Добавлено: Сб Ноя 15, 2014 20:12
Заголовок сообщения:
A brief update: now down to the last two var files, dialog.var and campaign_dialog.var, but these might take me a while. Still, it's quite amazing how fast I could process the other var files. Just to give you an idea:
All texts get divided into separate segments, and stored as such in the Translation Memory. The segments are cut at full stops and colons. This means that once a variable name like "Stamina:" or "GoldCost:" is stored, every occurance thereafter, from the other occurances in the same document to future ones in future versions of these files, is translated automatically. And this also applies to the values, and it's even smarter with those.
Once the TM knows that 0 is translated as 0, it also knows that 347 is translated as 347. And not only that, once it knows that (0, 0; 0, 0; 0,0; 0, 0) or 0,0,0,0,0,0,0,0,0,0,0,0 is left as is in the translation, it will also leave (65, 347; 15, 231; 89, 24; 2, 67) or 23,45,76,25,854,34,97,46,28,83,93,102 exactly as it is, which means that if in the next version of New Horizons, some units, items or spells are tweaked or balanced and their parameters changed, the TM will still automatically translate all of those entries with the changed values. So next time it's really only the new texts and terms that will have to be properly translated.
Most of the time I have spent these past two weeks was setting up the system, creating the databases, figuring out the character encoding issues, and a lot of other small things I had to figure out and implement. Next time, the English localization of a new version will go much much faster, still some processing, but mostly only the "real" translation work. And if that would be anticipated by those of you who have the skill, that is creating English names and descriptions at the same time as you create the Russian ones, then it would indeed be possible to release an English version almost simultaneously with the Russian one.
Due to the way the TM works and spots similarities or the lack thereof, I have discovered some irregularities in the variable names of unit.var and item.var. I'd like to list them here, possibly for you to check if it has lead or will lead to bugs. If so, they exist in the Russian version of the game as well, and will then need to be corrected:
unit.var:
83 - Wolf: variable name Cannibalise is spelled in all other cases as Cannibalize
86 - Veteran Spearman: the parameter pairs under Lvl 2 upg are not all separated by ; but there's a , in there in the wrong place
88 - Mercenary has listed the variable Poison_Shoot while 112 - Bandit uses Poison_Shot. If this truly is a variable, shouldn't one or the other be used?
101 - Ballista of the Ancients: Gather Ammo is missing a _. I would think this matters, doesn't it?
item.var:
333 - Diamond Bracelet: a variable is called Rangedefence rather than RangedDefence. Is that okay?
397 - Winged Chainmail: a variable is called Hil Dweller rather than HillDweller.
402 - Scales of Chassath: a variable is called Poison Strike rather than PoisonStrike or Poison_Strike.
479 - Dariol's Longbow: a variable is called Stuning_Shot, rather than Stunning_Shot.
Maybe the above issues are no problem at all, but I think it can't hurt to bring it up. Please comment, so I can also make any necessary changes in the English version.