Forgotten Gods Translation...

We’re looking into a solution which would allow translation files for FG, AoM, and GD to be packaged in the same zip file. However there is unfortunately no way around having a different individual localization file for each version where they overlap.

Yes…

Good question!

Thanks for this info.

Nice to here!

Hopefully you will find a solution.

Zantai has said several times there’s not going to be a cinematic for FG.

It’s good news for localization if that plan were to go well. The burden on translators will be greatly reduced and users will not be confused.

So far, text modification by AoM has only added extended text to the basic part, the basic text itself has not been changed. If FG is the same, we do not need to prepare different files for each version.

But in what ways will it be possible?

This problem is caused by the fact that text files with the same name can not coexist in one translation zip, so the simplest solution is to make text added as an extended version text of an alias instead of adding it to existing text. For example, npc_barnabas_01, npc_AoM_barnabas.txt, npc_FG_barnabas.txt (this example was wrong as Barnabas’ conversation has not been changed by FG). But it will not be easy as it means to rework conversation and quest files (cnv, qst). In addition, when this method is adopted, it is necessary to recreate the translated text… but I think that it is not a big burden for translators.

Besides this, though it is conceivable to attach ID to each line of quest and conversation and manage by ID, it seems almost impossible.

Another possibility is to add a program that automatically selects lines, but it is a difficult stuff that I can not imagine.

Thanks for that information. However, it is a little surprise that the new DLC has no cinema. Many players are expecting a movie to tell the beginning of a new adventure.

Zantai said they had difficulties with the AoM one and the base game.

AFAIR there are problems when using the AoM-Translation for the base game only!?
See here: http://www.grimdawn.com/forums/showthread.php?t=67326

Exactly. Because the current AoM text is based on the base text to which AoM conversation has been added (Left attached figure). Therefore, the line number of AoM is different from the base, for example in the case of barnabas, the text set by npc_barnabas - 01.cnv can not be read (Center of attached figure).

So it is convenient to make the text added by AoM a text different from the base text, instead of the manuscript way to add AoM text to the base text.

The new localization zip file has been added to the localization portal. AoM and FG texts are now contained in subfolders inside the zip file, and the game will load whichever is appropriate.

That’s great news. You guys are the best! :smiley:

WOW!! Thanks!!

@Rhis, can you check missing files on FG folder?
npc_flavor_bysmiel_02.txt
npc_theemissary_02.txt

New version has been posted which includes these missing files, thanks!

This is an unmistakable good way. Thanks! :smiley:

Like I wrote in the other thread: Many thanks therefor!

Question: What about strings that are duplicated!?

Does the strings from files in the folder aom and fg now overwrite strings from files with the same string for GD!?

Like the class names.

E.g.:

tags_skills.txt - tagSkillClassName07=?

vs.

aom agsgdx1_skills.txt - tagSkillClassName07=Inquisitor

Until now, we had to mark the stings as comments (with //), so they were taken from aom file.

E.g.:

tags_skills.txt - //tagSkillClassName07=?

About the tags_skills.txt, although the comment-out symbol (//) existed in the very early stage, immediately after that it became the current form (tagSkillClassName07=?). And no problem has occurred heretofore. If there is a duplicate, the text for the expansion should prevail.

OK …

I hope so. :wink:

Guys, don’t you think there might be smth wrong with these two files:
npc_event_01.txt
npc_event_02.txt

?? They are different in my last version of translation for people with just vanilla, than the last version uploaded on crate server. How do you think?

The content of npc_evnet_01-03 differs between Base Game and Expansion (line 6-11 also differ for npc_03.txt). This is because introducing Expansion to Base Game increases the number of wave in Crucible.
So it is correct that the files are different between the Base and AoM.

There’s nothing wrong with them. As Matougi said, they are different because AoM adds 20 more waves to the Crucible. Base game Crucible: 150 waves. Base game + AoM Crucible: 170 waves.
http://www.grimdawn.com/forums/showthread.php?t=66289