Replies: 15 comments 5 replies
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Hi @Effektus. These dialogs that pop up while in a scenario whether campaign or not, are baked into the file itself and not part of the engine. We cannot modify and distribute the map files due to copyright and licensing issues. As of now there is no way to translate these with the engine. |
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@zenseii Could we use external translations for maps? For example, if we have the file CAMP1_01.HXC, then we place CAMP1_01.HXC.bg, CAMP1_01.HXC.ru ... translation files beside. |
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Hi @undef21. Do you propose to have a separate file that overwrites the content of the map file on runtime? If we add files for every campaign mission and scenario then these would become too many. Not to mention the inconvenience of working with several files with translation compared to a single one like currently |
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First and foremost, a citation from licensing file provided by Ubisoft:
Proving text translation for maps comes with an indirect violation of the statement item because the text is a part of the map. Secondly, what will happen if a user has maps from German, Italian, Polish or Russian version of the game but they want to play in their own language? How are we going to handle this? Asking user to buy another copy of the game is out of the question. Providing a half-baked solution is a very bad approach of software development. Thirdly, people will ask why campaigns are translated but individual maps aren't. |
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Yes. But ihhub has already explained licensing pitfalls. |
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I am moving this into discussion section as we cannot do anything for such an issue. The future campaign for the upcoming add-on will properly support all translations. |
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But what's the plan for the new editor and the new mapformat regaring translations? |
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@ihhub how about something like this?
This would open up a possibility of translating messages present in the map files without licensing issues (at least that is my understanding). With such an approach we could also provide a small resource bundle with erratas for spelling/grammar mistakes in English from the original maps. Example (possible content of |
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Translated maps and campains would be nice. However translated campaigns and maps that aren't the original or created with the OG map editor, should pose no problem. But since the editor isn't done and there are no maps och campaigns created with the new editor at the moment, i suppose that something for a future disscussion. |
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Wouldn't it be possible to use the VCMI approach by using mods? |
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An alternative approach would be to move away from having the translation key be the original english text, but an identifier (c.f. Factorio: https://wiki.factorio.com/Tutorial:Localisation). This would be a big change, requiring all strings in the code to be replaced, but it would eliminate the need to ship the original strings in an English localization file. There would still need to be a mapping between the English string and the identifier, maybe through a hash table? Of course, when we are talking about localizing map strings, do we mean taking the actual strings from the other language versions of the OG (for those languages that have their own version)? Because that would equally be a copyright issue. |
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How about, instead of having the map editor save the translated text directly in the map, the editor saves translations in a separate configuration file without editing the map? |
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The fheroes2 Editor will support multiple languages per map. I suggest to leave the original maps as they are due to copyright issues and wait till our Editor will have the required functionality. |
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Preliminary checks
Platform
Windows
Describe the bug
Missing translation string in start of campaign
Save file
Additional info
No response
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