Title: AwesomeMod Translation Thread Post by: J. M. Pescado on 2010 July 26, 19:21:41 Original thread apparently got eaten in a database thread.
Anyway, same drill. Canonical versions available here (http://www.moreawesomethanyou.com/ts3/awesome/str/). No forking permitted. Anyone found submitting a forked version will be nuked. Attach translations below. After I integrate your submission and put it in /str/, your post will be deleted, because deleting attachments that way is faster. Title: Re: AwesomeMod Translation Thread Post by: Noromarc on 2010 August 10, 14:02:35 Would it be possible to add a _Female definition to the Sacred trait? I've noticed other traits have a key that allows for the differentiation, and it would be something like this:
<KEY>Gameplay/Excel/Traits/TraitList:ChosenSacred_Female</KEY> In the same venue, can I add _Female keys to the descriptions and tooltips when necessary? Or should I post a more detailed request, indicating their exact placement within the canonical awestring.xml? Title: Re: AwesomeMod Translation Thread Post by: J. M. Pescado on 2010 August 11, 07:52:37 Would it be possible to add a _Female definition to the Sacred trait? I've noticed other traits have a key that allows for the differentiation, and it would be something like this: Yes, you can, if your language happens to require it. Keys without them are ones that don't include gendered references in English. If the resulting string is a duplicate anyway, don't bother.<KEY>Gameplay/Excel/Traits/TraitList:ChosenSacred_Female</KEY> In the same venue, can I add _Female keys to the descriptions and tooltips when necessary? Or should I post a more detailed request, indicating their exact placement within the canonical awestring.xml? Title: Re: AwesomeMod Translation Thread Post by: basbas on 2010 August 11, 09:10:23 Would it be possible to add a _Female definition to the Sacred trait? I've noticed other traits have a key that allows for the differentiation, and it would be something like this: Yes, you can, if your language happens to require it. Keys without them are ones that don't include gendered references in English. If the resulting string is a duplicate anyway, don't bother.<KEY>Gameplay/Excel/Traits/TraitList:ChosenSacred_Female</KEY> In the same venue, can I add _Female keys to the descriptions and tooltips when necessary? Or should I post a more detailed request, indicating their exact placement within the canonical awestring.xml? Title: Re: AwesomeMod Translation Thread Post by: J. M. Pescado on 2010 August 11, 11:11:20 Well, presently, the code doesn't feed in a gendered object as an argument, but I can add that.
Title: Re: AwesomeMod Translation Thread Post by: basbas on 2010 August 11, 11:33:09 That would be great.
Title: Re: AwesomeMod Translation Thread Post by: Sukigu on 2010 August 11, 16:11:55 In my Portuguese translation, I didn't add a _Female version of ChosenSacred. What I did was leave the string like this: "Escolhid{MA.o}{FA.a}", so the game would show "Escolhido" for men and "Escolhida" for women (this system, however, doesn't work in all strings). I would also prefer being able to use it in Supreme Commander tones descriptions, because it would sound better for female Sims if one word was different.
Other strings in which I used {MA.}{FA.} but I'm not sure if they work as expected: Awesome/Interactions/StationKeeper:OnQueueReset, Awesome/Interactions/UseBathroom:NotHousebroken, Awesome/InteractionTones/SkillBodyTone:Fatigued, Gameplay/Excel/Socializing/Action:BeTealdeered. Title: Re: AwesomeMod Translation Thread Post by: J. M. Pescado on 2010 August 12, 00:25:25 MA/FA should work now, and this is the preferred method.
Title: Re: AwesomeMod Translation Thread Post by: J. M. Pescado on 2010 August 15, 12:39:25 NL stringset, missing Awesome/InteractionTones/SkillKungFuTone:DescriptionMaxed.
Title: Re: AwesomeMod Translation Thread Post by: Paprika on 2010 November 06, 05:32:47 If the Spanish translations are incomplete, I could help. I greatly appreciate all the hard work you have put into making this game so wonderful. The only reason I registered was to help make AwesomeMod better because I never needed an account to download it.
Title: Re: AwesomeMod Translation Thread Post by: J. M. Pescado on 2010 November 06, 05:38:38 They appear to be current at this time, but if you see any Englishness in it, grab the relevant file and add the translations for it.
Title: Re: AwesomeMod Translation Thread Post by: Paprika on 2010 November 06, 07:05:09 Thank you. I'll look around to make sure. I see you have no Asian translations. Does that mean all translations need Latin letters? If so, a friend of mine might be able to translate AwesomeMod into Japanese or Romanization of Japanese. You are a genius and I want to spread the market for your work to as many as possible. I personally know very little Japanese but I have a couple of Japanese and Korean friends that have taken college level language classes so they have good grammar. I am part Latina (only 1/4) so I took college Spanish. I also took Japanese level one so I could better communicate.
Title: Re: AwesomeMod Translation Thread Post by: J. M. Pescado on 2010 November 06, 07:08:21 I have no idea how to format or read such a thing, so if someone wants to do non-Latinate translations, they're on their own, as I have no means of reading or supporting such a thing.
Title: Re: AwesomeMod Translation Thread Post by: goatrider on 2010 December 21, 01:32:21 A translation to some of the Bantu languages would be very appreciated also... You people always forget the brothas from motha Africa.
Title: Re: AwesomeMod Translation Thread Post by: J. M. Pescado on 2010 December 21, 05:23:43 Are those even in the game? Are you volunteering to do them?
Title: Re: AwesomeMod Translation Thread Post by: goatrider on 2010 December 22, 00:12:29 Of course El Presidente... but first I need to teach my brothers how to write and read on their language. Then I need to convince their Gorvernments to buy portuguese Magallaes computers. Magallaes, EA and Microsoft will make a joint venture to install Win7 and The Sims 3 on the portuguese manufactured computers. Then you, El President, will created a NGO subsided by Pimco Investsments, that will wash some legit money and spread your Awesomeness through all the African continent. When first step is concluded I will start the translation process.
Thanks for your time. Title: Re: AwesomeMod Translation Thread Post by: J. M. Pescado on 2010 December 22, 02:43:27 (http://beta.moreawesomethanyou.com/crapola/pancake_bunny.jpg)
Title: Re: AwesomeMod Translation Thread Post by: spockblock on 2010 December 22, 06:06:41 I'm no expert, but I think that's two pancakes.
Title: Re: AwesomeMod Translation Thread Post by: J. M. Pescado on 2010 December 22, 10:13:34 Maybe, but then technically, it can be considered that only one of the pancakes is on the bunny's head, the other pancake is on the first pancake.
Title: Re: AwesomeMod Translation Thread Post by: basbas on 2011 January 02, 13:31:42 A request again to make more strings translateable.
I agree that deep-level debugging strings don't need translation, but in my opinion the output of various frequently used commands (fixall, purgegenetichair, destroyallhumans, etc.) should be translateable. Also, when hovering over a derelict vehicle map tag, the whole tooltip is translated, but "No driver!" is not. And, finally, these (http://oi53.tinypic.com/1607cx0.jpg) strings, but I guess those are controlled by the game, and not AwesomeMod. Title: Re: AwesomeMod Translation Thread Post by: J. M. Pescado on 2011 January 03, 03:04:09 I agree that deep-level debugging strings don't need translation, but in my opinion the output of various frequently used commands (fixall, purgegenetichair, destroyallhumans, etc.) should be translateable Noted.Also, when hovering over a derelict vehicle map tag, the whole tooltip is translated, but "No driver!" is not. And, finally, these (http://oi53.tinypic.com/1607cx0.jpg) strings, but I guess those are controlled by the game, and not AwesomeMod. Yeh, those are procedurally generated by reflecting the enums. Will see if they already have a translation built into the game.Title: Re: AwesomeMod Translation Thread Post by: J. M. Pescado on 2011 January 04, 00:50:03 I think those are all debug commands and their output is comprehensible no matter what language they're in, since the real information is a number. The user already has to type console commands in English anyway.
Title: Re: AwesomeMod Translation Thread Post by: Okeah on 2011 August 16, 19:12:15 I can translayt to Russian. :D What do i do?
Title: Re: AwesomeMod Translation Thread Post by: J. M. Pescado on 2011 August 17, 02:42:54 Err...that, I'm not sure about. You could try translating the file, but presently I have no idea how to read such a file or how to verify whether the file is correctly read, since Russian doesn't use the standard characterset.
Title: Re: AwesomeMod Translation Thread Post by: boysim on 2015 January 14, 17:05:32 I wonder why this hasn't been translated before.
The translation text file posted in this thread is missing some entries. Since i already translated this for my own use, i'm attaching the STBL file for the PT-BR translation inside the zip file Title: Re: AwesomeMod Translation Thread Post by: J. M. Pescado on 2015 January 18, 04:49:12 I cannot integrate this because the process of compiling a stbl renders it unretrievable: I need the original awestring-pt.txt that you built it from to add it to the standard build.
Title: Re: AwesomeMod Translation Thread Post by: boysim on 2015 January 19, 17:23:53 There's a bug in the localizations (even the English)
(https://i.imgur.com/QizWrVf.png) The supreme commander tones strings for Science, riding and Alchemy skills are missing. I looked in the files and found this 0x5F39FD5386317C46: Skill: Riding 0x722FA9775BA3319F: Sim will improve jumping skill when no tasks are assigned. 0x5BD5B00F71A530CC: No available actions! 0x5379CF5BC3EC7EE0: Skill: Alchemy 0x26F1163FDB025525: Sim will improve alchemy skill when no tasks are assigned. 0x08FC886BD411E93A: No available actions! 0x0F584093C924B2A1: Skill: Science 0x801094D2062BF972: Sim will improve science skill when no tasks are assigned. 0x24AA0A4AEA581193: No available actions! Those are wrong defined, <KEY>Awesome/InteractionTones/SkillRiding:Name</KEY> --> <KEY>Awesome/InteractionTones/SkillName:Name</KEY> (wrong format!) changing to <KEY>Awesome/InteractionTones/SkillRidingTone:Name</KEY> --> <KEY>Awesome/InteractionTones/SkillNameTone:Name</KEY> (right format!) fixes the problem. The result is this: 0x75909107363BD06A: Skill: Riding 0x57B925EAD3F0C5EB: Sim will improve jumping skill when no tasks are assigned. 0x806B9764F99A38C0: No available actions! 0x2E10FF257D3F73D4: Skill: Alchemy 0x540E60B75BE28661: Sim will improve alchemy skill when no tasks are assigned. 0x2206BC2E0F1880CE: No available actions! 0xD3557F7B036DBF95: Skill: Science 0xD047DB70CA9F432A: Sim will improve science skill when no tasks are assigned. 0x4F1F040EBD0D6EBB: No available actions! the text file i uploaded already has the fix (https://i.imgur.com/ljaOedd.png) Title: Re: AwesomeMod Translation Thread Post by: J. M. Pescado on 2015 January 20, 12:19:50 Should be integrated into the standard build now.
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