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[TOOL] Translation Manager


Waynolt

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Hi!
So, uhm... I wanted to start translating the game.
I know, the advice is to just wait until it is done... but still, wanted to start.

Turns out the amount of lines to translate is WAY higher than I expected... yet, since the program is made, why not upload it? Maybe someone will find it useful.

Why would it be useful?
Well, for starters it makes it easy to find the untranslated lines.
Secondly, it can import older translations into new episodes, which means that it will check on its own which lines have been changed and just import the rest. (The file needed for this is the .txt from the previous episode's Translations folder, which only exists if using this application)
Thirdly, it can import partial translations from multiple .txt sources (thus a team can divide the workload by line numbers and then merge each part in a single final result).

At least, as long as it actually does what is advertised... as I said, it has been made and tested but never actually used to make a full translation 😅
Readme file included in the download.

 

Download link: https://drive.google.com/open?id=1eCMtmW4QcFt361MSGe8t6kx9NsxXKAQW
Version 1.14 - updated 4/4/2019

 

Extract the downloaded archive into Reborn's folder, load the translation manager, and translate away.

After saving your work, load the game - it will freeze a little while it compiles the translation (it only happens once after editing, then never again until you edit the translation again) - and check the result.
Anything else should be handled automatically by the translation manager.


(Please note that you need to select the desired language in the game's Main Menu in order to be able to see it in-game)

(Also, save often, and please note that selecting a different language to translate will discard unsaved changes in the current one)

A little bit of info on the relevant files:
Required to distribute the finished translation:
\Data\english.dat : this is the compiled translation, the one that the game actually uses; it is created/updated when launching the game after using the translation manager
\Translations\english.dat.txt : this is the file that the translation manager actually opens and edits, and it's also the one that can be imported in a new episode
\Data\Mods\Languages.rb : this is generated/updated by the translation manager, and simply informs the game that a language named English exists, and that the file english.dat is its compiled translation

\Data\Mods\Languages_ScriptsFix.rb : this mod fixes a few issues with how Reborn handles translations; it is created by the translation manager when first started

Other files (they become mostly obsolete once you finish translating the game):
\Data\Mods\Languages_Compile.rb : this tells the game to compile the files edited by the translation manager; it is created by the translation manager when first started
Any .temp file in \Translations\ : these are just safeguards against save errors (+ one of them actually acts as a placeholder before compiling the translation)
\intl.txt : this is the result of using "extract text" from the debug menu, and is used as a template by the translation manager; when a new episode comes out, this file has to be updated (i.e. extracted again with the option "extract text" from the debug menu)

\RebornTranslationManager.exe : this is the translation manager
\RebornTranslationManager_ReadMe.txt : this is the readme file for the translation manager

(Thanks to @AiedailEclipsed for pointing out that Essentials already has most of the stuff required for translating the game!)
(Also thanks to @TheTGU for restructuring the default groups!)

Changelog:

v1.14

> Better default groups.

 

v1.13

> Fixed a bug in merging files based on line groups.

 

v1.12

> It is now possible to merge files based on line groups.

> It is now possible to jump directly to the first line of a group from the groups' menu.

 

v1.11

> Added feature: line groups.

> Now saves which were the last selected translation and line and auto-loads them on startup.

 

v1.10

> Added the possibility to export a .zip file with all required to distribute the translation.

> Back to being a 64 bit application; I'll recompile it for 32 bit systems only if asked to.

 

v1.09

> Various bugfixes.

 

v1.08

> Hiding/showing the untranslated lines should now be much faster.

 

v1.07

> Recompiled as a win32 application, for increased compatibility (simplified explanation: win64 apps only work on win64 systems, while win32 apps work everywhere)


v1.06
> Resizing the translation manager will move/resize its fields, grids, and buttons.

v1.05
> Started changelog
> Added the option to Import->Merge translation files.
 

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Well then, I guess I'll be translating the game into German...

Thanks for making translating the game in general as well as in an unfinished state (meaning it will still get updates or in other words E19) a bearable task! 🙂

 

I'll make a topic for the translation once I'm at a point where I can say that I'll eventually finish it.

 

Edit: [REMOVED]

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Weird, it works on my end... please send me the files that cause the crash on your end (or, if you are not sure which ones are causing it, please send me Data\german.dat, the whole Translations folder, and every "Languages" mod)

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Mmm, still works on my PC... please send me Data\german.dat and Translations\german.dat.txt , maybe there's something wrong with the translation file itself.

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53 minutes ago, TheTGU said:

Give me a second, I need to upload it elsewhere due to file size restrictions.

Edit: How about we move this discussion to PM?

Ok

EDIT For posterity, the end of the story: the crash was either due to some corrupted files or to the Translation Manager not liking to exist in RPGMaker's folder.
If you're using RPG Maker just to get the Debug mode, then please use @Aironfaar's " Show Debug Menu " Option mod instead.

 

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On 3/3/2019 at 1:27 AM, Waynolt said:

v1.06
> Resizing the translation manager will move/resize its fields, grids, and buttons.

That's awesome!

Well... If it wasn't for the fact that it only resizes the grids for me...

 

And something minor: If you cancel merging a translation at the point where you select a file, the program will tell you that the "task failed succesfully", which is kinda contradictory.

But that's really minor.

 

 

There's probably something else I wanted to say that I've forgotten about...

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1 hour ago, TheTGU said:

And something minor: If you cancel merging a translation at the point where you select a file, the program will tell you that the "task failed succesfully", which is kinda contradictory.

"task failed succesfully" is a meme, a joke 😛
 

1 hour ago, TheTGU said:

That's awesome!

Well... If it wasn't for the fact that it only resizes the grids for me...

It moves everything except the grids, and resizes the grids.
Made it this way because it made more sense on my screen (the editable fields look large enough, while it might be useful to be able to see more of the grids)... if you prefer otherwise, I can change it.

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30 minutes ago, TheTGU said:

For me, it will just hide everything that no longer fits into the window, so resizing is basically useless.

I don't know how it works for you though.

What do you mean?
When you reduce the window, it should display two scrollbars to let you see everything; else, it resizes the grids.
Do the scrollbars not show up on your PC?

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7 minutes ago, TheTGU said:

They do, I might've misunderstood what you were going for.

Just thought that maybe someone could still have one of those old 4:3 screens, and they might have trouble seeing the whole window.
Thus, the scrollbars.
Then wondered about the opposite problem; thus, the grids resize to follow the window.

(Now that I think of it, this was also compiled for 64bit systems... maybe I should recompile it as a 32bit application).

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