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January 26th, 2013
#1
The translations the Language Patcher uses are stored in the translations.txt file. If you want to use the Language Patcher to release a non-English language patch, or an alerternate English language patch, all you'd need to do would be to modify this file. The file though must be formatted in the following ways:
  1. The file must be encoded in UTC-2 Little Endian.
  2. The file must be seperated into groups. The first line of a group is the file you're translating, and every line after that is a translation for that file. Look at the translations.txt file included in the Language Patcher as an example.

    • The Language Patcher can modify 4 different files, as well as the in-game help files:
      • .\language\local_data.dat (contains UI element text)
      • .\language\local_sync_data.dat (contains red error text)
      • .\data\o_table_quest_text_data.edf (contains quest text)
      • .\data\o_table_text_all_data.edf (contains all other text)
      • .\script\help\####.htm (contains in-game help text, use the extract option to get a list of all help files)

    • A translation line must be formatted depending on the file it belongs to:
      • "language" file translations must be formatted as: ID="Translation"
      • "data" file translations must be formatted as: Category:ID:Translation
      • "script" file translations must be formatted as: Translation

    • You can also modify the text found in the Language Patcher itself, and set default values for the Language Patcher's settings. To do this, at the top of either the "translations.txt" or "translations_preferred.txt" files, add the following lines (at the end of each line you can also add ";true" to enable that option by default, or ";false" to disable it):
      • gui_patch=Translation
      • gui_unpatch=Translation
      • gui_ignore_items=Translation
      • gui_replace_names=Translation
      • gui_replace_all=Translation
      • gui_export=Translation
      • gui_bug_fix=Translation
      • gui_bug_fix_only=Translation
Information on how to get the information needed to identify a line of text using the Language Patcher can be found here. Using the Language Patcher's "export" option will also create a file will all modifiable translations in the correct format. Using the example I mention there, a complete translations.txt file that only translates the name of the grey wolf would be:

.\data\o_table_text_all_data.edf
5:8912107:Grey Wolf

You can also use the DBO Unpacker to extract all of the "language" files, which can be used as a base for translations.txt.



The Language Patcher also allows for 3 different tiers of translation files: translations.txt, translations_alternate.txt, and translations_preferred.txt. These files allow users to set the priority of certain translations, and the relation between them is as follows:

translations_preferred.txt > translations.txt > translations_alternate.txt

Each file must be formatted exactly the same as the translations.txt file. When the Language Patcher is deciding which translation to use, it will search through all 3 files, and choose the one with the highest priority.

Last edited on May 8th, 2013 at 02:55 PM.
January 26th, 2013
#2
Thanks for answering, but I wanted to ask how I could translate it into Spanish effects, your labor in the English language is excellent, do you mean the file ". \ Data \ o_table_text_all_data.edf" I can not find it anywhere
January 26th, 2013
#3
You'd probably have to go through the English patch that's been done and manually begin translating into Spanish.
January 27th, 2013
#4
\data\o_table_quest_text_data.edf

how to create this..? & give me basic tutorial to create
January 27th, 2013
#5
^ Yeah raditz i can help you with that too i would like to translate some quest text in game :p
January 27th, 2013
#6
Quest text has been added to the translation tool. The "data" files are in the tbl.pak files, but they're also encrypted and not meant to be Human-readable.

I'll try to release a version of the "data" files in the form that the Lanugage Patcher accepts sometime soon.
January 28th, 2013
#7
.\data\o_table_text_all_data.edf
0:1000:Consent
0:1001:Negative
0:1002:Greetings
0:1003:Happiness
0:1004:Laugh
0:1005:Cry
0:1006:Applaud

what this mean on translation.txt..? i never try this. and how to get work..? my dragon buff text still in hangul.

Last edited on January 28th, 2013 at 09:42 PM.
February 1st, 2013
#8
So Citrinate, got a question.... if I use this: translations_preferred.txt > translations.txt > translations_alternate.txt (with one already edited with a few personal stuff will be named like translations_preferred.txt) so i need to put both files (translations_preferred.txt and translations.txt) and the Language Patcher will read both of the files? It will add the things missing in one or the other? Am I correct?
February 1st, 2013
#9
So Citrinate, got a question.... if I use this: translations_preferred.txt > translations.txt > translations_alternate.txt (with one already edited with a few personal stuff will be named like translations_preferred.txt) so i need to put both files (translations_preferred.txt and translations.txt) and the Language Patcher will read both of the files? It will add the things missing in one or the other? Am I correct?

It will read through all 3 of the files and choose the best translation it can find for each line.
February 1st, 2013
#10
It will read through all 3 of the files and choose the best translation it can find for each line.

I'm tryin' it right now !!!
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