BadLuckBurt wrote: ↑
Wed Mar 25, 2020 10:33 am
Yeah, Daggerfall was never built for multilingual support, especially text embedded into images. This is probably why they dropped the German translation for the original back in the day. [...] I think you're out of luck for a complete translation for the time being
According to Julian LeFay he did the German translation himself, but he has no clue, what has happened afterwards. There was the rumor that the translator saw the amount of text and left Virgin Interactive without notice. Honestly, I myself think that it was for technical reasons (see also our blog post
- or the short version in English in our Daggerfall-Making Of
Additionally, Project French Daggerfall and also the German translation project are good examples that it is quite manageable to translate Daggerfall into another language (which both had to deal with the same problems). In this regard I would be a hesitant in saying, that he is completely out of luck....
@Jebany: As I always say in these matters and already said, be patient, wait until Interkarma implements his way of translation support for DFUnity
- then you can go from there. And if you can't wait, you may start with Classic Daggerfall, as you probably need to translate not hardcoded texts and assets anyway (according to the current plan I am aware of). And even if every single text may be included into basic DFUnity, it will help as you have already a "first" finished translation. There will be a lot of polishing afterwards, as there are e.g. some serious nuances in the original texts, which every language needs to adopt differently, literature researches in archaic cases,...that will be quite time consuming, depending on your dedication and the quality you want to provide. We, for example, are going through the complete Mainquest a third time right now, as there are still things, which you didn't get in your first translation.