Bilingual campaign/module
#1
Posté 11 juillet 2013 - 10:53
Not sure if this question should go in the "Modules" or in the "Toolset" section, but here it is: I translated an English module into French, keeping the English text (so, depending on the player's localization settings, the English or French text will be displayed).
I just found out that sometimes, the French version doesn't show (conversations only, it works as expected for the journal entries). I'm not sure why, but it seems dependent on the character selected at the start of the campaign. But so far I haven't been able to see any pattern (doesn't seem to be linked to the race, the class, the level...)
Does it ring any bell?
#2
Posté 11 juillet 2013 - 12:22
#3
Posté 11 juillet 2013 - 12:58
Modifié par 4760, 11 juillet 2013 - 08:22 .
#4
Posté 11 juillet 2013 - 01:35
Tried a couple of characters, and I didn't see anything in French, at all. Could you have forgotten to add the translation to the download (maybe a tlk file)?
#5
Posté 11 juillet 2013 - 03:09
Nope, there's no custom tlk, both the English and French versions are in the .jrl, .dlg, etc...
I just made some researches, and it looks like you can't even change the language of the game (so, if you want to play either in French or in English, you'll have to install NWN2 twice, in two different folders).
Modifié par 4760, 11 juillet 2013 - 03:36 .
#6
Posté 11 juillet 2013 - 03:31
No, you just need a tlk file in order to change the language of the game. I have the Spanish version and I switch it to English that way sometimes.4760 wrote...
I just made some researches, and it looks like you can't even change the language of the game (so, if you want to play either in French or in English, you'll have to install NWN2 twice, in two different folders).
I don't know what you exactly need to do to translate an existant module, but I've played a couple of translated ones and they worked just fine. Claudius33 has some bilingual modules, but you can choose the language at the beginning (as a dialogue conversation), and I don't know if you can do that. In any case, someone who actually knows how to build a module should be better suited to solve your issue than me.
For the record, both conversations and journal entries in your module showed up in English for me.
Modifié par Arkalezth, 11 juillet 2013 - 03:32 .
#7
Posté 11 juillet 2013 - 03:35
Thanks for looking into it Arkalezth
#8
Posté 11 juillet 2013 - 03:51
Modifié par Arkalezth, 11 juillet 2013 - 03:52 .
#9
Posté 11 juillet 2013 - 07:47
I don't know if it can help you because I didn't use the tlk based system for translation. In my blingual mods :
- A global variable "FR" is set during the very first conversation. FR is set to 1 for French, to 0 for English.
- Every main mode of a conversation is duplicated in the conversation itself (so always using the English container) and conditionned by the FR global variable. I never put anything in the 'French' container.
- Every entry of the journal is given in the two languages. For a very long entry I just use two entries. It happens rarely, for instance for a clues recap to solve a riddle.
- Descriptions of non standards objects are given in two languages. Therefore standards objects descriptions are diplayed in the language of the game.
- Names of objects and generic characters are given sometimes in only one language when self explanatory. Not necessarily in French or English, possibly in another language, it depends on the context.
- In scripts displaying info in the message window or banters, I test the FR global variable to assign the right strings when relevant.
- Only one set of files to maintain.
- No specific installations depending on language.
- Last but not least, I have always the French in view when translating to English
.
Modifié par Claudius33, 11 juillet 2013 - 07:49 .
#10
Posté 11 juillet 2013 - 08:20
I hesitated, but finally decided to go with the "if (GetTalkTableLanguage() == LANGUAGE_FRENCH)" test because I didn't want to check all NPC's and placeables conversations (the module was not designed to be bilingual initially). The drawback is that you cannot choose, so your solution is more elegant, I'll sure keep it in mind!Claudius33 wrote...
Hello,
I don't know if it can help you because I didn't use the tlk based system for translation. In my blingual mods :
- A global variable "FR" is set during the very first conversation. FR is set to 1 for French, to 0 for English.
- In scripts displaying info in the message window or banters, I test the FR global variable to assign the right strings when relevant.
Well, that's what caused the issue: I kept the English text in the 'English' container, and the French translation in the 'French' container. I didn't notice at first there was a 'subcontainer' for 'Male' or 'Female' (the text to display is then chosen depending on the gender of who's talking).Claudius33 wrote...
- Every main mode of a conversation is duplicated in the conversation itself (so always using the English container) and conditionned by the FR global variable. I never put anything in the 'French' container.
Same.Claudius33 wrote...
- Descriptions of non standards objects are given in two languages. Therefore standards objects descriptions are diplayed in the language of the game.
Same, which is also why I used the containers for the conversations.Claudius33 wrote...
Despite this system may look rather unsophisticated, it has some advantages :
- Only one set of files to maintain.
- No specific installations depending on language.
Thanks for your input Claudius.





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