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Re: [DFUnity] Polish translation

Posted: Mon Mar 23, 2020 6:29 pm
by Jebany czarodziej
BadLuckBurt wrote:
Sun Mar 22, 2020 4:16 pm
Jebany czarodziej wrote:
Sun Mar 22, 2020 3:34 pm
If I would get permission to translate DREAM textures, how would I need to go about it? How can I edit .dfmod file? Do I need to have Unity for this?
You can not edit .dfmod files, only export script files using the Extract function in DFU but that won't help you in this case.

You'd need to ask KoW for the source images, edit those directly, rebuild the mod and release it. And yes, for the rebuilding part you'll need Unity.
Is KoW active on Nexus Forums lately? I don't know how much would I need to wait for a response, cuz I asked him 2 days ago and no reply
EDIT: He was on Nexus when I messaged him, but didn't read the message

Re: [DFUnity] Polish translation

Posted: Mon Mar 23, 2020 6:39 pm
by BadLuckBurt
Jebany czarodziej wrote:
Mon Mar 23, 2020 6:29 pm
Is KoW active on Nexus Forums lately? I don't know how much would I need to wait for a response, cuz I asked him 2 days ago and no reply
EDIT: He was on Nexus when I messaged him, but didn't read the message
He's been busy wrapping up the upscaled paperdolls stuff. You're probably better off messaging him here or posting in the DREAM thread in the Released Mods section.

Re: [DFUnity] Polish translation

Posted: Tue Mar 24, 2020 6:28 am
by Jebany czarodziej
BadLuckBurt wrote:
Mon Mar 23, 2020 6:39 pm
Jebany czarodziej wrote:
Mon Mar 23, 2020 6:29 pm
Is KoW active on Nexus Forums lately? I don't know how much would I need to wait for a response, cuz I asked him 2 days ago and no reply
EDIT: He was on Nexus when I messaged him, but didn't read the message
He's been busy wrapping up the upscaled paperdolls stuff. You're probably better off messaging him here or posting in the DREAM thread in the Released Mods section.
Will do, thanks.

Re: [DFUnity] Polish translation

Posted: Tue Mar 24, 2020 7:33 pm
by Jebany czarodziej
So I contacted him and he sent me the files to translate. The only issue right now is that some text in polish is longer than in english, so some values would be displayed over text or too far from text, because menus are designed for english language. That's how it looks like:
TEST-min.jpg
TEST-min.jpg (443.4 KiB) Viewed 124 times

Re: [DFUnity] Polish translation

Posted: Tue Mar 24, 2020 7:59 pm
by BadLuckBurt
If you get the Daggerfall Unity source code from Github: https://github.com/Interkarma/daggerfall-unity, you can take a look at the window classes in Assets\Scripts\Game\UserInterfaceWindows.

There are various text labels defined and by changing .Position and perhaps .Size if necessary you can change the position of the amounts.

Code: Select all

            accountAmount               = new TextLabel();
            accountAmount.Position      = new Vector2(150, 14);
            accountAmount.Size          = new Vector2(60, 13);
            accountAmount.Name          = "accnt_total_label";
            accountAmount.MaxCharacters = 13;
            mainPanel.Components.Add(accountAmount);

            inventoryAmount                 = new TextLabel();
            inventoryAmount.Position        = new Vector2(156, 24);
            inventoryAmount.Size            = new Vector2(64, 13);
            inventoryAmount.Name            = "inv_total_label";
            inventoryAmount.MaxCharacters   = 11;
            mainPanel.Components.Add(inventoryAmount);

            loanAmountDue               = new TextLabel();
            loanAmountDue.Position      = new Vector2(96, 34);
            loanAmountDue.Size          = new Vector2(60, 13);
            loanAmountDue.Name          = "amount_due_label";
            loanAmountDue.MaxCharacters = 24;
            mainPanel.Components.Add(loanAmountDue);
It is possible to overwrite these window classes with your own class but it will mean that if someone makes an English mod that replaces one of these windows (the inventory filter mod comes to mind), Polish would need it's own custom version of that mod to work properly.

Ideally, these label positions become manageable through an external file (JSON or XML) but even then you need edited images until someone recreates these windows with actual text strings instead of graphics.

Re: [DFUnity] Polish translation

Posted: Tue Mar 24, 2020 8:43 pm
by Hazelnut
I've no idea if Interkarma's plans for translation support would include adjustments for label positions on UI windows... that would be quite a big task. I wonder if there's any way to reduce font width and whitespace to avoid the issue? Probably not a great solution.

Re: [DFUnity] Polish translation

Posted: Tue Mar 24, 2020 8:57 pm
by King of Worms
Welcome, Ive send the textures and photoshop files ;)

Re: [DFUnity] Polish translation

Posted: Wed Mar 25, 2020 10:23 am
by Jebany czarodziej
You can also see that button hitbox would also need to be changed. That requires more work than I thought it would...
SPBK00I0.IMG-min.png
SPBK00I0.IMG-min.png (849.46 KiB) Viewed 95 times

Re: [DFUnity] Polish translation

Posted: Wed Mar 25, 2020 10:33 am
by BadLuckBurt
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.

Unless you're willing to invest time into making a general translation system that dynamically handles button sizes etc. I think you're out of luck for a complete translation for the time being

Re: [DFUnity] Polish translation

Posted: Thu Mar 26, 2020 12:51 pm
by Deepfighter
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. :)