Translation of kenshi

Post Reply
siodog
Posts: 6
Joined: Sat Apr 02, 2016 3:06 am

Sun Jul 31, 2016 3:10 pm

So hi guys, first off i not sure if i should be posting this one here but here it goes hope someone can help.

So kenshi translations has begun on different languages yet im seeing there are some troubles i found on any translation the menus and characteristics skills so can´t be translated at least i still didnt found how another thing is that kenshi does not accept some special caracters like ñ á é í ó ú so i hope someone can help us out in this two matters so kenshi translation can be full and well developed and thanks for ur time guys :)

btw im working with the fcs i dont know how exactly works the implemented translation stuff cant find nothing about it :s

User avatar
Sol Lignum
Posts: 1085
Joined: Sun Sep 06, 2015 5:56 pm
Location: Mother Russia!
Contact:

Sun Jul 31, 2016 5:49 pm

Join the club :)

First of all, look into /locale folder in your Kenshi directory, and see if you can figure the magic scroll placed inside by wisemen :)

Second, from mentioned magic scroll i percepted that some fonts are meant to be replaced by choice of the user, if default one does not support special characters like ё ж and й :) So that start screen buttons and some menu headers and bunch of other stuff could've been translated after all.

siodog
Posts: 6
Joined: Sat Apr 02, 2016 3:06 am

Sun Jul 31, 2016 6:26 pm

Sol Lignum wrote:Join the club :)

First of all, look into /locale folder in your Kenshi directory, and see if you can figure the magic scroll placed inside by wisemen :)

Second, from mentioned magic scroll i percepted that some fonts are meant to be replaced by choice of the user, if default one does not support special characters like ё ж and й :) So that start screen buttons and some menu headers and bunch of other stuff could've been translated after all.
hi dude, yeah found that this afternoon but only managed to get the game data and other txt files
missing the most important the source code i hope someone can help with this, maybe its because its sunday, btw thanks for the reply pal

User avatar
Sol Lignum
Posts: 1085
Joined: Sun Sep 06, 2015 5:56 pm
Location: Mother Russia!
Contact:

Sun Jul 31, 2016 9:22 pm

Yep, i'm missing it too for now, completely clueless. I wasn't joking about magic and stuff btw, this txt manual is tricky as hell and doesn't explain the whole process of tech-preparations. How did you managed to extract the game data btw? You get all them files, with dialogues and such and FCS didn't crashed on you?

pawnstorm
Posts: 23
Joined: Sat Jun 25, 2016 2:32 am

Mon Aug 01, 2016 8:37 am

I think the translation system is incomplete, they probably still need to add some things. If I understand the magic text correctly, the way it will work once the system is in place is roughly this:

1. In the next patch there'll probably be a main.pot file in locale/en/LC_MESSAGES. This file will contain all the hardcoded strings, such as menus and character skills and such. You'd need to translate this file and compile it to main.mo using Poedit.

2. Text files like "tips.txt", "namesM.txt", etc., need to be individualy translated and placed in the corresponding folder. (though tips.txt might also be included in step 1, the magic text is ambiguous about this)

3. The .pot files generated by the Export button are most likely just there to ease the translation of your mod. You'll probably be able to import the translated .po files back into your mod once you finish translating them. The Build button creates a {locale}.translation file which is just a mod file that holds all the translations.

4. Optionally get some extra fonts and edit kenshi_fonts.xml accordingly.

Then you just put it all together like in the example folder structure at the end of the Kenshi_translations.txt file.
siodog wrote:another thing is that kenshi does not accept some special caracters like ñ á é í ó ú
You can get these special characters by editing kenshi_fonts.xml. You'll need to change the code range. By default, for most fonts Kenshi only loads this range:

Code: Select all

<Code range="32 126"/>
try adding a code range, like this:

Code: Select all

<Code range="32 126"/>
<Code range="161 255"/>

siodog
Posts: 6
Joined: Sat Apr 02, 2016 3:06 am

Mon Aug 01, 2016 9:46 am

pawnstorm wrote:I think the translation system is incomplete, they probably still need to add some things. If I understand the magic text correctly, the way it will work once the system is in place is roughly this:

1. In the next patch there'll probably be a main.pot file in locale/en/LC_MESSAGES. This file will contain all the hardcoded strings, such as menus and character skills and such. You'd need to translate this file and compile it to main.mo using Poedit.

2. Text files like "tips.txt", "namesM.txt", etc., need to be individualy translated and placed in the corresponding folder. (though tips.txt might also be included in step 1, the magic text is ambiguous about this)

3. The .pot files generated by the Export button are most likely just there to ease the translation of your mod. You'll probably be able to import the translated .po files back into your mod once you finish translating them. The Build button creates a {locale}.translation file which is just a mod file that holds all the translations.

4. Optionally get some extra fonts and edit kenshi_fonts.xml accordingly.

Then you just put it all together like in the example folder structure at the end of the Kenshi_translations.txt file.
siodog wrote:another thing is that kenshi does not accept some special caracters like ñ á é í ó ú
You can get these special characters by editing kenshi_fonts.xml. You'll need to change the code range. By default, for most fonts Kenshi only loads this range:

Code: Select all

<Code range="32 126"/>
try adding a code range, like this:

Code: Select all

<Code range="32 126"/>
<Code range="161 255"/>

oh well thats some bad news m8, tried the font stuff worked pretty fine for now thanks for that i really appreciate it, i hope devs can have a word with us about it soon i want to start working hard on the translation as soon as possible

pawnstorm
Posts: 23
Joined: Sat Jun 25, 2016 2:32 am

Mon Aug 01, 2016 11:39 am

If you look at their trello page, you can see it's still labeled "In Progress" but everything on the checklist is done. I'm sure it'll be completed soon, probably next patch. My guess is they just have to finish integrating the boost locale stuff or something.

User avatar
Sol Lignum
Posts: 1085
Joined: Sun Sep 06, 2015 5:56 pm
Location: Mother Russia!
Contact:

Mon Aug 01, 2016 5:46 pm

maestro pawnstorm clears the skies once again for us not-so technically advanced beings :)

As i gathered from magic.txt file - font replacement is a must in case you need some fancy characters. The only question is - how to strap these fonts and kenshi_fonts.xml to the mod and launsh it all to workshop, which, as i understand, only accepts .mod files :|

User avatar
Hatsune_Neko
Moderator
Posts: 4086
Joined: Sun Apr 21, 2013 9:59 am
Location: Columbus, OH

Mon Aug 01, 2016 6:31 pm

thats a good question.
Do you believe the sexes should be equal?
Oh heavens no.
Then Men would become unmanageable

Current computer specs.
AMD FX-8150 - Eight Core, 3.60GHz
NVidia GTX 1050TI
24GB Corsair Vengeance DDR3 1600 MHz Ram
WD 1tb HD, 870 EVO 1TB SSD

User avatar
Sol Lignum
Posts: 1085
Joined: Sun Sep 06, 2015 5:56 pm
Location: Mother Russia!
Contact:

Wed Aug 03, 2016 6:40 pm

Hatsune_Neko wrote:thats a good question.

And according to Zodd answer in this topic: http://www.lofigames.com/phpBB3/viewtop ... 11&t=10452 it's not possible yet.

Actually, can we merge two topics? Since fonts is no matter anymore, and large part of discussion there does really belong here :)

User avatar
Hatsune_Neko
Moderator
Posts: 4086
Joined: Sun Apr 21, 2013 9:59 am
Location: Columbus, OH

Wed Aug 03, 2016 7:52 pm

can merge and move topics any place.
so if you have a suggestion of which ones then let me know.
Do you believe the sexes should be equal?
Oh heavens no.
Then Men would become unmanageable

Current computer specs.
AMD FX-8150 - Eight Core, 3.60GHz
NVidia GTX 1050TI
24GB Corsair Vengeance DDR3 1600 MHz Ram
WD 1tb HD, 870 EVO 1TB SSD

User avatar
Sol Lignum
Posts: 1085
Joined: Sun Sep 06, 2015 5:56 pm
Location: Mother Russia!
Contact:

Wed Aug 03, 2016 8:35 pm

I suggest my specific topic about fonts, which i linked above, should be integrated into more general this one, because since 7th post my topic isn't about fonts anymore :)

Will the final topic look ok though? I have no idea how merge on forums works.

pawnstorm
Posts: 23
Joined: Sat Jun 25, 2016 2:32 am

Wed Aug 03, 2016 8:51 pm

Merging these 2 threads might be a little messy though, maybe it's a better idea if somebody extracts the useful information out of these threads and creates a fresh FAQ style topic in the translation section?

User avatar
Sol Lignum
Posts: 1085
Joined: Sun Sep 06, 2015 5:56 pm
Location: Mother Russia!
Contact:

Wed Aug 03, 2016 8:59 pm

pawnstorm wrote:Merging these 2 threads might be a little messy though(...)
Oh! Indeed, haven't noticed new subforum! Just moving mentioned topics there would be great!

User avatar
Hatsune_Neko
Moderator
Posts: 4086
Joined: Sun Apr 21, 2013 9:59 am
Location: Columbus, OH

Wed Aug 03, 2016 11:16 pm

might be better to start a fresh topic and organize it that way.
Do you believe the sexes should be equal?
Oh heavens no.
Then Men would become unmanageable

Current computer specs.
AMD FX-8150 - Eight Core, 3.60GHz
NVidia GTX 1050TI
24GB Corsair Vengeance DDR3 1600 MHz Ram
WD 1tb HD, 870 EVO 1TB SSD

Zodd
Developer
Posts: 117
Joined: Thu Jul 28, 2016 11:33 am

Thu Aug 04, 2016 12:21 pm

Sol Lignum wrote:maestro pawnstorm clears the skies once again for us not-so technically advanced beings :)

As i gathered from magic.txt file - font replacement is a must in case you need some fancy characters. The only question is - how to strap these fonts and kenshi_fonts.xml to the mod and launsh it all to workshop, which, as i understand, only accepts .mod files :|
It think the issue with the lack of information how modding system now works.
When we added the Steam Workshop support, we improved the way of how the mods work.
A mod consists of two things; one is the .mod file that contains all the added/updated/removed content from the FCS and the extra files you mod has.
Having a .mod file in obligatory, even if it's doesn't have any changes in it.
The extra files, which are optional, are the new things in the mod system. Before when you wanted to mod something of the game, say the fonts, you needed to ship your mod with the same folder structure as the game with the files you wanted to add or replace (e.g.: Kenshi/data/gui/fonts/kenshi_fonts.xml).

Now, using Steam Workshop, that's impossible of doing since Steam creates a folder somewhere else for each mod you subscribe. So what we changed was to make the mod folder behave like a mirror of the game 'data' folder structure, where each file will "overwrite" the game file (technically it what does is remap the folder for each of those files to the mod folder).
Note: When you upload a mod to Steam Workshop, it uploads the whole mod folder with all its content.

For example, this is the structure of a mod I've made:

Code: Select all

mods
\---gui_update
    |   gui_update.mod
    |   _gui_update.img
    |   _gui_update.info
    |   
    +---gui
    |   +---fonts
    |   |       Asul-Bold.ttf
    |   |       Asul-Regular.ttf
    |   |       kenshi_fonts.xml
    |   |       NotoSans-Bold.ttf
    |   |       NotoSans-Regular.ttf
    |   |       
    |   +---gfx
    |   |       Kenshi_UI.dds
    |   |       
    |   \---images
    |           kenshi_images.xml
    |           
    \---materials
            moon2_HI.dds
            moon_HI.dds
As you can see, I've modified the kenshi_fonts.xml file and added some new fonts.
You can do this with almost every file in the game. This way is better because now with each update of the game it won't overwrite modified files.

Hope this explanation brought more light into how to modify the game.
There should be a proper post explaining all this.

By the way, I'm working on a information post about how to translate the game. It should be up by today or first thing tomorrow.

User avatar
Sol Lignum
Posts: 1085
Joined: Sun Sep 06, 2015 5:56 pm
Location: Mother Russia!
Contact:

Thu Aug 04, 2016 6:05 pm

Zodd wrote: (...) By the way, I'm working on a information post about how to translate the game. It should be up by today or first thing tomorrow.
Ok, that explains why both /data and /mods folders have same mods inside :)

Thank you very much for your work!

Post Reply
  • Information
  • Who is online

    Users browsing this forum: No registered users and 9 guests