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Topic: Translation (Read 8384 times)
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Krulle
Enlightened
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*Hurghi*! Krulle is *spitting* again!
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Don't understand me wrong, I'll help, but i do not have the time to take lead in this project.
My idea to get this going is to have someone starting this project and cutting it to pieces, like one race to translate for one(or several) helper(s) who translates the complete discussion (Zelnicks and the other races parts). The teamleader should make the other changes needed (like fonts, synchronization of the subtitles, providing the original texts, sorting the incoming translated bits, ...) I am willing to do translation of the text, no more (like i said preferably supox and/or utwig texts to german and/or dutch).
Greetings, Martin
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« Last Edit: October 31, 2003, 02:01:24 pm by Krulle »
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Nic.
Guest
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For those able & willing to work on the German version, there is this project.
It looks like it has had little activity in a few months, but it may still be "alive", as it were.
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JogyRoger
Zebranky food
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Posts: 9
I love YaBB 1G - SP1!
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How to change the font of the questions that the player choses. Is there .fon directory for it?
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meep-eep
Forum Admin
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I hope that the people who are already starting on a translation realise that there will be more work for them to do when we move to XML (though a lot might be done automatic). The library I had in mind for the XML parsing is 'expat', which can handle utf-8, utf-16, iso-8859-1, and us-ascii encoding. So when the time for XML comes, you can just write your text in any editor that can handle one of these encodings. How we handle the charsets themselves will still need some thought. At the moment we're using .png images (1 per character), which is inadequate imho. Some standard file format which is able to handle bitmap fonts would have my personal preference. Also, translating is far from trivial. As an exercise, try to translate the following text to your native tongue:
To Arms! To Arms!... wait a minute! Don't HAVE any arms! AIEE!! MY ARMS!! WHO HAS STOLEN MY ARMS!!! AIEEE!! ARM THIEF!!!
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« Last Edit: October 31, 2003, 08:16:13 pm by meep-eep »
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“When Juffo-Wup is complete when at last there is no Void, no Non when the Creators return then we can finally rest.”
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Nic.
Guest
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So very true. Last year my friend was reading "Harry Potter und der Stein der Weisen" and he commented on the fact that they simply transliterated alot of the humour in the book, which caused the jokes to make no sense (unless you happened to be bilingual and knew what they were trying to do). I think great care would need to be takes with the UQM texts to keep a similar incident from occurring.
But I'm sure the phrase "to arms!", once translated, can have puns made at its expense in any language. Then again, I am probably the least qualified poster on the forum to make such assertions.
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Orsquall
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Arilou Skiff
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Blat
« Reply #23 on: October 31, 2003, 11:00:00 pm » |
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I hope that the people who are already starting on a translation realise that there will be more work for them to do when we move to XML (though a lot might be done automatic). The library I had in mind for the XML parsing is 'expat', which can handle utf-8, utf-16, iso-8859-1, and us-ascii encoding. So when the time for XML comes, you can just write your text in any editor that can handle one of these encodings. How we handle the charsets themselves will still need some thought. At the moment we're using .png images (1 per character), which is inadequate imho. Some standard file format which is able to handle bitmap fonts would have my personal preference. Also, translating is far from trivial. As an exercise, try to translate the following text to your native tongue:
Unfourtunally you'r 100% right, :-/
But than again- I found a solution for this one. Never make a direct translation: people might complain as much as they want that the original text was diffrent and stuff- but every language has it's own wonders.
You could take a diffrent joke and tell it in Hebrew or German, but in English on the other hand- it might suck really badly.
So what I suggest is that you put something that makes sense for the time being- and "pay" for it in a diffrent (and a boring) dialogue of the game.
At least that's what I did..
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Bum Bum Bum Yipi
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Michael Martin
Core Team
*Smell* controller
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Posts: 387
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They're all named after integers. You need to (a) use an 8-bit Russian encoding, and (b) name each letter after the code used to represent it. We're using ASCII now, so, for instance, captial A is 65.png.
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JogyRoger
Zebranky food
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I love YaBB 1G - SP1!
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http://www.geocities.com/jogy_roger/SC2Translator.zip Here it is, a tool for translating the texts. I wrote it today so it may have some bugs. I hope that it's handy. As for the fonts i made the small cyrillic letters for the comandr.fon . I still have to draw the uppercased letters.
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