Ignis Universia

Ignis Universia

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Arto Koistinen  [vývojář] 8. pro. 2020 v 0.59
Translation Instructions
Finding the Files


- Right click on the game in Steam's Library and choose "Properties"
- Go to Local Files tab and choose to Browse Local Files[
- Navigate to the Ignis Universia_Data / Streaming Assets Folder


You should now see two folders: Default and UTJ.

Data Files

Default is where the game's text files reside. Copy the Default folder and paste it to the Streaming Assets folder. Rename to the new folder how you want (e.g. the name of the language you want to translate to.

There are several text files in the folder, you can use any text editor to edit them. Here's what they contain:

content.txt - This file tells the game where to find all the data and also has some additional translations. See below for further instructions

dialogue.txt - This file houses most of the game's text, which is all the dialogues. See below for editing the dialogue

intro.txt - The first part of the intro where you click on the text to advance it
scroll1.txt - The first text on the scrolling background
scroll2.txt - The second text on the scrolling background
credits.txt - The game's credits

Editing the Contents

The content.txt file tells the game where to find specific information. The basic format is <identifier> = <content>, where the identifier is predetermined. If you supply a text file name as the content, the game will read it from that file.

There are two extra commands that are not used in the game's default text:
#font = <font> - Five extra fonts are included with the game:

* Japanese
* Cyrillic
* Extended
* Extended2
* Extended3

The Japanese is a font with Kanji, Hiragana and Katakana characters, Cyrillic is for Russian and Extended fonts are Latin fonts with a number of extra characters not used in the English language.

#scale = x% - Controls the size of the texts. 100% is the default size of the font.

#<character> = <name> - Since in some languages (e.g. Japanese) the character names may also differ, this command is used to tell the game how to associate a translated name from the dialogue with a specific character, e.g. #Silvanna = シルバンナ.

The dialogue.txt is a relatively simple file with all the dialogues within the game. Each dialogue is placed under a header, denoted by square brackets

[Dundere-Intro] !background bg_bar You: Hello! I'm here to find the heroes who will defeat the evil Galgatax and save the world!

You can ignore all the lines that are not explicitly dialogue and start with a special character like !, -> or %.

For the game to properly parse the dialogue, you need to use the basic ASCII ':' colon to separate the name and the dialogue line. Some languages may have their own character by default, so be careful here!

Running the Game with a Translation

Once you have the translated files in the Streaming Assets folder, go to Steam and right-click on the game in the Library. Choose "Properties" and under the "General" tab, click on the "Set Launch Options". In the text box, type "language <language>", where the latter term is the name of the folder you used.
Naposledy upravil Arto Koistinen; 16. lis. 2021 v 2.34
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Thank you for the instruction.

Before translating, I tried "Set Launch Options", but it didn't work. the error message "New Text" is still showing up, but the text in the file "intro" is not showing up. Did I do something wrong?

1. Copy the Default folder and paste it to the Streaming Assets folder. Rename the new folder to "Japanese".
2. I have not edited the text files yet. The text remains in English.
3. click on the "Set Launch Options". In the text box, type "language <Japanese>"
Arto Koistinen  [vývojář] 8. pro. 2020 v 2.53 
It should be just "language Japanese", the <> are to indicate something should be replaced, but the <> characters themselves should not be used.
Yes, I understand. If I don't use the <> character, it work well.
Ok, everything fine here. The latin extra characters are running fine.

Masa Kei, are you doing the Japanese localization?
brunop82 původně napsal:
Ok, everything fine here. The latin extra characters are running fine.

Update: the extended fonts (such as ê or ã) aren't working properly during choices
Yes, I'm doing the Japanese localization.
Today, all day long, I will continue to translate. In a day, half of the work will be done. At the earliest, I can complete the translation tomorrow.
> Update: the extended fonts (such as ê or ã) aren't working properly during choices

Not only "the extended fonts" but also "Japanese" does not work properly during choices. Blanks are displayed instead of Japanese. But, half-width "?" works properly.

Has this bug been fixed already?

For example,
[Dundere-Dialogue]

OK
<Silvanna_Glum*> Why are you so glum?
<Silvanna_AboutDundere> What can you tell me about Dundere?

No Good
<Silvanna_Glum*> なんでそんなにキゲンわるいの?
<Silvanna_AboutDundere> ダンディアについて教えてくれる?
Arto Koistinen  [vývojář] 9. pro. 2020 v 1.15 
Oh yeah, that's my bad, I'm sorry!

I'm working on a fix right now.
Thanks for the reply.
While waiting for an update, I'll keep working on the translation.

This story is a parody of JRPGs and anime, so this is great fun. I'm sure that Japanese game fans will be happy about it.
Arto Koistinen  [vývojář] 9. pro. 2020 v 1.43 
BACKUP YOUR TRANSLATION FILES BEFORE UPDATING

I uploaded a new build, but to speed up the iteration times, it is in a new branch. To access it, right-click on the game In the library and choose Properties and then the Betas tab. In the tab, choose the Translation Quick Fixes branch.

The Mac build is not updated in the branch, please let me know if you need that too.
I don't need the Mac build. Now I will try a new build.

> BACKUP YOUR TRANSLATION FILES BEFORE UPDATING
> choose the Translation Quick Fixes branch.

Yes, I understand.
Thank you very much.
By choosing the Translation Quick Fixes branch, "Japanese" works properly during choices. It's confirmed.
Ok, the fix worked and the extended characters in choices are working properly, but there's still one issue: in some longer choices a part of the text might go off-screen.

Some more issues:
1) In the Start Menu, instead of just New Game it says "NOT FOUND: New Game"
2) While playing the normal build, the name places are in shadowed text. When in translation mode, they're not, which is a little hard to read
3) Again, while playing in the English build it's fine, but on translation when somebody joins the party it says NOT FOUND: Join
Naposledy upravil xellos_rj; 9. pro. 2020 v 4.27
Arto Koistinen  [vývojář] 9. pro. 2020 v 5.06 
brunop82 původně napsal:
Ok, the fix worked and the extended characters in choices are working properly, but there's still one issue: in some longer choices a part of the text might go off-screen.

At the moment I'm afraid there's really no other option than to try and reword the choices to be shorter.

brunop82 původně napsal:
1) In the Start Menu, instead of just New Game it says "NOT FOUND: New Game"

Add line:
New Game = <translation>

To your content.txt

brunop82 původně napsal:
2) While playing the normal build, the name places are in shadowed text. When in translation mode, they're not, which is a little hard to read

Weird, it should. I'll look into it.

brunop82 původně napsal:
3) Again, while playing in the English build it's fine, but on translation when somebody joins the party it says NOT FOUND: Join

Add line
Join = {CHARACTER} <translation for joined the party>

The {CHARACTER} will be replaced by the character's name automatically.

>At the moment I'm afraid there's really no other option than to try and reword the choices to be shorter.

Ok, no problem.

>Add line: New Game = <translation> To your content.txt

Checked

>Add line Join = {CHARACTER} <translation for joined the party> The {CHARACTER} will be replaced by the character's name automatically.

Checked

One more thing: how do I change the "Bye!" choice?


I would also like to remind that the #<character> = <name> command is useful for changing the term "Peasant" to other languages, since just translating the word in dialogue.txt will make the Peasant's sprite disappear. In the case of Portuguese for instance:

#Peasant = Camponês
to content.txt
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