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English Translation #1
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Looks great, thanks for your effort :) Before we pull in the changes it would be good to know if there is a pattern by now for handling different version of mods (e.g. for supported languages) that should be applied. Otherwise its probably best to use your adaption as the main entry to make it accessible for international gamers. |
There is an automatic locatlization feature. It will look for files in locales/xx/ first, and if what it's looking for doesn't exist, it goes to the actual/normal directory. Examples:
This can be turned off in the usersettings.xml file by changing the locale to "-" (effectively this means to always use english for most cases). Empty string ("") is the default and means auto-detect based on operating system language. And since I maintain the OSE version I'll make sure that forward compatibility is maintained. (And if something breaks, shoot me.) For our sequel mod thing i have a translation system in place that drops a few files into locales/xx/... that deal with text strings and nothing else. Stringbank.txt, and one Lua file with additional strings and some functions (like building item descriptions out of string parts, and so on). Any questions? Oh and is this mod still in development, was it abandoned, paused, or...? |
Sounds good, but won't have the time to apply these changes for now. For simplicity I will probably put @meh2481 version on the default branch and move the existing one to another. The mod is actually done. We've created it a while ago for our studies about the topic of the heroes journey. Its story, characters, events and gameplay are based on its foundations. Therefore it provides different endings depending on the decisions the player makes. Although the branching is not extensive, the environment provides enough feedback to get an idea what could be different in another run. If I remember correctly the duration was around 1-2h. |
And you never announced it anywhere? Wow. I actually just found it on github by acccident. Then @meh2481 started poking at it and things happened. Ok cool. So if it's done it can go to the public mod repo, right? There was one script warning and some weird things that happened to my savegame enumeration that i've never seen before, but after these issues are fixed I can upload it there if you're fine with that. Will do these changes (& pull request) when i have some time. |
Yeah, it was mostly a project for us to learn more about gamedesign than a polished mod (especially as the texts weren't in english). So its great to hear that others like it and even did the translation for a broader audience. I've created a branch with the current german version, so it will be easier to merge your pull request. In addition the flag overview is updated so you can check them out to see which values should be set to trigger a specific event. Hope it helps debugging the error you mentioned. Otherwise feel free to distributed it and add it to the public mod repo. |
Ok, somehow it got forgotten for another year, but I've moved @meh2481's fork to https://github.com/AquariaOSE/Lichter_der_Tiefe -- and now the english translation (with minor fixes) is also available in the online mod repo. Sorry for the delay. I'll apply further fixes in case any problems surface. |
Translated text to English and organized text strings better. This should also make it easier to add other languages (or the German translation back) if need be. Quite a few translation liberties were taken, since the German localization seemed like temporary text at best.
I'm also part of the current Aquaria OSE team, and we'd very much like to release this mod to the community (as it's quite a bit more finished than a lot of the other mods we have at the moment!). The current version of the game can download mods from an external server. If we could upload the mod to this server and share it with the community, that'd be awesome! If not, let us know and we can take it down.
Thanks!
-Daxar