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View Code? Open in Web Editor NEWTranslations for Alien Swarm: Reactive Drop (2017), a mod of Valve's Alien Swarm (2010)
License: Creative Commons Zero v1.0 Universal
Translations for Alien Swarm: Reactive Drop (2017), a mod of Valve's Alien Swarm (2010)
License: Creative Commons Zero v1.0 Universal
I'm working in update some new game texts to Brazilian Portuguese, and notice that the tool is detecting some of the files as "0% translate" despite already having translated lines in it.
Valve has requested that we batch our updates to the Points Shop items (updates are only allowed to fix errors), so we're going to wait until we have at least the main languages ready for the points shop items before they get updated.
Here are the languages that have been updated semi-recently for AS:RD or have translators currently working on a translation:
My previous submission changed the end of the assignment #246 . Now that I'm in the game, there's still no texture for text.
I guess you didn't see it, so, uh, I wanted to tell you.
The previous translation, which had symbols in it, didn't feel particularly good. So, in the new translated text, the use of symbols is removed.
In the new text, there are some complex characters. So, I needed to get into the game and actually experience the visual feel. If the text is bad, I might update the end text again. Thank you
These all texts are:
此场战役
本次任务
顺利完成
遗憾败北
We should create some languages update table with translations that has been ported from Valve's Alien Swarm and not updated by language translators with new Reactive Drop string translations. 👊
An idea I am playing with is to change the translation format to Gettext, to support editing with Poedit, or WebLate.
Gettext is one of the-facto standards in the industry. Programs like Poedit make it easier for translators to translate, and also makes is possible for a lot of utilities to integrate with. We can generate Valve KV files from gettext files.
It's just an idea. I can make the arrangements if needed.
When I played the game, I noticed that part of the text didn't have a translation for it. And some suggestions for the presentation of the text.
letters currently needed: BHRUZ任务失完役成战败
The current Chinese name is not particularly fit. So, I recently thought of a better name, you can refer to, feel need to replace. New name is "虫启天降".
How do you feel about it? Do you want to use a new Chinese name?
The setting RD_AdvancedSettings_HUD_MapDrawing
can be boiled down into:
RD_AdvancedSettings_HUD_MapDrawing
-> "Draw on Minimap" (before: "Map Drawing")
RD_AdvancedSettings_HUD_MapDrawing_BriefingOnly
-> "Disabled" (before: "Briefing Map Only")
RD_AdvancedSettings_HUD_MapDrawing_AllowMinimap
-> "Enabled" (before: "Allow Minimap Drawing")
Instead of mentioning the briefing map, because it also allows you to draw in the ingame-map (press TAB) and debriefing map too anyway.
I'm intended to work in translating the game files to Brazilian Portuguese language (commonly know as PT-BR)
Steam already makes distinction between portuguese and brazilian portuguese (it's called "brazilian" in translation files) and I will work with the files following this name pattern.
While the game already have portuguese translation, I would rather not touching it due to the fact that, while it's the same understandable language there are some words that are odd to one another.
@BenLubar once the files are done, could this translation be used as default for brazilian portuguese on steam? If so, which process should I do besides the MR?
resource/basemodui_brazilian.txt
resource/gameui_brazilian.txt
resource/valve_brazilian.txt
resource/reactivedrop_brazilian.txt
resource/closecaption_brazilian.txt
resource/chat_brazilian.txt
rich_presence/563560_loc_brazilian.vdf
(create)store_page/store_brazilian.txt
(create)community/statsweb_brazilian.vdf
community/workshop_description_brazilian.txt
(create)community/workshop_tags_brazilian.json
(create)resource/mail/*_brazilian.txt
(create)resource/news/*_brazilian.txt
(create)community/item-schema.json
community/points_shop_brazilian.vdf
Some Chinese characters cannot be displayed properly in the game. So far I've found two characters:
·
×
The first character is used in the character's name. (like 马丁·路德·金 Martin Luther King)
The second character, MM, is often used in games to represent bullets.(7.62×51mm)
Of course, At present, the character display is abnormal, so I used another symbol to temporarily replace them.But I think this expression is not correct, and it affects the professionalism of translation.
And then, I mention it here.
By the way, I test the file with Game at now, this is the test result picture.
2.Real game translation text, through the normal software can normally display symbols.
In this case, do I feel that the font file used by the game lacks corresponding character symbols?
I would like to translate these 2 on the mission select screen.
@GmaOrange: Shouldn't it be 'Adanaxis' instead of 'Adanaxis Campaign'?
would be handy if you translate big files and don't want to double click and backspace each space for every string
From the forums: https://steamcommunity.com/app/563560/discussions/2/3458220484827923043/
A Chinese translation problem
A map express achievement called "deep contact" has become intimate contact, which should be changed to the word "in-depth"。The word "亲密" should be replaced by the word "深入"。
@BRAIN-IS-BACK
By chance I stubled upon a comment in the korean translation which says '// Original Hullen, probably referring to Helen.' (rd_res_rctinbound2_koreana.txt).
'Hullen' has been translate to 'Helen' in the korean translation. Which I think is wrong, Hullen is a person different from Helen Young.
The whole english version always uses "Speed Run".
But it should be "Speedrun".
https://en.wikipedia.org/wiki/Speedrunning
That one should be made much shorter.
Proposals:
or
PS: please make that one translateable too :)
Known areas where text sizing needs to be improved:
Some feedback left in Steam Reviews:
繁體中文更新成簡體中文跟用法是幾個意思? 沒繁體翻譯用簡體我沒意見,但切成繁中跟簡中然後把繁中更新成簡體中文是甚麼操作?
I have no problem with the simplified translation of the traditional Chinese translation, but what is the operation of cutting it into traditional and simplified and then updating the traditional Chinese into Chinese Simplified?
說好繁體裝好進去簡體+英文 不要把語言混淆好嗎
Say good traditional Chinese into the simplified + English Don't confuse the language
Did the Chinese translation get mixed somewhere with the last release?
These buttons start out untranslated and switch from english to the games' set language after one of the following buttons is pressed: options, close or one of the 4 buttons themselfs.
STR:
There are some inconsistencies in korean translation.
We should talk about this inconsistencies to resolve.
@BRAIN-IS-BACK, or any korean translator.
It is not uncommon to encounter a situation where the description of the weapon is missing and only the field of the text can be shown. I found a certain point.
Map
Tilarus-5 Communication Center
Where
Near the end of the level, there is a soldered gate. After using tools to unsolder the door, enter the room, as shown in the picture below:
There is a weapon named "Flechette Launcher", This translation is exist in reactivedrop_XXX.txt. But the translation is not shown correctly in the game.
Meanwhile, after picking up a weapon, the name of the weapon is displayed abnormally, as shown in the picture below:
In addition, the same is true for other weapons (Like hidden weapon). I've come across other weapons in the game where text displays are unusual. However, I'm not sure which weapons are in the official map. Convenient words, also trouble to check other weapons together, its game text is normal.
https://github.blog/2023-03-23-we-updated-our-rsa-ssh-host-key/
I will close this issue on April 1st. Just a heads-up on what you need to do if you use command-line Git. If you update files using the web UI, you do not need to take any action.
As of now the table in progress.md has some downsides:
I sketched a shorter and easier to read document:
I created a mockup here
How about that?
And why? I think a good representation of the progress could motivate new visitors to contribute.
Disclaimer: I can't write GO, so I can only provide my input, somebody else would have to change update_translations.go
Originally posted by @DukeDukeEm in #512
I don't entirely sure if this belong in this repository or the public source one. If this is the wrong place, I will move it there
In some of the Vietnamese translations I provided, it appeared to be a bit too long than some of the HUD and the interface allow. Thus, the text may appear to overflow out of some non-expandable HUD, or the "over-the-limit" characters will not display
While I can shorten these text myself, or in the case of the credit, split the line, I want to bring up this issue. In most cases, I don't feel like creating another PR just to thin down the text, nor do I want to hunt around the entire game for the issue. Plus, I have no idea if it is too long until I summit it and the beta version get updated, because I did not get a warning for such thing (unless I manually edit the text file myself in the game file for testing purpose)
Here is some of the examples that I found:
The previous Vietnamese text for "Enhanced Target Imaging" from the Marksman Rifle (and the first one that I found out). I removed the "nâng cao" part (Enhanced) in the lastest PR I made as of writing before discovering more other text that have the same issue
This is hard to see, but the translation for "Ammo:" is a bit too long that it overflow the non-expandable part of the HUD
The last part of the credit for Accident 32, the last few words fail to display
Same issue for the note "Wide Spread, Slow Movement" and "Activatable Fire Rate Bonus" for Minigun and Heavy Rifle, respectively. Also, as shown, the box clearly show a lot of space, which both the alternate fire and note text can use
These are some of the related issue that I discovered, although the issue could also exist outside these shown areas. Unless I was given a "No" or it is not possible to resolve (in which case I'll probably just deal with it shorten the text, maybe), please have a look into this
After the actual play experience of several players, the following problems are summarized (some problems are unique to Chinese). So let's pull it out again, and let's see what we can do.
Text prompt after the end of the game, abnormal display.
After translating the conclusion of the mission, I got feedback from the players, feeling a little strange. After this analysis, it should be translated, the characters are reduced a lot, resulting in a larger font display. So, I tried to optimize the problem prompt.
There seems to be a lack of corresponding Chinese characters, and sometimes even wrong texture.
important:There is a problem with the line feed of Chinese characters
There is a lot of text, and word wrap is not working. A situation that causes misalignment of text presentation.
(The red text is the text not shown in the game, and the text below is the actual translated game text.)
(Another one, and there is others.)
The issue mentioned last time #222
Looks like it's settled on your end, Has this issue been fixed for the beta?
I just tested the beta branch locally and it still has this problem. If you haven't already committed, ignore the problem.
Last but not all, These several problems, there are backup solutions (of course, the effect is certainly not from the engine layer to solve the good). If these problems are difficult to solve, then I use the backup plan to deal with these problems.
Thank you for your answer.
The current ".\release_notes" management is relatively simple and there are no problems at present. But, as might be expected, As the number of update logs increases, the files in the entire folder will increase if we continue with the current process.
Of course, it doesn't affect the translation. However, when there are too many files, it becomes inconvenient to view and select the specified files. Therefore, I have a small suggestion: make a change to the translation file of the update log for the convenience of subsequent maintenance.
How to do
I won't say much about the current file structure, but I'll give you one of my management methods (for reference only).
As shown below:
The whole structure is very simple, is through the folder to carry out the classification:
When you have an update date, create a new date folder and cut the corresponding NEXT into it. Then they become Old notes.
When you have a new NEXT file, or keep your current operating mode, create a new NEXT file, They become New notes, and we can see it very easily and then translate the new document.
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