[WIP] Translation, needs some help

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The_ReaperCooL
Posts: 3
Joined: Thu Jun 06, 2013 7:27 pm

[WIP] Translation, needs some help

Post by The_ReaperCooL »

Hi there!

My friends is translating Faster Than Light to Hungarian language, and he needs some help. He wants to put Unicode characters in it by using accents, dieresis' and whatnot, but it's simply not working. I've made new font files for him, used FTLDat, Grognak's Mod Manager, but we couldn't get the characters in the game.

For example Laser in Hungarian is Lézer, but ingame it looks like LäCzer, LC1zer or something like that, no matter what we've tried.



Any ideas on what to do here? Otherwise we're good, I'm translating the image sections while he translates the text (this is his first major translation, so I let him do the text section :D)
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Sleeper Service
Posts: 2275
Joined: Sun Mar 24, 2013 8:49 pm

Re: [WIP] Translation, needs some help

Post by Sleeper Service »

So you changed the ingame fonts, but reimporting them didn't work? Maybe you can ask Grognak about that...
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Working on a sci-fi deckbuilder nowadays.
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The_ReaperCooL
Posts: 3
Joined: Thu Jun 06, 2013 7:27 pm

Re: [WIP] Translation, needs some help

Post by The_ReaperCooL »

Sleeper Service wrote:So you changed the ingame fonts, but reimporting them didn't work? Maybe you can ask Grognak about that...
I've put them back every way that I could, yet they don't work. Will ask Grognak if he knows anything, but Iwas hoping someone would reply in this thread, that's why I've created it :D
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: [WIP] Translation, needs some help

Post by Vhati »

The_ReaperCooL wrote:For example Laser in Hungarian is Lézer, but ingame it looks like LäCzer, LC1zer or something like that, no matter what we've tried.
If the mod's xml is unicode, the Mod Manager should be reading it correctly and writing the combined vanilla+mod text as UTF-8. The vanilla xml files' declaration tags, when present, say they are supposed to be unicode.

Ex 1: If you save "Lézer" un UTF-8, and if FTL improperly reads it as ANSI (Windows 1252), you'd get "Lézer".


However, if the mod's xml is ANSI, the Mod Manager will read it as UTF-8 anyway.
(usually safe, the bytes are the same... except for accents)

Ex 2: If you save "Lézer" in ANSI, then GMM improperly reads it as UTF-8, you get L?zer passed along to FTL.
(0xe9 is an unprintable byte when interpreted that way, which might get displayed with a stand-in like "[C1]" or something)


If you're seeing the first example above, it'd be worth posting a link to this thread in the bugs forum.
tonxabar
Posts: 29
Joined: Fri Jan 04, 2013 4:03 pm

Re: [WIP] Translation, needs some help

Post by tonxabar »

SOLUTION: (as in my Spanish localization...) GMM gave me the answer!

1.- Open your translated .xml archive with (Windows) Notepad, NOT with Wordpad!
2.- "Save As:" that gives you 3 options: Name (the same name), Type (All file types, NOT *.txt), and CODIFICATION: put it at UTF-8.
3.- Click SAVE button.
4.- ???
5.- Profit!!

And voilà! The characters áéíóúüñ ÁÉÍÓÚÑ ¿¡ are shown correctly (well, maybe not ¿ because they have mistaken its facing direction, but it's ok...)
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The_ReaperCooL
Posts: 3
Joined: Thu Jun 06, 2013 7:27 pm

Re: [WIP] Translation, needs some help

Post by The_ReaperCooL »

Sorry if I haven't replied back yet, but you forgot to put one info in there:

Everyone needs to use Grognak's Mod Manager 1.6 in order for it to work, as it doesn't work with 1.7.

And yes, we are translating the game (well... my friend does, I'm translating the images :P), so thanks for the info! :D
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