DMagic Posted May 28, 2017 Author Share Posted May 28, 2017 Links to the actual content that needs translating should really be provided if people want help. When asking for someone to help in translating your files they really shouldn't have to dig through a GitHub repo or download the mod and search through the folders to find what needs translating. Going further and providing an in-depth guide for how to translate the text like HebaruSan does is also fine, but a direct link to the file or folder with the text would really be helpful. Also keep in mind that, while you can name the localization tags anything, it might be best to keep the "#autoLOC_mod_identifier" format used by Squad (regardless of why it was used in the first place) because it helps to instantly identify a line as one used for localization. Quote Link to comment Share on other sites More sharing options...
Gordon Fecyk Posted May 29, 2017 Share Posted May 29, 2017 Hi, DMagic thanks for starting this. If anyone has a moment, I just localized Explodium Breathing Engines and could use assistance with translations. Here's the Localization folder in my GitHub project. This is mostly a part mod plus one additional atmospheric resource. I'm not sure if there's a euphemism for "something that easily explodes" that works in the other supported languages. Maybe the translated biome name for Eve's Explodium Sea would work. Otherwise, as these are clones of stock parts, clones of stock translations are probably enough. Quote Link to comment Share on other sites More sharing options...
Deltathiago98 Posted May 29, 2017 Share Posted May 29, 2017 Hi, I opened a post if anybody wants help with the Spanish translation!!! I will be updating the post every time I translate a mod, but I will only translate a mod if the Mod Author give me permission Quote Link to comment Share on other sites More sharing options...
Deltathiago98 Posted May 29, 2017 Share Posted May 29, 2017 2 hours ago, Gordon Fecyk said: Hi, DMagic thanks for starting this. If anyone has a moment, I just localized Explodium Breathing Engines and could use assistance with translations. Here's the Localization folder in my GitHub project. This is mostly a part mod plus one additional atmospheric resource. I'm not sure if there's a euphemism for "something that easily explodes" that works in the other supported languages. Maybe the translated biome name for Eve's Explodium Sea would work. Otherwise, as these are clones of stock parts, clones of stock translations are probably enough. Hi, I will be very happy to help with the Spanish part, let me check and tomorrow in the afternoon I should have a translation ready Quote Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted May 30, 2017 Share Posted May 30, 2017 (edited) @DMagic here are some mods that have localization support and need translators (AFAIK they all need all 4 new languages) Feline Utility Rovers by @Nils277 https://github.com/Nils277/FelineUtilityRovers/tree/master/Translation Tarsier Space Technology by @JPLRepo https://github.com/JPLRepo/TarsierSpaceTechnology/blob/master/TarsierSpaceTechnology/TarsierSpaceTech/Distribution/GameData/TarsierSpaceTech/Localization.cfg Deep Freeze by @JPLRepo https://github.com/JPLRepo/DeepFreeze/blob/master/Distribution/GameData/REPOSoftTech/DeepFreeze/DFLocalization.cfg JSI Advanced Transparent Pods by @JPLRepo https://github.com/JPLRepo/JSIAdvTransparentPods/blob/master/Distribution/GameData/JSI/JSIAdvTransparentPods/Localization.cfg Explodium Breathing Engines by @Gordon Fecyk https://github.com/gordonfpanam/ExplodiumBreathingEngines/tree/master/GameData/ExplodiumBreathingEngines/Localization Ship Manifest by @Papa_Joe https://github.com/PapaJoesSoup/ShipManifest/blob/487c383ae1435cb80ecea05c6e63389ea19d74ba/ShipManifest/Distribution/GameData/ShipManifest/Localization/ShipManifest.cfg Edited May 30, 2017 by TheRagingIrishman Quote Link to comment Share on other sites More sharing options...
DMagic Posted May 30, 2017 Author Share Posted May 30, 2017 Thanks for the links. One thing I haven't seen mentioned is that mods using OnGUI might not be able to properly display some character sets. Maybe @JPLRepo could clarify. It's possible that with custom fonts it would work. But the best solution is to use the new UI and to get all of your text displayed using TextMesh Pro and the Noto Sans fonts included with KSP. That can be a lot of trouble depending on how complex the mod is, though. Quote Link to comment Share on other sites More sharing options...
cakepie Posted May 30, 2017 Share Posted May 30, 2017 Update: AirlockPlus Spanish is now complete thanks to @GonDragon Quote Link to comment Share on other sites More sharing options...
JPLRepo Posted May 30, 2017 Share Posted May 30, 2017 8 hours ago, DMagic said: Thanks for the links. One thing I haven't seen mentioned is that mods using OnGUI might not be able to properly display some character sets. Maybe @JPLRepo could clarify. It's possible that with custom fonts it would work. But the best solution is to use the new UI and to get all of your text displayed using TextMesh Pro and the Noto Sans fonts included with KSP. That can be a lot of trouble depending on how complex the mod is, though. Perhaps. But in the testing I did for the supported languages with my own mods (which sadly are all still IMGUI) it seemed to work fine. (looking for volunteers with the oodles of hours of free time to convert my mods away from IMGUI... listens to the chirping of crickets). It may be a different case if people are trying to do languages not in 1.3. But if they install their own sub-font, etc - should work. If anyone has any cases where it does not work give me a shout. Quote Link to comment Share on other sites More sharing options...
Papa_Joe Posted May 30, 2017 Share Posted May 30, 2017 6 hours ago, DMagic said: Thanks for the links. One thing I haven't seen mentioned is that mods using OnGUI might not be able to properly display some character sets. Maybe @JPLRepo could clarify. It's possible that with custom fonts it would work. But the best solution is to use the new UI and to get all of your text displayed using TextMesh Pro and the Noto Sans fonts included with KSP. That can be a lot of trouble depending on how complex the mod is, though. I have tested this and can verify that it does work. I performed this testing before I got too far into localization as all my screens are onGUI and scripted. Also, note that ConnectedLivingSpace is also localized now. On 5/28/2017 at 9:50 PM, Deltathiago98 said: Hi, I opened a post if anybody wants help with the Spanish translation!!! I will be updating the post every time I translate a mod, but I will only translate a mod if the Mod Author give me permission You have my permission (and my thanks!) to translate Ship Manifest and Connected Living Space. Please PM me with anything you might need. Links to the localization files are here: SM : https://github.com/PapaJoesSoup/ShipManifest/blob/master/ShipManifest/Distribution/GameData/ShipManifest/Localization/ShipManifest.cfg CLS: https://github.com/codepoetpbowden/ConnectedLivingSpace/blob/master/plugins/ConnectedLivingSpace/Distribution/GameData/ConnectedLivingSpace/Localization/ConnectedLivingSpace.cfg Via con Dios! Quote Link to comment Share on other sites More sharing options...
h0yer Posted May 31, 2017 Share Posted May 31, 2017 Heya! I prepared a German Localization for DMagic's SCANsat and would like to participate a bit more, luckily I found this thread^^ Is anyone already doing a German translation on Ship Manifest? I started one and am already 2/3 through, might finish it later that day. Is it generally better for you guys, if I just link you the forked Github stuff, or is it better to throw around pull requests? I'm very new to using github's functions^^ Cheers! Quote Link to comment Share on other sites More sharing options...
Starstrider42 Posted June 1, 2017 Share Posted June 1, 2017 Thanks DMagic for organizing this! I have a follow-up question to some of the early discussion about where to put localization tags and what to call them. What's the best way to localize config files that ship separately from the mod itself, given that some files may be provided by a third party and the main mod won't know about them? Should config-writers put a file in Localization/ for each standalone config (or set of configs), or would it be better to include the tags at the top/bottom of the config file that uses them? Quote Link to comment Share on other sites More sharing options...
h0yer Posted June 1, 2017 Share Posted June 1, 2017 (edited) I just finished the German localization on ShipManifest, phew, tough cracker^^ ToolTips Tab Tool Tips really hit me hard https://github.com/h0yer/ShipManifest/blob/master/ShipManifest/Distribution/GameData/ShipManifest/Localization/ShipManifest.cfg Needs spellchecking, proofreading by native German scientists and dummies and the obligatory replacing of most of the line-break-backslash-n-doodads. Have funz! Edited June 1, 2017 by h0yer Quote Link to comment Share on other sites More sharing options...
Nils277 Posted June 1, 2017 Share Posted June 1, 2017 (edited) Kerbal Planetary Base System now supports localization too. There are no translations for any of the four new languages yet. https://github.com/Nils277/KerbalPlanetaryBaseSystems/tree/master/Translation Edited June 1, 2017 by Nils277 Quote Link to comment Share on other sites More sharing options...
h0yer Posted June 1, 2017 Share Posted June 1, 2017 Uhm, I might be late with asking this, but it seems there are no real signs of an actual German localization of the KSP-core. I only found an external translation project that is a bit older. Is Squad still working on one or is none intended at all? Not that I'm making theese and they can't be used anywhere^^ (I still use KSP1.2.2 because RealismOverhaul^^) Quote Link to comment Share on other sites More sharing options...
DMagic Posted June 1, 2017 Author Share Posted June 1, 2017 @h0yer As far as I know Squad is still adding more languages. They initially said 9, I think, and I would guess German is among those, along with, probably French and Portuguese. Setting German as your language for KSP should be simple, it reads the language from the BuildID files, so you would just have to set the language line to "de", or whatever language you want. Or, if someone makes a German KSP translation, they could include a simple mod to change the language like the one shown here: Quote Link to comment Share on other sites More sharing options...
h0yer Posted June 1, 2017 Share Posted June 1, 2017 A'ight, thanks for the information Quote Link to comment Share on other sites More sharing options...
gomker Posted June 1, 2017 Share Posted June 1, 2017 Has anyone been able to get the Agents.cfg to work for a custom mod? I have defined a Localization file, added "title" fields and set the #autoLOC_ fields for my custom values but it will not show up in the manufacturers tab anymore. This was working of course pre-1.3, only extras are the Localization fields. Regards, Quote Link to comment Share on other sites More sharing options...
HebaruSan Posted June 3, 2017 Share Posted June 3, 2017 Astrogator now supports Chinese and Russian. Of the languages supported by stock, only Japanese remains to be added. Quote Link to comment Share on other sites More sharing options...
fitiales Posted June 3, 2017 Share Posted June 3, 2017 (edited) Hi. I just finished the spanish localization on Ship Manifest by @Papa_Joe, Tarsier Space Technology by @JPLRepo and Deep Freeze by @JPLRepo . All of this is in each corresponding github. "Pull Request" Cheers! Edit: I forgot it too KSP_Contract_Window by @DMagic Added complete spanish : Kerbal Planetary Base Systems by @Nils277 Edited June 4, 2017 by fitiales Quote Link to comment Share on other sites More sharing options...
Moskit Posted June 3, 2017 Share Posted June 3, 2017 Hello, I translated Contracts Window + [8.0] to Polish and uploaded it today onto spacedock site. However this translation needs our base Polish localization to work properly for now. I'm thinking how we should deal with this kind of problem. Quote Link to comment Share on other sites More sharing options...
cakepie Posted June 5, 2017 Share Posted June 5, 2017 On 6/2/2017 at 1:47 AM, gomker said: Has anyone been able to get the Agents.cfg to work for a custom mod? I have defined a Localization file, added "title" fields and set the #autoLOC_ fields for my custom values but it will not show up in the manufacturers tab anymore. I think I have it set up correctly in my airstairs mod -- both agents and part cfg files are localization-ready; filtering by manufacturer in editor works -- take a look at my cfgs, see if that helps you out. Quote Link to comment Share on other sites More sharing options...
DMagic Posted June 5, 2017 Author Share Posted June 5, 2017 (edited) @Moskit Releasing entire duplicate mods for each translation is probably not a good idea. Nevermind, I see that it's just the localization files. Still, pull requests are the best way to get those integrated into the mod. I would recommend getting together with @Olympic1 That project already has a few languages in progress and a method for switching to non-stock languages. Edited June 5, 2017 by DMagic Quote Link to comment Share on other sites More sharing options...
Alshain Posted June 5, 2017 Share Posted June 5, 2017 My mods are all localized using the stock KSP library only, however in ElectricLights, I could use some help confirming I chose the right context of the word "Requires:". It's listed in 4 separate entries in the English library, and I'm assuming that in other languages there are different versions for different context. I have no way of determining which is which. Quote Link to comment Share on other sites More sharing options...
cakepie Posted June 6, 2017 Share Posted June 6, 2017 (edited) 6 hours ago, Alshain said: I could use some help confirming I chose the right context of the word "Requires:". It's listed in 4 separate entries in the English library, and I'm assuming that in other languages there are different versions for different context. I have no way of determining which is which. Here you go: 1 #autoLOC_217936 = <b>Thruster Power: </b><<1>>\n #autoLOC_217937 = <b>Thruster Isp: </b><<1>> (ASL) - <<2>> (Vac)\n #autoLOC_217939 = \n<color=#99ff00ff><b>Requires:</b></color>\n Label for fuel consumption; probably ModuleEngines.GetInfo() Translations: ES: requires JA: fuel consumption RU: consumption ZH: consumption 2/3 #autoLOC_244332 = Requires: #autoLOC_244333 = Outputs: #autoLOC_244335 = Requires: #autoLOC_244339 = Outputs: Input (consumption) rates, probably BaseConverter and ModuleResourceConverter Translations: ES: requires JA: requirements (lit: necessary conditions) RU: requires ZH: consumption 4 #autoLOC_469075 = Requires Any: #autoLOC_469079 = Requires All: #autoLOC_469084 = Requires: #autoLOC_469091 = Requires Nothing: #autoLOC_469120 = Research [<<1>>] #autoLOC_469953 = Researched Probably the tech tree GUI? Translations: ES: requires JA: requirements (lit: necessary conditions) RU: requires study [ 469075: Requires study of one technology ] ZH: requirements General tips for future: - inspect surrounding context in the dictionary file, look at what other nearby strings are - look at other language dictionary files, even if you don't read that language, it helps to try running the strings through google translate Edited June 6, 2017 by cakepie Quote Link to comment Share on other sites More sharing options...
cakepie Posted June 6, 2017 Share Posted June 6, 2017 (edited) Updated localization status for AirlockPlus: complete Spanish, Chinese and Japanese; partial Russian. New link to localization resources now that project is on github. Airlock Plus - [Russian] [Spanish] [Chinese] [Japanese] Airlock Plus - 8 lines; ~25-30 words - all stock-supported languages done! Other languages welcome. Edit: Russian done, thanks to @KerbOrbiter Edited June 6, 2017 by cakepie Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.