Translate the game XD

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PowaBanga
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Translate the game XD

Post by PowaBanga » Wed Feb 24, 2010 6:48 pm

In french forum, we make a project for translate the game in french. I Do not know if we will can modify the main menu, but I look for help here.

Do you know which file we must modifi for that ? What the files we can modify for translate a max ? 8)
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Re: Translate the game XD

Post by Fafner » Wed Feb 24, 2010 7:29 pm

You can't edit the menu except where it says "kills | points" which is in pak 0: pics/scorehead.pcx and in the pics folder for individual teams like gbr_score_top.pcx

You can make triggers for every line that comes up and it can print the french version underneath like this:

alias trans_binoc echo Appuyez sur le bouton afin de viser les jumelles
trigger trans_binoc "Press the aim button to aim the binoculars*"

You use an "*" to leave out part of the text like this:

alias trans_gunned echo Someone was gunned down!
trigger trans_gunned "* was gunned down by *"



edit: oh and you need r1q2 to use triggers, don't know if egl uses them
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Re: Translate the game XD

Post by PowaBanga » Thu Mar 04, 2010 12:32 pm

Maybe i did not understand because it do no work... :scratch:
I found the pics, it is ok.
But for trigger I can add trigger, i can add alias, but the sentences are not changed !:cry:

Can you show me a exemple change this sentence :
XXX was sniped by YYY
Translate in :
XXX a ete snipe par YYY

and can I see a list with all lines ?
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Re: Translate the game XD

Post by Fafner » Thu Mar 04, 2010 6:06 pm

You can't print the names of the players as far as I know. But you can do this:

alias trans_gunned echo ____ a ete snipe par ___
trigger trans_gunned "*was sniped by*"
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Re: Translate the game XD

Post by PowaBanga » Fri Mar 05, 2010 2:56 pm

YES !

I wrotte your text in console and i have a result !

But I have a bug :p
see this screenshot :
Image
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Re: Translate the game XD

Post by Fafner » Sat Mar 06, 2010 12:02 am

Like I said, I think that's all you can do. I don't know of a way to print the names.
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Re: Translate the game XD

Post by Dirk » Sat Mar 06, 2010 1:57 am

Fafner wrote:Like I said, I think that's all you can do. I don't know of a way to print the names.
change all the strings to read from a file?
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Re: Translate the game XD

Post by Fafner » Sat Mar 06, 2010 2:41 am

In the game code? It's possible but it would be a ton of work and would make a mess of things. There are at least a few hundred things that would have to be translated. The best way to do it would probably be to make something in the engine that translated it on the client's end, but I don't want to work on that.
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Re: Translate the game XD

Post by PowaBanga » Sat Mar 06, 2010 5:04 am

For change source code, do we must modify the dll's game ? gamex86.dll?
Beceause in french site, we can work on :p
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Re: Translate the game XD

Post by Fafner » Sat Mar 06, 2010 11:03 am

The way to do it would be to edit the code for r1q2. R1q2 won't compile for me so I can't help you.
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Re: Translate the game XD

Post by Dirk » Sun Mar 07, 2010 12:26 am

I can compile the Linux version with no issues.

As for the text where do those messages come from the mod or the engine?
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Re: Translate the game XD

Post by Fafner » Sun Mar 07, 2010 12:50 am

It's in the game code, but just as an example, here is the code for client deaths. How would you add french support to this? It would be a total mess. And the way you'd want to do it is have it so the client can decide what language he wants, you wouldn't want to just make a server in French. So the ideal way would be something that intercepts the text on the client's end and translates it there.




Code: Select all

void ClientObituary (edict_t *self, edict_t *inflictor, edict_t *attacker)
{
	int			mod,i;
	char		*message;
	char		*message2;
	char		*message3;

	qboolean	ff;
	edict_t *Tent;


	
/*-----/ PM /-----/ MODIFIED:  Condition split up for portability. /-----*/
	if (coop->value)
		if (attacker->client)
			meansOfDeath |= MOD_FRIENDLY_FIRE;
/*-----------------------------------------------------------------------*/

	if (deathmatch->value || coop->value)
	{
		ff = meansOfDeath & MOD_FRIENDLY_FIRE;
		mod = meansOfDeath & ~MOD_FRIENDLY_FIRE;
		message = NULL;
		message2 = "";

		switch (mod)
		{
		case MOD_SUICIDE:
			message = "suicides";
			break;
		case MOD_FALLING:
			message = "fell to his death";
			break;
		case MOD_CRUSH:
			message = "was squished";
			break;
		case MOD_WATER:
			message = "drowned";
			break;
		case MOD_SLIME:
			message = "melted";
			break;
		case MOD_LAVA:
			message = "tripped on barbedwire";
			break;
		case MOD_EXPLOSIVE:
		case MOD_BARREL:
			message = "blew up";
			break;
		case MOD_EXIT:
			message = "found a way out";
			break;
		case MOD_TARGET_LASER:
			message = "saw the light";
			break;
		case MOD_TARGET_BLASTER:
			message = "got blasted";
			break;
		case MOD_BOMB:
		case MOD_SPLASH:
		case MOD_TRIGGER_HURT:
			if (inflictor->deathtarget)
				message = inflictor->deathtarget;
			else
				message = "was in the wrong place";
			break;
		case MOD_CHANGETEAM:
			message = "changed teams";
			break;
		case MOD_CHANGETEAM_WOUNDED:
			message = "changed teams";
			break;
		case MOD_PENALTY:
			message = NULL; // penalties have their own obituaries
			break;
		case MOD_NOMOD:
			message = NULL;
			break;
		}
		if (attacker == self)
		{
			switch (mod)
			{
			case MOD_HELD_TNT:
				message = "forgot to drop the TNT";
				break;				

			case MOD_HELD_GRENADE:
				message = "tried to put the pin back in";
				break;
			case MOD_HG_SPLASH:
			case MOD_G_SPLASH:
				if (IsFemale(self))
					message = "tripped on her own grenade";
				else
					message = "tripped on his own grenade";
				break;
			case MOD_R_SPLASH:
				if (IsFemale(self))
					message = "blew herself up";
				else
					message = "blew himself up";
				break;
			case MOD_SPAWNCAMP://faf
				message = "was killed for being in a spawn area";
				break;
			case MOD_AIRSTRIKE_SPLASH: //faf
				if (IsFemale(self))
					message = "called an airstrike on herself";
				else
					message = "called an airstrike on himself";
				break;

		
/*-----/ PM /-----/ NEW:  Fire related obituaries for suicides. /-----*/
                        case MOD_FIRE_SPLASH:
                        case MOD_FIREBALL:
				if (IsFemale(self))
                                        message = "burned herself";
				else
                                        message = "burned himself";
				break;
                        case MOD_ON_FIRE:
                                message = "became toast";
				break;
/*--------------------------------------------------------------------*/

			default:
				if (IsFemale(self))
					message = "killed herself";
				else
					message = "killed himself";
				break;
			}



		}
		if (message)
		{

			//faf: if they were wounded before they got themselves killed, name who wounded them.
			if (self->client->last_wound_inflictor)
			{
				message2 = "(after being wounded by";
//				if (OnSameTeam (self->client->last_wound_inflictor, self)
//				{}
			

				// Means of Death msgs now server customizable
				if (death_msg->value == 0)	// print to self only
					safe_cprintf(self, PRINT_HIGH, "%s %s %s %s).\n", self->client->pers.netname, message, message2, self->client->last_wound_inflictor->client->pers.netname);
				else if (death_msg->value == 1 || death_msg->value == 3) // print to everybody
				{
					for (i = 1; i <= game.maxclients; i++)
					{
						Tent = &g_edicts[i];
						if (!Tent->inuse || !Tent->client)
							continue;

//						if (self->client->resp.team_on->index == Tent->client->resp.team_on->index)
//						{
						if (OnSameTeam(Tent,self)){
							safe_cprintf (Tent, PRINT_MEDIUM, "\2%s ", self->client->pers.netname);}
						else{
							safe_cprintf (Tent, PRINT_MEDIUM, "%s ", self->client->pers.netname);}

							safe_cprintf (Tent, PRINT_MEDIUM, "%s %s ", message, message2);
						if (OnSameTeam(Tent,self->client->last_wound_inflictor)){
							safe_cprintf (Tent, PRINT_MEDIUM, "\2%s", self->client->last_wound_inflictor->client->pers.netname);}
						else{
							safe_cprintf (Tent, PRINT_MEDIUM, "%s", self->client->last_wound_inflictor->client->pers.netname);}
							safe_cprintf (Tent, PRINT_MEDIUM, ").\n");
                            							
					}
					if (death_msg->value == 3)
					{
						gi.cprintf (NULL, PRINT_MEDIUM, "%s ", self->client->pers.netname);
						gi.cprintf (NULL, PRINT_MEDIUM, "%s %s ", message, message2);
						gi.cprintf (NULL, PRINT_MEDIUM, "%s", self->client->last_wound_inflictor->client->pers.netname);
						gi.cprintf (NULL, PRINT_MEDIUM, ").\n");

					}
							
				}
				else if (death_msg->value == 2)  // print to team
				{
					for (i = 1; i <= game.maxclients; i++)
					{
						Tent = &g_edicts[i];
						if (!Tent->inuse || !Tent->client || !Tent->client->resp.team_on || !Tent->client->resp.mos)
							continue;

						if (self->client->resp.team_on->index == Tent->client->resp.team_on->index)
							safe_cprintf (Tent, PRINT_MEDIUM, "%s %s %s %s).\n", self->client->pers.netname, message, message2, self->client->last_wound_inflictor->client->pers.netname);
					}
				}
			}
			else
			{
				if (death_msg->value == 0)	// print to self only
					safe_cprintf(self, PRINT_HIGH, "%s %s.\n", self->client->pers.netname, message);
				else if (death_msg->value == 1 || death_msg->value == 3) // print to everybody
				{
					for (i = 1; i <= game.maxclients; i++)
					{
						Tent = &g_edicts[i];
						if (!Tent->inuse || !Tent->client)
							continue;

						if (OnSameTeam(Tent,self)){
							safe_cprintf (Tent, PRINT_MEDIUM, "\2%s", self->client->pers.netname);}
						else{safe_cprintf (Tent, PRINT_MEDIUM, "%s", self->client->pers.netname);}

						safe_cprintf (Tent, PRINT_MEDIUM, " %s.\n", message);
					}
					if (death_msg->value == 3)
					{
						gi.cprintf (NULL, PRINT_MEDIUM, "%s", self->client->pers.netname);
						gi.cprintf (NULL, PRINT_MEDIUM, " %s.\n", message);
					}
				}
				else if (death_msg->value == 2)  // print to team
				{
					for (i = 1; i <= game.maxclients; i++)
					{
						Tent = &g_edicts[i];
						if (!Tent->inuse || !Tent->client || !Tent->client->resp.team_on || !Tent->client->resp.mos)
							continue;

						if (self->client->resp.team_on->index == Tent->client->resp.team_on->index)
							safe_cprintf (Tent, PRINT_MEDIUM, "%s %s.\n", self->client->pers.netname, message);
					}
				}
			}




			if (deathmatch->value)
				self->client->resp.score--;
			if (!self->ai)
				self->enemy = NULL;
			return;
		}

		self->enemy = attacker;
		if (attacker && attacker->client)
		{
			switch (mod)
			{
			case MOD_PISTOL:
				message = "was capped by";
				break;
			case MOD_SHOTGUN:
				message = "was gunned down by";
				break;
			case MOD_SHOTGUN2:
				message = "was shotgunned down by";
				break;
			case MOD_RIFLE:
				message = "was shot down by";
				message2 = "'s rifle";
				break;
			case MOD_LMG:
				message = "was machinegunned by";
				message2 = "'s light machine gun";
				break;
			case MOD_HMG:
				message = "was killed by";
				message2 = "'s heavy machine gun";
				break;
			case MOD_GRENADE:
				message = "was popped by";
				message2 = "'s grenade";
				break;
			case MOD_G_SPLASH:
				message = "was shredded by";
				message2 = "'s shrapnel";
				break;
			case MOD_ROCKET:
				message = "ate";
				message2 = "'s rocket";
				break;
			case MOD_R_SPLASH:
				message = "did not survive";
				message2 = "'s explosive attack";
				break;
			case MOD_AIRSTRIKE:  //faf
				message = "ate";
				message2 = "'s airstrike";
				break;
			case MOD_AIRSTRIKE_SPLASH:  //faf
				message = "was killed by";
				message2 = "'s airstrike";
				break;

			case MOD_SUBMG:
				message = "was gunned down by";
				message2 = "'s submachinegun";
				break;
			case MOD_SNIPER:
				message = "was sniped by";
				break;
			case MOD_HANDGRENADE:
				message = "caught";
				message2 = "'s handgrenade";
				break;
//bcass start - TNT
			case MOD_TNT:
				message = "caught";
				message2 = "'s TNT";
				break;
			case MOD_TNT_SPLASH:
				message = "didn't see";
				message2 = "'s TNT";
				break;				
			case MOD_TNT1_SPLASH:
				if (IsFemale(self))
				message = "tripped on her own TNT";
				else
				message = "tripped on his own TNT";
				break;				
//bcass end
			case MOD_HG_SPLASH:
				message = "didn't see";
				message2 = "'s handgrenade";
				break;
			case MOD_HELD_GRENADE:
				message = "feels";
				message2 = "'s pain";
				break;
			case MOD_WOUND:
				message = "died of severe wounds inflicted by";
				break;

			case MOD_TELEFRAG:
				message = "tried to invade";
				message2 = "'s personal space";
				break;
/*-----/ PM /-----/ NEW:  Fire related obituaries for frags. /-----*/
			case MOD_FIRE_SPLASH:
				message = "was scorched by";
				break;
            case MOD_ON_FIRE:
				message = "was cremated by";
				break;
            case MOD_FIREBALL:
				message = "got flamed by";
				break;
/*-----------------------------------------------------------------*/
			case MOD_KNIFE:
	
				if (attacker->client->pers.weapon && 
					attacker->client->pers.weapon->classnameb == WEAPON_KATANA)
					message = "was sliced in half by";
				else if (attacker->client->pers.weapon && 
					attacker->client->pers.weapon->classnameb == WEAPON_SABRE)
					message = "was sliced in half by";
				else
					message = "was castrated by";
				break;
			case MOD_FISTS:
				message = "was knocked out by";
				break;
			case MOD_HELMET:
				message = "was helmeted by"; //faf
				break;
			case MOD_BAYONET:
				message = "was bayoneted by";
				break;//faf
			case MOD_PLONK:
				message = "was flattened by";
				break;//faf
			case MOD_BOTTLE:
				message = "was christened by";
				break;//faf
			case MOD_TANKHIT:
				message = "got his tank blown up by";
				break;





			}

			//faf:  announce team kills
			if (OnSameTeam(attacker, self) && attacker != self)
				message3 = " (Friendly fire)";
			else
				message3 = "";

			if (message)
			{
				// Means of Death msgs now server customizable
				if (death_msg->value == 0) // print to self only
					safe_cprintf(self, PRINT_HIGH, "%s %s %s%s%s\n", self->client->pers.netname, message, attacker->client->pers.netname, message2, message3);
				else if (death_msg->value == 1 || death_msg->value == 3) // print to everybody
				{
					for (i = 1; i <= game.maxclients; i++)
					{
						Tent = &g_edicts[i];
						if (!Tent->inuse || !Tent->client)
							continue;

//						if (self->client->resp.team_on->index == Tent->client->resp.team_on->index)
//						{
						if (OnSameTeam(Tent,self)){
							safe_cprintf (Tent, PRINT_MEDIUM,"\2%s", self->client->pers.netname);}
						else{safe_cprintf (Tent, PRINT_MEDIUM,"%s", self->client->pers.netname);}

							safe_cprintf (Tent, PRINT_MEDIUM," %s ", message);
						if (OnSameTeam(Tent,attacker)){
							safe_cprintf (Tent, PRINT_MEDIUM,"\2%s", attacker->client->pers.netname);}
						else{safe_cprintf (Tent, PRINT_MEDIUM,"%s", attacker->client->pers.netname);}
							safe_cprintf (Tent, PRINT_MEDIUM,"%s%s\n", message2, message3);

					}
						if (death_msg->value == 3) //print to server console
						{
							gi.cprintf (NULL, PRINT_MEDIUM,"%s", self->client->pers.netname);
							gi.cprintf (NULL, PRINT_MEDIUM," %s ", message);
							gi.cprintf (NULL, PRINT_MEDIUM,"%s", attacker->client->pers.netname);
							gi.cprintf (NULL, PRINT_MEDIUM,"%s%s\n", message2, message3);
						}
				}
				else if (death_msg->value == 2) // print to team
				{
					for (i = 1; i <= game.maxclients; i++)
					{
						Tent = &g_edicts[i];
						if (!Tent->inuse || !Tent->client || !Tent->client->resp.team_on || !Tent->client->resp.mos)
							continue;

						if (self->client->resp.team_on->index == Tent->client->resp.team_on->index)
							safe_cprintf(Tent, PRINT_MEDIUM, "%s %s %s%s%s\n", self->client->pers.netname, message, attacker->client->pers.netname, message2, message3);
					}

				}


				if (deathmatch->value)
				{
					if (ff)
						attacker->client->resp.score--;
					else
						attacker->client->resp.score++;
				}
				return;
			}
		}
	}

/*
	if (!mod == MOD_NOMOD) {
		safe_bprintf (PRINT_MEDIUM,"%s died.\n", self->client->pers.netname);
		if (deathmatch->value)
			self->client->resp.score--;
	}
	*/
}
1RB: http://www.1rb.mav.net
Speedway: http://www.ddaydev.com/speedway
If you need help, start a thread. That way other people can learn from the information given. DON'T PM ME unless it's necessary.

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Dirk
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Re: Translate the game XD

Post by Dirk » Sun Mar 07, 2010 1:41 am

Maybe a file of #define's?

I agree still ugly. :/
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Fafner
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Re: Translate the game XD

Post by Fafner » Sun Mar 07, 2010 2:35 am

That would be a very small part of the work involved. If you just did defines, it would just make a server in french. Why would you want to do that instead of have the individual client decide what language they want?
1RB: http://www.1rb.mav.net
Speedway: http://www.ddaydev.com/speedway
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Jayz Freeman
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Re: Translate the game XD

Post by Jayz Freeman » Sun Mar 07, 2010 2:39 am

Hello,

Can we change the formats .PCX by .RLE ?
For the menu of navigation ?
"Je ne connaîtrai pas la peur, car la peur tue l'esprit. La peur est la petite mort qui conduit à l'oblitération totale. J'affronterai ma peur. Je lui permettrai de passer sur moi, au travers de moi..." Litanie contre la peur, F. Herbert

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PowaBanga
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Re: Translate the game XD

Post by PowaBanga » Mon Mar 08, 2010 9:39 am

Good idee ! But where must i put this text ?
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Re: Translate the game XD

Post by Wolf » Mon Mar 08, 2010 1:49 pm

Edit: Nevermind. Although can't the server read some sort of a client side variable (like name or deathmatch) and then decide what the client sees?

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Re: Translate the game XD

Post by PowaBanga » Tue Mar 09, 2010 10:35 am

... i do not undurstand how to do a french server... i do not know how modifi a server !
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Re: Translate the game XD

Post by PowaBanga » Sat Mar 13, 2010 2:59 pm

Just a question, have you the picture of objectives's invade 1-6 ?
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Re: Translate the game XD

Post by Fafner » Sat Mar 13, 2010 5:07 pm

nope
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Re: Translate the game XD

Post by PowaBanga » Sun Mar 14, 2010 5:20 pm

This the new pakfrancophone (v0.002), it have pcx of victory (will modifi) and objectives of gold, wolf, and invade1, but, i have a problem.
The problem is that for invade1, i don't see my objectif ! It is in the pak at the good place, but in game, i see the pcx orignal who is in my dday\pcx\objectives folder...
I did invade1 for the french who don't know that they mustn't take flags if they are axis :p
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Re: Translate the game XD

Post by Fafner » Sun Mar 14, 2010 6:18 pm

It doesn't work for me either. It might be the way it's loaded since the game checks to see if it exists first before they are loaded, since a lot of maps don't have objective pics.

You could just leave them outside the pak and just have people replace the originals. And make a "backup folder" with the old ones so people can replace them if they want.

Nice victory pics. Any chance you want to make English versions of those? I'll include them in the installer. :)
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Re: Translate the game XD

Post by PowaBanga » Wed Mar 17, 2010 6:11 pm

This is pcx off victory with french'fonts in english ;) more the doomtown's objective in best .
Victory.zip
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Re: Translate the game XD

Post by Fafner » Wed Mar 17, 2010 6:43 pm

nice work, thanks :)
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