Jenny Posted December 15, 2009 Share Posted December 15, 2009 Hi Berelinde! I have been recently playing Gavin in BG1 and I have to say, well done! The mod is an excellent extension of BG1. Unless I am mistaken, there are no foreign language versions yet? I'd offer to have a go at translating the current version into German if you're interested. Jenny Link to comment
berelinde Posted December 15, 2009 Share Posted December 15, 2009 I would be delighted! The mod has a lot of dialogue, but it's in its final form now, so no new dialogue will be added. Thank you very much for offering! Link to comment
Jenny Posted December 15, 2009 Author Share Posted December 15, 2009 Great! I like translating... I'll get started and keep you posted regarding the progress while I make my way through the tra files. I'll be using TREP - http://www.blackwyrmlair.net/Tools/trep.php. For the time being, I'll just add GER (or something to that effect) to each tra file to mark it as the German version. Link to comment
berelinde Posted December 15, 2009 Share Posted December 15, 2009 Rather than doing that, maybe you could just put the translated files in one new TRA file called German? Seriously, though, whatever is easier for you! Thanks for even attempting it. Link to comment
Guest Guest_Jenny_* Posted December 15, 2009 Share Posted December 15, 2009 Yeah, I'll put them back into a "german" folder, once the individual tras are done. Trep is a bit funny about saving files in different directories when one wants to keep the same name. Progress Report: 40 Strings done, a few thousand (I'm guessing) left to do. Don't thank me yet, thank me when I am done. The mod is great, it deserves to have an audience as wide as possible. Link to comment
yarpen Posted December 16, 2009 Share Posted December 16, 2009 Dunno if it's good to translate TuTu NPC mods before BG1 NPC Project. You know, noone have any interjections/banters/romances only Gavin. Long time ago I've translated Mur'Neth into polish and noone is using him. Link to comment
Jenny Posted December 16, 2009 Author Share Posted December 16, 2009 I don't quite get it ? What exactly do you mean? BG1NPC Project is being worked on over here. http://kerzenburg.baldurs-gate.eu/ They are making slow but steady progress as far as I can see - I'd say its halfway there. Link to comment
berelinde Posted December 16, 2009 Share Posted December 16, 2009 If you look in a mod folder, you'll see a bunch of translation folders that have languages for names. All the files inside them are the same, it's just the placement that are differet. You'll see setup.tra in the English folder, the German folder, etc. That's easiest for the modder to integrate, but by all means, do what's easiest for the translator! And BG1 NPC is absolutely enormous. Wonderful people are working on translations into several languages, but translations take enormous amounts of time, especially for a mod the size of BG1 NPC. Link to comment
Jenny Posted December 16, 2009 Author Share Posted December 16, 2009 *lol* Why exactly is there a "klingon" folder? So, I think the penny has dropped. If I fill up the "german" folder with Tra files (containing German) that are mirroring the english folder (i.e. I don't change names), that is gonna be the easiest to implement in the end? I'm a bit slow today. Anyway, it is gonna be a few months of work I reckon, but I don't mind giving up some of my spare time for this. As I said, the mod is excellent and deserves to be available in different languages. I know for a fact that a bunch of people over at the German BG forum always exclude foreign language mods from thei BiG World Setup. I'll periodically update the progress. Translated: 119/7479 strings Proofread: 0/7479 strings BTW, is there a way to see the dialogue structure without playing the game? Tra files with their individual strings make translating easy but sometimes one might loose the context. Link to comment
yarpen Posted December 16, 2009 Share Posted December 16, 2009 Look for 'dialogues' or 'dlg' folder and try to open files with .d extension using notepad (or it's even better if you do it with more advanced version like a ConTEXT) there you have dialogue files but instead of real text you've got @1 etc. That's the link to .tra files (this one which you're translating). Link to comment
berelinde Posted December 16, 2009 Share Posted December 16, 2009 *lol* Why exactly is there a "klingon" folder?Gavin was my first mod, and I really had absolutly no idea what I was doing. Cmorgan traified it for me, and to show me how it worked, he set up a bunch of language folders, including Klingon. I was so amused that I left it. If I fill up the "german" folder with Tra files (containing German) that are mirroring the english folder (i.e. I don't change names), that is gonna be the easiest to implement in the end?Yes, because I can just put the German folder in the mod as-is. BTW, is there a way to see the dialogue structure without playing the game? Tra files with their individual strings make translating easy but sometimes one might loose the context. What Yarpen said. You might be able to use NI to read the lines, but I've never found NI to be terribly helpful there. Thanks again for doing this. I know it will take a long time, because there are something like 7000 lines, but I appreciate the effort! Link to comment
Graoumf Posted December 16, 2014 Share Posted December 16, 2014 If someone have planned to update the mod, please contact me: a french translation is ready. Berelinde got it, but she doesn't seem around these days. Link to comment
jastey Posted December 17, 2014 Share Posted December 17, 2014 I can do it! EDIT: I emailed berelinde. I'd assume she wouldn't mind me doing it, though. Link to comment
Graoumf Posted December 17, 2014 Share Posted December 17, 2014 Thank you Jastey! It would be great. Link to comment
jastey Posted December 17, 2014 Share Posted December 17, 2014 Graoumf, I got your email, thank you. I'll keep you posted. Link to comment
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