbox 360 and pc and after working hard for several years it was finally shut down. The project was called Theseis and I wanted to see it published. Anyway.


Here's a beta version of the Project Toolkit 1.1, featuring a translation tab.
It's not fully working yet, which means you can get the texts from the game and translate them using a utility that is included in the program, but they won't be recompiled to a translated project.
I give you this so that you can start translating while I am working on the rest of the code.

You are strongly recommended to backup your projects before using the program.

http://www.gamefront.com/files/20174721/setup.rar
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Postby Candle » Thu Mar 31, 2011 3:01 pm

Come a long way he has , the force is strong in this one.
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Postby Bzyk » Wed Apr 13, 2011 1:24 pm

Lyberodoggy, it looks pretty well and promising!!! How's your work on the second part - placing texts back to the project?
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Postby Lyberodoggy » Wed Apr 13, 2011 9:20 pm

It's being developed, slowly though as I have gotten busy with my studies lately...
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Postby Lyberodoggy » Sat Mar 24, 2012 3:38 am

bumping this post, I 've finally got the translation feature up and running, but when it replaces the FrameData files required for the translation, the project is rendered unrecognizable from AM, which complains about the /Temp folder for some reason.

Does anyone know the source of this problem? I tried changing the file's attributes to Non-Read-Only (It's called normal actually, but I just clarify it isn't read-only) and the Encoding to ASCII and UTF-8, without any result.

Any help will be greatly appreciated.
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Postby insaneproject » Sun Apr 22, 2012 11:08 am

Bzyk wrote:A little off-topic...

You know, this is really strange thing... Poland is a lazy country, when nobody helps nobody. If this was a Polish forum, nobody was as kind as you are. I am happy, that I'm here, with you, my Friends. Everybody here is kind and always ready to help. Nobody talks about politics and religion, nobody is selfish and unpleasant.

I'm pretty sure, that you know Bulletstorm. This game was created by my old friend, Adrian Chmielarz - art director in People Can Fly - a developer working for Electronic Arts. In Poland everybody tries to run Adrian down. Why? Poles always hate other people, who try to do something, try to create something special. I feel ashamed of being Pole, really. :(


is this true, the most active online communities and are given to help English-and Spanish-speaking
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