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Multilanguage
01-27-2011, 04:30 PM
Post: #31
 
Good job, nomoo!

I've updated vdrift-data. We'll have to adjust the GUI somewhat as some of the strings are overlapping.
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02-27-2011, 06:16 PM
Post: #32
 
I'm working on french translation. A third of strings is already done.
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04-01-2012, 11:57 AM
Post: #33
 
Hello all,

I'm working on a translation for Scottish Gaelic and I have some questions:

1.
Edit Joystick Button Control
Edit Mouse Button Control

How many buttons is that for each?



2. Something for the future: Is it possible to have individual "yes" and "no" translations? Gaelic repeats the verb, so for now I have to say something like "aye" and "nay", which is a bit awkward. ETA: I managed to use the same verb in all the questions, so unless there will be new yes/no situations coming up in the future, the matter is resolved.


ETA: Translation is done except for some tweaking that depends on the answers to my questions Big Grin
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04-01-2012, 07:02 PM
Post: #34
 
Sorry for the double post, I went through the game and picked up more strings to translate. I hope I got them all - at least those I can access.

Main menu
Code:
Cars and tracks
Keep your cars and tracks up to date

Practice Game
Code:
Player:
Paint:
default
Antilock Brakes (ABS)
Traction Control (TCS)

Track:
Code:
Reverse Track
Race on this track backwards.
Record Session
Record this game for replay later.


Gameplay
Code:
Lap time
Last lap
Best lap
Score
MPH

Options -> Display
Code:
Resolution:
Fullscreen
Use MPH Speed Units
Framerate Counter
Heads Up Display
Menu Skin:
simple
Input Graph
Track Map
Racing Line
Camera Bounce
Contrast
How do we want to handle language names?
Should we use the languages' own names instead of the English names?


Options -> Display -> Advanced
Code:
Color Depth:
Texture Size:
View Distance:
Very Low (0.25 km)
Low (0.5 km)
Medium (1 km)
High (2.5 km)
Very High (10 km)
Anisotopic Filtering:
Off
1X
2X
4X
8X
16X
Antialiasing:
Field of View:
Normal
Wide
Extra-wide
Shaders
Shadows
Bloom
Normal Maps
Motion Blur
Ambient Occlusion
Low
High
Reflection Quality:
Shadow Distance:
Far
Near
Medium
Shadow Quality:

Options -> Sound
Code:
Sound Effects Volume
Change the volume of the sound effects in the game.
Music Volume
Change the volume of the music in the game.


Options -> Controls
Code:
Speed Effect on Steering
The higher the value on this setting, the more steering is limited as car speed increases.
AutoShift
AutoClutch
Button Control Delay:
long
medium
short
Off

Options -> Controls -> Assign Controls -> Car Controls
Code:
Edit key X press (held)

Edit mouse motion left
Edit mouse motion right
Edit mouse motion up
Edit mouse motion down

Edit mouse button X press (held)
Replace X with name/number
I don't have a joystick, so I can't get at those strings



Options -> Controls -> Assign Controls -> Car Controls -> Gears
Code:
H-Gate Shifter
Automatically shift to neutral when no gear button is active, as with "H Gate" shifter.
Add a new input

Edit Key
Code:
One activation per button press
Will this imput be activated once per press or whenever it's held down?
Trigger when key is pressed down


Options -> Controls -> Assign Controls -> Game Controls -> Tools
Code:
Reload GUI


Options -> Controls -> Assign Controls -> Joystick Options
Code:
Joystick Type:
Change the type of joystick device
Joystick/Gamepad
Steering Wheel
Force Feedback Gain
Multiplier to adjust strength of force feedback.
Invert Force

Replays
Code:
Select replay


Cars and Tracks
Code:
Check for updates
Check for updates to your existing cars and tracks
Manage Cars
Browse cars and apply updates

Cars and tracks -> Check for updates
Code:
Check for updates
Connecting
Downloading cars
X updates available
You can apply updates on the car's management screen
Back to Cars and Tracks
Return to the Cars and Tracks menu.

X updates available -> is there a way to implement a flexible singular/plural system? I have seen something somewhere with curly brackets but don't remember what it's called. Would need to research this.


Cars and Tracks -> Manage cars
Code:
Car Manager
Previous
Go back to the last car
Next
Advance to the next car
Version: An update is available
Apply Update
Update this car to the latest version
Return to the Cars and Tracks page.
You must update to the latest VDrift release
Are there any other error messages throughout the software?
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04-01-2012, 08:04 PM
Post: #35
 
Thanks for looking into this GunChleoc. I'll update the strings file.

I'd like to switch to gettext in the next time. This should allow to use standard tools for localization.
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04-02-2012, 06:25 AM
Post: #36
 
Gettext would be really cool! Smile

I have one more question: what does Heads Up Display do?

I just whent through it again and found some more strings, so here's an updated list:

Code:
#Main menu
Cars and tracks
Keep your cars and tracks up to date

#Practice Game
Player:
Paint:
default
Antilock Brakes (ABS)
Traction Control (TCS)
Track:
Reverse Track
Race on this track backwards.
Record Session
Record this game for replay later.

#Gameplay
Lap time
Last lap
Best lap
Score
MPH

#Options -> Display
Resolution:
Change the size of your screen.
Fullscreen
Toggle fullscreen mode on or off
Use MPH Speed Units
Change the units that speed is displayed in between MPH and KPH
Framerate Counter
Enable/disable the framerate counter.
Heads Up Display
Enable/disable the heads up display.
Menu Skin:
Change the graphics and layout of the VDrift menus.
Change the language of the VDrift menus.
simple
Input Graph
Visualize the steering and acceleration/braking on screen.
Track Map
Display a track map.
Racing Line
Display the racing line.
Camera Bounce
Change the strength of the camera bounce effect.
Contrast
Change the contrast of the display.


#Options -> Display -> Advanced
Color Depth:
Adjust the amount of colours available
Texture Size:
Change the size of the textures displayed
View Distance:
Change the maximum view distance
Very Low (0.25 km)
Low (0.5 km)
Medium (1 km)
High (2.5 km)
Very High (10 km)
Anisotopic Filtering:
Set anisotopic filtering level for textures
Off
1X
2X
4X
8X
16X
Antialiasing:
Set the full scene antialiasing level.
Field of View:
Field of view in the vertical direction.
Normal
Wide
Extra-wide
Shaders
Turning off shaders will speed up rendering at the cost of visual quality
Shadows
Draw dynamic shadows
Bloom
Draw highlights
Normal Maps
Use normal maps
Motion Blur
Fast moving objects blur slightly.
Ambient Occlusion
Set how good the SSAO looks during gameplay.
Low
High
Reflection Quality:
Set how good the reflections look during gameplay.
Shadow Distance:
Set the distance at which shadows become visible
Far
Near
Medium
Shadow Quality:
Set the quality of shadow rendering

#Options -> Sound
Sound Effects Volume
Change the volume of the sound effects in the game.
Music Volume
Change the volume of the music in the game.

#Options -> Controls
Speed Effect on Steering
The higher the value on this setting, the more steering is limited as car speed increases.
AutoShift
Enable/disable automatic transmission shifting.
AutoClutch
Enable/disable automatic clutching (prevents car from stalling).
Button Control Delay:
Slow down application of button inputs on analog controls.
long
medium
short
Off

#Options -> Controls -> Assign Controls -> Car Controls
Edit key X press (held)
Edit mouse motion left
Edit mouse motion right
Edit mouse motion up
Edit mouse motion down
Edit mouse button X press (held)

#Options -> Controls -> Assign Controls -> Car Controls -> Gears
H-Gate Shifter
Automatically shift to neutral when no gear button is active, as with "H Gate" shifter.
Add a new input

#Edit Key
One activation per button press
Will this imput be activated once per press or whenever it's held down?
Trigger when key is pressed down

#Options -> Controls -> Assign Controls -> Game Controls -> Tools
Reload GUI

#Options -> Controls -> Joystick Options
Joystick Type:
Change the type of joystick device
Joystick/Gamepad
Steering Wheel
Force Feedback Gain
Multiplier to adjust strength of force feedback.
Invert Force
Reverse the force feedback, if necessary for your wheel.

#Replays
Select replay

#Cars and Tracks
Check for updates
Check for updates to your existing cars and tracks
Manage Cars
Browse cars and apply updates

#Cars and tracks -> Check for updates
Check for updates
Connecting
Downloading cars
X updates available
You can apply updates on the car's management screen
Back to Cars and Tracks
Return to the Cars and Tracks menu.

#Cars and Tracks -> Manage cars
Car Manager
Previous
Go back to the last car
Next
Advance to the next car
Version: An update is available
Apply Update
Update this car to the latest version
Return to the Cars and Tracks page.
You must update to the latest VDrift release
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04-02-2012, 07:37 AM
Post: #37
 
Here's the translation for Gàidhlig. Encoding is Unicode, because I seem to lose the accents when I try to convert to Western (ISO). Let me know if you have trouble with it and I'll see what I can do about the encoding.

Also, let me know if any of the strings are too long.

I used %d and %s as placeholders for the Edit input strings.

In order to view links, you must have to reply to this thread.

Once I have the answers to my questions in my posts above, there might be some tweaks to the translation.
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08-19-2012, 07:03 AM
Post: #38
 
I noticed my translation wasn't packaged with the last release. Is there anything I need to do or can do?

Maybe we should have a localization topic in the Development forum with instructions?
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08-19-2012, 06:17 PM
Post: #39
 
I am sorry, but it seems that the post with your translation has been overlooked, will add it to issue tracker.

There have been some changes to the language files in the master, like UTF8 support. Also a few strings have changed with the new GUI. I still haven't got an updated string list though. I'll prioritize it.

Btw if no bigger issues pop up I'd like to make another release in a few weeks.
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08-20-2012, 12:19 PM
Post: #40
 
That would be brilliant if you could give me the updated lang file before the release Smile
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11-22-2012, 07:11 AM
Post: #41
RE: Multilanguage
I have a feature request and a question. First, the feature request:

I just spent some time comparing my file to the German translation to catch any new strings. This took some time as I had to copy into a spreadsheet, sort and then go through all the entries. What I actually found was that I have a lot of extra strings that aren't included with the German translation. Maybe that is because my translation was never added (and probably the strings I collected in the beginning of this year weren't either?), or because the strings are no longer used with the new version, or both.

So, I was thinking maybe the developers could set up a In order to view links, you must have to reply to this thread. project to help? This would have the following advantages:
  • Consistency. There would be one English reference file for all languages. Therefore,
  • File revisions are easily handled
  • I think it can even be hooked into the repository
  • Although I would love a .po file so I can use my translation memory, if developers don't have the time, Transifex can handle the lang files as they are now
  • Some of the active localizers who are on Transifex might just drop by and help
  • Searching and filtering for translators

Now my question: How can I test my translation in-game? Simply copying the gd.txt to the correct folder doesn't do it. I expect there is a config file somewhere? I'm on Windows 7.
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11-24-2012, 12:42 PM (This post was last modified: 11-24-2012 12:43 PM by NaN.)
Post: #42
RE: Multilanguage
(11-22-2012 07:11 AM)GunChleoc Wrote: In order to view links, you must have to reply to this thread.I have a feature request and a question. First, the feature request:

I just spent some time comparing my file to the German translation to catch any new strings. This took some time as I had to copy into a spreadsheet, sort and then go through all the entries. What I actually found was that I have a lot of extra strings that aren't included with the German translation. Maybe that is because my translation was never added (and probably the strings I collected in the beginning of this year weren't either?), or because the strings are no longer used with the new version, or both.

So, I was thinking maybe the developers could set up a In order to view links, you must have to reply to this thread. project to help? This would have the following advantages:
  • Consistency. There would be one English reference file for all languages. Therefore,
  • File revisions are easily handled
  • I think it can even be hooked into the repository
  • Although I would love a .po file so I can use my translation memory, if developers don't have the time, Transifex can handle the lang files as they are now
  • Some of the active localizers who are on Transifex might just drop by and help
  • Searching and filtering for translators

Now my question: How can I test my translation in-game? Simply copying the gd.txt to the correct folder doesn't do it. I expect there is a config file somewhere? I'm on Windows 7.

The correct name would be de.txt in data/skins/simple/languages.

I am working towards simplifying the translation business. There is a preliminary pot file available here:
In order to view links, you must have to reply to this thread.

A script to convert po files to vdrift language files(beta quality atm):
In order to view links, you must have to reply to this thread.

The idea is to be able to use po editing tools and to run the conversion script for testing in vdrift:
python po2cfg.py -i de.po -o de.txt

I am also working on a cfg2po script to be able to reuse already existing translations.

Eventually there will be support for direct po file loading or maybe even proper mo support.
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11-24-2012, 02:06 PM (This post was last modified: 11-24-2012 02:08 PM by NaN.)
Post: #43
RE: Multilanguage
Script to convert po files to vdrift language files (beta quality):
In order to view links, you must have to reply to this thread.

Script to convert vdrift language files to po files (beta quality):
In order to view links, you must have to reply to this thread.

Preliminary pot file (will be updated):
In order to view links, you must have to reply to this thread.

Converted(cfg2po) translation files (need to be updated against latest vdrift.pot):
In order to view links, you must have to reply to this thread.
In order to view links, you must have to reply to this thread.
In order to view links, you must have to reply to this thread.
In order to view links, you must have to reply to this thread.
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11-24-2012, 04:03 PM
Post: #44
RE: Multilanguage
(11-24-2012 12:42 PM)NaN Wrote: In order to view links, you must have to reply to this thread.
(11-22-2012 07:11 AM)GunChleoc Wrote: In order to view links, you must have to reply to this thread.Now my question: How can I test my translation in-game? Simply copying the gd.txt to the correct folder doesn't do it. I expect there is a config file somewhere? I'm on Windows 7.

The correct name would be de.txt in data/skins/simple/languages.

It would if I was translating into de, but I am translating into gd.

data/skins/simple/languages/gd.txt does not work.
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11-24-2012, 04:19 PM
Post: #45
RE: Multilanguage
(11-24-2012 04:03 PM)GunChleoc Wrote: In order to view links, you must have to reply to this thread.
(11-24-2012 12:42 PM)NaN Wrote: In order to view links, you must have to reply to this thread.
(11-22-2012 07:11 AM)GunChleoc Wrote: In order to view links, you must have to reply to this thread.Now my question: How can I test my translation in-game? Simply copying the gd.txt to the correct folder doesn't do it. I expect there is a config file somewhere? I'm on Windows 7.

The correct name would be de.txt in data/skins/simple/languages.

It would if I was translating into de, but I am translating into gd.

data/skins/simple/languages/gd.txt does not work.
Ah, sorry. Should have read your post more carefully. The language to texture mapping is hardcoded atm, and gd is not in the list.

Still, gd is CP1252 which is the default/fallback code page. It should work. Can you upload your gd.txt? I'd like to see why it fails.
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