As far as I know, the manual is being localized and should be ready before the official release (I guess?), and there are some game localization patches around, like a french one. But I think Steam handles this better, and have it fully included in NS would help alot, considering it's hard enough to understand the game if you're english-speaking.
It's not that hard to localize the game if you know english well enough. How could it be handled onto steam as it simply downloads the game and allows no choices?
ThinGLord of wub and vlaaiJoin Date: 2003-04-11Member: 15400Members, Reinforced - Supporter
edited July 2004
As a (hopefully) future software localizer, I think ns would indeed benefit from being available in an array of languages. However English may be the world's leading language, it is a misconception to believe that everyone is capable of fluently reading and writing it. The majority of a certain group of people will always prefer a piece of software in their native language, why constantly be confronted with a foreign language whilst you could be reading your own language on the screen?
In order for a piece of software to be "localized", the coders need to implement certain elements into the code that (for example) "tell" someone that a certain piece of code may be altered. This piece of code is only "appearance".
The bold words are variables and may be modified without modifying the code, for instance. Unless the coders have used these "extra" pieces of code that translation tools (Computer Aided Translation in this case) like Passolo or Alchemy Catalyst require to be able to do their job, it is going to be quite hard to localize NS, or it's going to require alot of re-coding.
All of the above is just what our teachers tell us, if it's incorrect, please don't hesitate to point it out so I can question them about it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->.
//edit: I actually do hope that it's implemented so I can choose to localize NS as my final project in school in about one and a half years \o/
That's not the case on ns, you must simply translate all variables on the titles.txt file. The hard part is recording all wavs relative to the sayings (those of the cc, the marine ones and the alien ones), you'll need to find interesting voices and be able to recreate the effects like on the original. Surely if who made the sounds tells us what effects he used to morph the wavs, it would be much easier.
EDIT: I forgot. We need a way to put the patches into steam!
EDIT^2: Building and evolution names should stay the same on all languages to avoid misunderstanding when playing on foreign servers. The cl_autohelp should be made to give the original and translated name.
ThinGLord of wub and vlaaiJoin Date: 2003-04-11Member: 15400Members, Reinforced - Supporter
edited July 2004
Why the hell am I in school then? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
And the term "simply translating something" is a common misconception. There is no simple translating, seriously. There's alot more to it than just translating a couple of words.
<!--QuoteBegin-ThinG+Jul 11 2004, 05:22 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ThinG @ Jul 11 2004, 05:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Why the hell am I in school then? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
And the term "simply translating something" is a common misconception. There is no simple translating, seriously. There's alot more to it than just translating a couple of words. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> You said right, but all the text you see on ns is coded as variable in that file (or, at least I think, correct me if it's not). Otherwise this sentence found on it wouldn't have sense <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
////////////////////////////////////////////////// // Don't localize these, they are sprite names: // // (sprites/640(or 320)name.spr) // //////////////////////////////////////////////////
I don't think changing the voices to localized is going to happen, it's not to neseccarry because most people will catch on, and it costs a lot of money for the voices artists.
<!--QuoteBegin-TxRandom+Jul 11 2004, 05:57 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TxRandom @ Jul 11 2004, 05:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I don't think changing the voices to localized is going to happen, it's not to neseccarry because most people will catch on, and it costs a lot of money for the voices artists. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I meant fan made voices! We need to hold audiences though.
I think Nemesis was the leader of a project somewhere around here to do all of that localizing. I heard that it was temporarily halted because of lack of interest and lack of help, but Nem's indicating right here that he's still working on it.
To clear it up: The translation project is a grass roots program. Seeing that the release of 3.0 final (and translating earlier versions wouldn't make much sense) was moved very far from the originally anticipated dates, nobody can blame the translators for losing steam. That said, I'm still in contact with a number of them and hope to get back into it once we're nearing the release.
ThinGLord of wub and vlaaiJoin Date: 2003-04-11Member: 15400Members, Reinforced - Supporter
I'll keep myself available for the Dutch version then <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
I'm working on the danish translation, and is more or less halfway through it. But it's a lot of work, and I must admit, that I have lost interest in it once and again. I will however try and finish it for the official 3.0 relaese. Even if danish isn't the most popular language in the world, it might help 10-20 people <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
I already am halfway through the file if someone needs italian (as I am translating it for my girlfriend's father which doesn't speak a single word of english) <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
And Grimfang, 15 ppl in my clan alone speak danish, and would probably use the danish patch. I tihnk helping "15-20 people" is understimating the Danish gaming comunity a tad. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<!--QuoteBegin-Skydancer+Jul 11 2004, 05:41 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Skydancer @ Jul 11 2004, 05:41 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Here's an example of what I mean (Italian localization):
Wow, great to see you are all still at it. I was convinced I'd have to put out a new call and start afresh. Picture me relieved <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Comments
In order for a piece of software to be "localized", the coders need to implement certain elements into the code that (for example) "tell" someone that a certain piece of code may be altered. This piece of code is only "appearance".
Drop down menu (utterly simplified):
<drop down menu>;
<10 squares>;
<cross pattern>;
<square 1 - <b>skulk</b>>
<square 2 - <b>gorge</b>>
<square 3 - <b>lerk</b>>
etc...
</drop down menu>
The bold words are variables and may be modified without modifying the code, for instance. Unless the coders have used these "extra" pieces of code that translation tools (Computer Aided Translation in this case) like Passolo or Alchemy Catalyst require to be able to do their job, it is going to be quite hard to localize NS, or it's going to require alot of re-coding.
All of the above is just what our teachers tell us, if it's incorrect, please don't hesitate to point it out so I can question them about it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->.
//edit: I actually do hope that it's implemented so I can choose to localize NS as my final project in school in about one and a half years \o/
EDIT: I forgot. We need a way to put the patches into steam!
EDIT^2: Building and evolution names should stay the same on all languages to avoid misunderstanding when playing on foreign servers. The cl_autohelp should be made to give the original and translated name.
And the term "simply translating something" is a common misconception. There is no simple translating, seriously. There's alot more to it than just translating a couple of words.
And the term "simply translating something" is a common misconception. There is no simple translating, seriously. There's alot more to it than just translating a couple of words. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
You said right, but all the text you see on ns is coded as variable in that file (or, at least I think, correct me if it's not). Otherwise this sentence found on it wouldn't have sense <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
//////////////////////////////////////////////////
// Don't localize these, they are sprite names: //
// (sprites/640(or 320)name.spr) //
//////////////////////////////////////////////////
<img src='http://www.density.it/cazzate/italoc.jpg' border='0' alt='user posted image' />
I meant fan made voices! We need to hold audiences though.
But you're right, they are not necessary.
No, that's just silly.
And Grimfang, 15 ppl in my clan alone speak danish, and would probably use the danish patch. I tihnk helping "15-20 people" is understimating the Danish gaming comunity a tad. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<img src='http://www.density.it/cazzate/italoc.jpg' border='0' alt='user posted image' /> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Interessante!!!!
Interesting!