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 Fate/Another translation thread

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d3z
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PostSubject: Fate/Another translation thread   Mon Jul 12, 2010 2:27 am

Spoiler:
 

Guidelines

1) The string on the left is the source language, the string on the right is the translation.
Do not modify the string on the left. Translations should modify the string on the right.
Here is an example:
Code:
t["하이"] = "Hi";


2) Strings may have color codes. Color codes typically follow this format:
|cAARRGGBBmessage text|r
or
|cAARRGGBBmessage text
In short, the pipe character followed by the c character, "|c", followed by 4 hexadecimal numbers, "AARRGGBB", followed by a message, then optionally followed by a pipe and r character, "|r", to signal the end of the colored string.
It is unnecessary to modify color codes. When translating, leave them unmodified.
Again, as an example:
Code:
t["|c00FF0000하이"] = "|c00FF0000Hi";
A translation would work around the color code like this. Beginning with the pipe character at the beginning of the color code, in total there are 10 symbols (pipe included in this count) before the actual message starts. Optionally, at the end of a message, the color code might be closed with "|r".
Code:
t["|c00FF0000하이|r"] = "|c00FF0000Hi|r";
The above example shows this case.

3) If a string in the file has several lines to it, each line has a carriage return and an escaped newline
This string sequence is the " \r\ " you can note in the example below. There is no need to introduce this string sequence, it should already be in all the places it needs to be (just do not remove it).

When you see \r\ (it should appear at the end of a line in a multi-line string), leave it unmodified when translating.
Code:
t["안녕하세요\r\
안녕히계세요"] = "Hello\r\
Goodbye";
The above example demonstrates how a translation including the aforementioned string sequence would look.

4) It is possible that a string is meant to be used with other strings.
As an example of this:
Quote :
t[")|r을 1개 잃었습니다"] = ")|r을 1개 잃었습니다";
t[")|r을 1개 훔쳤습니다"] = ")|r을 1개 훔쳤습니다";
These two strings obviously are meant to include something before them. It may be the case that two different strings in the file are meant to be merged together to form a message in game. To the best of one's ability, one should try to translate the string fragment on its own with the aforementioned possibility in mind.

Possible conflicts / problems can be discovered in game through testing later on, if necessary.

5) Some strings do not need to be translated.
Quote :
t["-BOOT "] = "-BOOT ";
t["-bgm "] = "-bgm ";
t["-boot "] = "-boot ";
t["-name"] = "-name";
t["-계정"] = "-계정";
These strings are commands and probably do not require a translation (doing so would change the command in game). One should use one's intuition to determine if a translation or string change is required.

6) The editor one uses needs to display Korean text and other symbols properly. Furthermore, your editor should be able to save the file in UTF-8 format without the BOM.

Notepad++ is able to fulfill these two requirements, though it may be required to run Notepad++ in Applocale or some such in order to have the Korean text display properly.

7) You must escape your quotation marks.
The strings will not be properly recognized if you use plain quotation marks within them. To escape a quotation mark, simply put three backslash characters right before it: " " " becomes " \\\" "
Examples:
Code:
t["<Insert Korean text>"] = "This is "English"";
The above example is wrong.
Code:
t["<Insert Korean text>"] = "This is \\\"English\\\"";
The above example is right.


You should not introduce quotation marks of your own for this map.



8) Many strings may be confusing out of context. If you feel you cannot translate something out of context, you can choose to skip that message and note it in a list. After you finish the file, post about all the messages you were unable to translate, then I will find the context of the messages for you.


Translation consistency
There may be multiple ways to translate a given word into English. For consistency, one should try to use the same translation for a given word throughout all the files. Some translation decisions will be noted in this part.

  • Reiju/command spells should be translated as "reiju"



Translation Progress
Double check that you are downloading the right file when using the links in the table below
Translation progress
Translation partTranslatorTranslation statusLink
Part 1LarukuFinishedX
Part 2l46kokFinishedX
Part 3minsky91FinishedX
Part 4BrogathFinishedX
Part 5LarukuFinishedX
Part 6HecAticFinishedX
Part 7LarukuFinishedX
Part 8LarukuFinishedX
Part 9LarukuFinishedX
Part 10LarukuFinishedX
Part 11LarukuFinishedX
Part 12LarukuFinishedX
Part 13LarukuFinishedX
Part 14LarukuFinishedX
Part 15LarukuFinishedX
Part 16LarukuFinishedX

Additional notes

- Due to the format of the strings files, the ones labeled with more lines actually have less lines to translate. This is due to multi-line strings taking up almost twice as much space as the actual part that needs translation.



Last edited by d3z on Thu Sep 16, 2010 8:49 pm; edited 39 times in total
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frankiethefly



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PostSubject: Re: Fate/Another translation thread   Fri Sep 03, 2010 7:19 am

I assume that means, that I have to download applocale and korean language files for windows to be able to divide the string file properly?
Or is the informations till saved when I copy and paste it?
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l46kok
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PostSubject: Re: Fate/Another translation thread   Fri Sep 03, 2010 12:48 pm

Meh I'll do it give me the files. I'll do it on my spare time.
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d3z
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PostSubject: Re: Fate/Another translation thread   Fri Sep 03, 2010 9:16 pm

Read the translation guidelines in the first post before trying to translate.
If you are not sure how to work with the format of the format of the files even after reading those guidelines, post your questions here.

The .j/.wts strings for FateAnother2v13br can be found here mediafire.com ?tcvq1cdajav8w

Do not translate something that is being translated or has already been translated. Check the table in the first post as well as posts in this thread to see if a file should not be translated.

There are 16 parts.

Toggle the "extra details" to see how many lines a part has.
If you are going to translate, you probably would want to post here first so that no one else tries to translate the same part.

The complete strings file is available at that location as well at 873 lines.

If you are going to translate, make sure you check back here to verify that no one else is trying to translate the same file.
Also, it is probably not a good idea to try to translate the complete file.

While it is possible to use most of Brogath's object translations from 2v12ir, some things will no doubt need to be retranslated (or some new things will need to be translated for the first time). I will take a look at these cases sometime, unless someone else does it for me.


Last edited by d3z on Mon Sep 06, 2010 12:39 am; edited 1 time in total
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Laruku



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PostSubject: Re: Fate/Another translation thread   Sun Sep 05, 2010 3:58 pm

i took fate13brp1.lua

finished translating mediafire.com ?95ntbn5kpuj00c7

taking brp5

and finished mediafire.com ?0pb60n1sc8o6e00

taking 7

and finished mediafire.com ?w606otpyeyj3hxe

taking 8

and finished mediafire.com ?8ll3fj6t87dld5a btw i forgot to add [Combo] at the end of Gae Bulga and Archer
Spoiler:
 
which i did in part 9 srry

taking 9

and finished mediafire.com ?moq62ro4g6r59fw

taking 10

and finished mediafire.com ?i5tjbtxdmrp6oeb terrible translation on the description of the combos lol

taking 11

and fininshed mediafire.com ?ig7ik7c13norksx oh shit i forgot Skill Type for enuma, it goes something like Anti-World noble phantasm or w.e type wikia saids it is SORRYYYY

taking 12

and finshed mediafire.com ?acla12g24m6puci
Spoiler:
 

taking 13

and finished mediafire.com ?20noho39deec5bc

taking 14

and finished mediafire.com ?oljeebevv32xmft

taking 15

and finished mediafire.com ?y262dlzgwc2kgyj

taking 16

and finished mediafire.com ?nzk2ngnebcfa6ai


Last edited by Laruku on Tue Sep 14, 2010 4:46 pm; edited 18 times in total
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d3z
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PostSubject: Re: Fate/Another translation thread   Sun Sep 05, 2010 6:37 pm

In regards to that "|c00c0c0c0(나감)" string.

It appears that it only shows up when players use the "-계정" command. If a player has left the game then it will display that as their "status," I believe (the command lists every player and his/her "status")

The possible combinations seem to be the following:
Quote :
|c00c0c0c0(나감)Observer - [PLAYER NAME]
(when an observer has left)
Quote :
|c00c0c0c0(나감)없음 - [PLAYER NAME]
(when a player has left before selecting a hero ?)
Quote :
|c00c0c0c0(나감)[Hero Name] - [PLAYER NAME]
(when a player that has selected a hero has left)

Also note, if the player has not left the game, then the "|c00c0c0c0(나감)" will not be present, but otherwise the strings above are the same.


Maybe appropriate translations would be things like... "disconnected," "player left," or "quit"
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frankiethefly



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PostSubject: Re: Fate/Another translation thread   Mon Sep 06, 2010 5:58 am

Thx a lot squally, that spares me practically all the work. Now onwards to mobilize moar Koreans. Kok wanted to translate something and minsky said I can send him files he can work on, I reserve part 2 and 3. I send kok part 2 and minsky part 3.
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Brogath

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PostSubject: Re: Fate/Another translation thread   Mon Sep 06, 2010 9:19 am

units, abilities, items and buffs are fixed and can be used (as long as you remove the attribute file) for the final result

i'll just continue along the line and take nr.4
see if i can manage Razz
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PostSubject: Re: Fate/Another translation thread   Mon Sep 06, 2010 11:57 am

some confusing strings that i neeed to know the context of: c001de2c5님의

c001de2c5(이)가

님의 |c00984bf5

c001de2c5의
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PostSubject: Re: Fate/Another translation thread   Mon Sep 06, 2010 12:55 pm

Here are most of the places I was able to find those string occurrences:
Code:
call DisplayTextToForce(bj_FORCE_ALL_PLAYERS,"|c00ff8000"+(de[GetPlayerId((Player($C)))])+"|c001de2c5의|c00ff8000"+GetUnitName(GetKillingUnit())+"|c001de2c5(이)가|c00ff8000"+(de[GetPlayerId((GetOwningPlayer(GetTriggerUnit())))])+"|c001de2c5님의|c00984bf5"+GetHeroProperName(GetTriggerUnit())+"|c001de2c5을(를) 죽였습니다.")

call DisplayTextToForce(bj_FORCE_ALL_PLAYERS,"|c00ff8000"+(de[GetPlayerId((GetOwningPlayer(GetKillingUnit())))])+"|c001de2c5님의|c00ff8000"+GetHeroProperName(O[(1+GetPlayerId(GetOwningPlayer(GetKillingUnit())))])+"|c001de2c5(이)가|c00ff8000"+(de[GetPlayerId((GetOwningPlayer(GetDyingUnit())))])+"|c001de2c5님의|c00984bf5"+GetHeroProperName(GetTriggerUnit())+"|c001de2c5을(를) 죽였습니다.")

call DisplayTextToForce(bj_FORCE_ALL_PLAYERS,"|c00ff8000"+(de[GetPlayerId((GetOwningPlayer(GetDyingUnit())))])+"|c001de2c5님의|c00984bf5"+GetHeroProperName(GetTriggerUnit())+"|c001de2c5가 자살하였습니다.")

call DisplayTextToForce(bj_FORCE_ALL_PLAYERS,((((((("|c00ff8000"+((de[GetPlayerId((GetOwningPlayer(GetKillingUnit())))])))+"|c001de2c5님의")+("|c00ff8000"+GetHeroProperName(O[(1+GetPlayerId(GetOwningPlayer(GetKillingUnit())))])))+"|c001de2c5(이)가")+(("|c00ff8000"+((de[GetPlayerId((GetOwningPlayer(GetDyingUnit())))])))+"|c001de2c5님의"))+("|c00984bf5"+GetHeroProperName(GetTriggerUnit())))+"|c001de2c5을(를) 죽였습니다."))

call DisplayTextToForce(bj_FORCE_ALL_PLAYERS,((((((("|c00ff8000"+((de[GetPlayerId((Player($C)))])))+"|c001de2c5의")+("|c00ff8000"+GetUnitName(GetKillingUnit())))+"|c001de2c5(이)가")+(("|c00ff8000"+((de[GetPlayerId((GetOwningPlayer(GetDyingUnit())))])))+"|c001de2c5님의"))+("|c00984bf5"+GetHeroProperName(GetTriggerUnit())))+"|c001de2c5을(를) 죽였습니다."))

call DisplayTextToForce(bj_FORCE_ALL_PLAYERS,((((((("|c00ff8000"+((de[GetPlayerId((GetOwningPlayer(GetKillingUnit())))])))+"|c001de2c5님의")+("|c00ff8000"+GetHeroProperName(O[(1+GetPlayerId(GetOwningPlayer(GetKillingUnit())))])))+"|c001de2c5(이)가")+(("|c00ff8000"+((de[GetPlayerId((GetOwningPlayer(GetTriggerUnit())))])))+"|c001de2c5님의"))+("|c00984bf5"+GetHeroProperName(GetTriggerUnit())))+"|c001de2c5을(를) 죽였습니다."))

call DisplayTextToForce(bj_FORCE_ALL_PLAYERS,((((((("|c00ff8000"+((de[GetPlayerId((GetOwningPlayer(GetKillingUnit())))])))+"|c001de2c5님의")+("|c00ff8000"+GetHeroProperName(O[(1+GetPlayerId(GetOwningPlayer(GetKillingUnit())))])))+"|c001de2c5(이)가")+(("|c00ff8000"+((de[GetPlayerId((GetOwningPlayer(GetTriggerUnit())))])))+"|c001de2c5님의"))+("|c00984bf5"+GetHeroProperName(GetTriggerUnit())))+"|c001de2c5을(를) 죽였습니다."))

Which would look like this without all the code:
Quote :
"|c00ff8000[Owner of killing unit name]|c001de2c5의|c00ff8000[Killing unit name]|c001de2c5(이)가|c00ff8000[Owner of dying unit name]|c001de2c5님의|c00984bf5[Dying unit name]|c001de2c5을(를) 죽였습니다."

"|c00ff8000[Owner of killing unit name]|c001de2c5님의|c00ff8000[Killing unit name]|c001de2c5(이)가|c00ff8000[Owner of dying unit name]|c001de2c5님의|c00984bf5[Dying unit name]|c001de2c5을(를) 죽였습니다."

"|c00ff8000[Owner of dying unit name]|c001de2c5님의|c00984bf5[Dying unit name]|c001de2c5가 자살하였습니다."

"|c00ff8000[Owner of killing unit name]|c001de2c5님의|c00ff8000[Killing unit name]|c001de2c5(이)가|c00ff8000[Owner of dying unit name]|c001de2c5님의[Dying unit name]|c001de2c5을(를) 죽였습니다."

"|c00ff8000[Name of player 12; probably creeps]|c001de2c5의|c00ff8000[Killing unit name]|c001de2c5(이)가|c00ff8000[Owner of dying unit name]|c001de2c5님의|c00984bf5[Dying unit name]|c001de2c5을(를) 죽였습니다."

"|c00ff8000[Owner of killing unit name]|c001de2c5님의|c00ff8000[Killing unit name]|c001de2c5(이)가|c00ff8000[Owner of dying unit name]|c001de2c5님의|c00984bf5[Dying unit name]|c001de2c5을(를) 죽였습니다."

"|c00ff8000[Owner of killing unit name]|c001de2c5님의|c00ff8000[Killing unit name]|c001de2c5(이)가|c00ff8000[Owner of dying unit name]|c001de2c5님의|c00984bf5[Dying unit name]|c001de2c5을(를) 죽였습니다."

And this without the color codes:
Quote :
"[Owner of killing unit name]의 [Killing unit name](이)가 [Owner of dying unit name]님의 [Dying unit name]을(를) 죽였습니다."

"[Owner of killing unit name]님의 [Killing unit name](이)가 [Owner of dying unit name]님의 [Dying unit name]을(를) 죽였습니다."

"[Owner of dying unit name]님의 [Dying unit name]가 자살하였습니다."

"[Owner of killing unit name]님의 [Killing unit name](이)가 [Owner of dying unit name]님의[Dying unit name]을(를) 죽였습니다."

"[Name of player 12; probably creeps]의 [Killing unit name](이)가 [Owner of dying unit name]님의 [Dying unit name]을(를) 죽였습니다."

"[Owner of killing unit name]님의 [Killing unit name](이)가 [Owner of dying unit name]님의 [Dying unit name]을(를) 죽였습니다."

"[Owner of killing unit name]님의 [Killing unit name](이)가|c00ff8000[Owner of dying unit name]님의 [Dying unit name]을(를) 죽였습니다."

This situation is kind of difficult to get around due to how the word order of Korean and English is different (and due to how wcstrings is limited in this matter).

However, the two strings "|c001de2c5(이)가" and "|c001de2c5(이)가|c00ff8000" seem to both be used only with "player a's b hero has killed player x's z hero" messages. So we can probably work around this situation.

With those two above messages, you may want to translate them as something along the lines of "has killed" for the "(이)가" parts. Then just delete the verb at the end of the sentences.

If any of the necessary strings above are not in your file then do not worry about translating them this way. I will make sure it happens when I get translated files.
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frankiethefly



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PostSubject: Re: Fate/Another translation thread   Mon Sep 06, 2010 2:41 pm

I sent file 6 to hecatic. He agreed in bnet to translate it.
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PostSubject: Re: Fate/Another translation thread   Sat Sep 11, 2010 8:16 pm

To any Koreans around, feel free to translate these strings:

Quote :
|c00ff8080
※레벨당 능력
|c0000ff80직선상 적에게 엄청난 데미지를 입히는 붉은 회오리를 방출합니다.
|cffffcc00레벨 1|r - 정면 1600범위에 1000의 데미지를 입히는 붉은 회오리를 방출합니다.
|cffffcc00레벨 2|r - 정면 1600범위에 1400의 데미지를 입히는 붉은 회오리를 방출합니다.
|cffffcc00레벨 3|r - 정면 1600범위에 1800의 데미지를 입히는 붉은 회오리를 방출합니다.
|cffffcc00레벨 4|r - 정면 1600범위에 2200의 데미지를 입히는 붉은 회오리를 방출합니다.
|cffffcc00레벨 5|r - 정면 1600범위에 2600의 데미지를 입히는 붉은 회오리를 방출합니다.

Quote :
|c009E0ADD스킬종류|r : 대계보구
|c009E0ADD데미지|r : 2600
|c009E0ADD직선범위|r : 1600
|c009E0ADD발동시간|r : 3초
|c009E0ADD대상: 범위 내의 적 전체.
|c009E0ADD쿨다운: 47초

괴리검 에아에 의한 공간 절단. 압축되어서 서로 마찰하는 풍압의 단층은, 의사적인 시공단층이 되어 적대하는 모든 것을 분쇄합니다.

Quote :
|c0080ffff속성 습득 포인트: 13

|c00ff8080디텍팅(범위 600) 기능 추가되고 , 신전의 체력이 1000 마력 회복능력이 10 증가하고 주변 500범위의 아군의 마력 회복력이 20 증가하며 , 신전 폭파의 공격력이 300증가합니다. 수정구로 위치를 관측할 수 있습니다.

Quote :
|c009E0ADD스킬 종류|r : 대군결계
|c009E0ADD마술범위|r : 1000(캐스터를 중심으로)
|c009E0ADD특수능력|r : 캐스터를 제외한 주변의 아군을 무적상태로 만든다.
|c009E0ADD지속시간|r : 50초
|c009E0ADD쿨다운|r : 40초
|c009E0ADD패널티|r : 2배의 피해를 입는다. 캐스팅 완료 후에도 1초 동안은 2배의 피해를 입는다.

※레벨당 능력치
|cffffcc00레벨 1|r - 600범위내의 아군을 무적상태로 만듭니다.
|cffffcc00레벨 2|r - 700범위내의 아군을 무적상태로 만듭니다.
|cffffcc00레벨 3|r - 800범위내의 아군을 무적상태로 만듭니다.
|cffffcc00레벨 4|r - 900범위내의 아군을 무적상태로 만듭니다.
|cffffcc00레벨 5|r - 1000범위내의 아군을 무적상태로 만듭니다.

|c0000ff80저주를 극한으로 끌어올려 주변 아군을 무적상태로 만들지만 자신은 적의 공격에 노출됩니다.

Quote :
|c0080ffff속성 습득 포인트: 13

|c00ff8080복수본능. 자신을 죽인적을 끝까지 찾아다니는 능력. 어벤져를 죽인 서번트는 100초간 어벤져에게 시야가 공유되며 매 초당 최대체력의 3% 만큼의 피해를 입는다.
(팀을 위한 주문서, B랭크, A랭크 마술 주문서, 세크리파이스, 대마력에 영향을 받지 않지만 그 서번트를 죽일 수는 없다)

Quote :
|c009E0ADD스킬종류|r : 저주
|c009E0ADD레인지|r : 150
|c009E0ADD스킬능력|r : 상대와 자신의 현재체력을 맞교환합니다.
|c009E0ADD대상|r : 적1인.
|c009E0ADD발동시간|r : 0.2초
|c009E0ADD쿨다운|r : 38초

베르그 아베스타의 숨겨진 기능. 저주를 통해 자신과 상대의 힘을 맞바꾸는 능력.

Quote :
이동모드|cffffcc00(V)|r

Quote :
진지모드|cffffcc00(V)|r

Quote :
자신에게 시전시 - 마력을 띤 점에 의한 이성의 매혹. 주변 600범위의 여성 서번트들은 랜서를 바라보게 된다.
적에게 시전시 - 서번트 1명에게 매혹의 저주를 겁니다. 저주에 걸린 여성은 랜서에 대한 전의를 상실하여 랜서를 공격할 수 없게됩니다.

레인지 : 500
지속시간 : 4초
쿨타임 : 18초

Quote :
|c0080ffff속성 습득 포인트: 8

|c00ff8080자신에게 시전시 여성서번트들이 랜서에게 끌려오며, 적에게 시전시 매혹의 지속시간이 2초에서 4초로 변경된다.
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PROSEJUN

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PostSubject: meh   Sun Sep 12, 2010 5:40 pm

give me part 16
i will try it
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PROSEJUN

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PostSubject: no idea   Sun Sep 12, 2010 5:43 pm

i computer show that part 16 as this
t["|c00ff0080\r\
-BOOT ID : �뵆�젅�씠�뼱�떦 1�쉶�쓽 媛뺥눜 沅뚰븳�씠 二쇱뼱吏묐땲�떎. �?�긽�씠�쇅�쓽 紐⑤뱺 �뵆�젅�씠�뼱 �룞�쓽�븯�뿉 媛뺥눜 �뿬遺�媛� 寃곗젙�맗�땲�떎.\r\
\r\
�떆�빞 50~150 , cam 50~150 : �떆�빞瑜� 50~150源뚯? �떎�뼇�븯寃� 議곗젅�븷�닔 �엳�뒿�땲�떎.�떆�빞瑜� �썝�긽�깭濡� �룎由ъ떆�젮硫� 留덉슦�뒪 �쑀�쓣 �룎由ъ떆硫� �맗�땲�떎.\r\
\r\
�떆�빞 怨좎젙(hold on), �떆�빞 怨좎젙 �빐�젣(hold off) : �떆�빞瑜� 怨좎젙�빐以띾땲�떎.\r\
\r\
|c00ff0000'BGM OFF' , |c00ff0000'BGM ON' |c00ff0080諛곌꼍�쓬�븙�뿉 愿��븳 紐낅졊�뼱\r\
\r\
-name '�?�씠由�' : �?�쓽 �씠由꾩씠 諛붾�앸땲�떎.(�?�쟾�뿉�꽌 1踰덈쭔 媛��뒫)\r\
\r\
-tip on : �똻�쓣 90珥덈쭏�떎 蹂댁뿬以띾땲�떎. �떎蹂댁뿬二쇰㈃ �굹�삤吏� �븡�쓬\r\
\r\
-light on/off : 吏��룄 �궡�쓽 �쟾�벑�듃由ш굅瑜� �걚怨� 耳?땲�떎."] = "|c00ff0080\r\
-BOOT ID : �뵆�젅�씠�뼱�떦 1�쉶�쓽 媛뺥눜 沅뚰븳�씠 二쇱뼱吏묐땲�떎. �?�긽�씠�쇅�쓽 紐⑤뱺 �뵆�젅�씠�뼱 �룞�쓽�븯�뿉 媛뺥눜 �뿬遺�媛� 寃곗젙�맗�땲�떎.\r\
\r\
�떆�빞 50~150 , cam 50~150 : �떆�빞瑜� 50~150源뚯? �떎�뼇�븯寃� 議곗젅�븷�닔 �엳�뒿�땲�떎.�떆�빞瑜� �썝�긽�깭濡� �룎由ъ떆�젮硫� 留덉슦�뒪 �쑀�쓣 �룎由ъ떆硫� �맗�땲�떎.\r\
\r\
�떆�빞 怨좎젙(hold on), �떆�빞 怨좎젙 �빐�젣(hold off) : �떆�빞瑜� 怨좎젙�빐以띾땲�떎.\r\
\r\
|c00ff0000'BGM OFF' , |c00ff0000'BGM ON' |c00ff0080諛곌꼍�쓬�븙�뿉 愿��븳 紐낅졊�뼱\r\
\r\
-name '�?�씠由�' : �?�쓽 �씠由꾩씠 諛붾�앸땲�떎.(�?�쟾�뿉�꽌 1踰덈쭔 媛��뒫)\r\
\r\
-tip on : �똻�쓣 90珥덈쭏�떎 蹂댁뿬以띾땲�떎. �떎蹂댁뿬二쇰㈃ �굹�삤吏� �븡�쓬\r\
\r\
-light on/off : 吏��룄 �궡�쓽 �쟾�벑�듃由ш굅瑜� �걚怨� 耳?땲�떎.";
t["|c0000ff00TIP|r - |c000000ff10遺꾩씠 吏��굹硫� �뜑 �씠�긽 1~3�젅踰⑥쓽 �겕由쎌씠 �굹�삤吏� �븡�뒿�땲�떎."] = "|c0000ff00TIP|r - |c000000ff10遺꾩씠 吏��굹硫� �뜑 �씠�긽 1~3�젅踰⑥쓽 �겕由쎌씠 �굹�삤吏� �븡�뒿�땲�떎.";
t["|c00ffff80�씠�젣遺��꽣 1~3�젅踰⑥쓽 �겕由쎌? �젣怨듬릺吏� �븡�뒿�땲�떎."] = "|c00ffff80�씠�젣遺��꽣 1~3�젅踰⑥쓽 �겕由쎌? �젣怨듬릺吏� �븡�뒿�땲�떎.";
t["湲멸?硫붿돩�뒗 500�썝 �씠�븯濡� �룉�씠 �뼥�뼱吏�吏� �븡�뒿�땲�떎."] = "湲멸?硫붿돩�뒗 500�썝 �씠�븯濡� �룉�씠 �뼥�뼱吏�吏� �븡�뒿�땲�떎.";
t["�옖�뒳濡?? '�굹�쓽 �쁺愿묒뿉 鍮� �뾾�굹�땲' �뒫�젰�쓽 �쁺�뼢�쑝濡� �겢由?븯�뿬 �젙蹂대? �솗�씤�븷 �닔 �뾾�뒿�땲�떎."] = "�옖�뒳濡?? '�굹�쓽 �쁺愿묒뿉 鍮� �뾾�굹�땲' �뒫�젰�쓽 �쁺�뼢�쑝濡� �겢由?븯�뿬 �젙蹂대? �솗�씤�븷 �닔 �뾾�뒿�땲�떎.";

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d3z
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PostSubject: Re: Fate/Another translation thread   Sun Sep 12, 2010 6:53 pm

Your choice of text editor needs to be able to display the UTF-8 without BOM format properly. The text should look like this:
Spoiler:
 

^ Do not translate, Laruku already did.
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PostSubject: Re: Fate/Another translation thread   Sun Sep 19, 2010 7:36 pm

Laruku says:

SUDDEN DEATH
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PostSubject: Re: Fate/Another translation thread   Mon Sep 20, 2010 1:02 am

ㅋㅋㅋㅋㅋ 수고햇다
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PostSubject: Re: Fate/Another translation thread   Mon Sep 20, 2010 8:39 am

ALL HAIL bretANNIA

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PostSubject: Re: Fate/Another translation thread   Mon Sep 20, 2010 1:59 pm

Berserker (Hercules) is translated as

LANCELOTLANCELOTLANCELOTLANCELOTLANCELOTLANCELOTLANCELOTLANCELOTLANCELOTLANCELOTLANCELOTLANCELOTLANCELOT
LANCELOTLANCELOTLANCELOTLANCELOTLANCELOTLANCELOTLANCELOTLANCELOT

Larukufail
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PostSubject: Re: Fate/Another translation thread   Mon Sep 20, 2010 2:59 pm

Not larukus fault in this case. Its brograth incompatible/incomplete translation that is at fault. At least thats what squally said, if I remember correctly.
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PostSubject: Re: Fate/Another translation thread   Tue Sep 21, 2010 2:42 am

What happened was simple. First, assume one of Brogath's English versions was used for the translation of object data (units/abilities/items/buffs/upgrades).

When porting over object data strings, wcstrings maps Korean to another language precisely, byte for byte. What this means is that any given Korean string has only one translation. Much like how a function in math is expected to have only one output per a single input (ie, f(5) = 2 and f(5) = 3 should not happen). As for the requirement of having a single output for a single input, this idea being violated was the cause of the translation problems.

Simply, wcstrings found the Korean string "버서커" ("Berserker" in Hangeul), then discovered it had a mapping of "Hercules" in the English version. Then, later, it found "버서커" again, only this time it was mapped to "Lancelot".

So let us now assume that "Berserker" is either "Hercules" or "Lancelot".

If I had a bunch of words in a row (or column in this case) like so:

Berserker
Berserker
Berserker
Berserker
Berserker

How would you know which ones are Lancelot and which ones are Hercules?

wcstrings attempts to be general about its translation porting so that it can apply to more cases. As a side effect, this means only one translation can be stored per Korean string. So, when wcstrings encountered "Hercules" and "Lancelot" as possible translations, it simply forgot the older one (Hercules) and applied the newer one (Lancelot) to all cases it found the word "Berserker".


Most likely I will change the problem cases to reflect the original Korean words more accurately (to keep translations one-to-one).

In other words, Heracles will be named "Berserker", Lancelot will be named "Berserker (Lancelot)", and Lancelot's Aroundight form will be named "Berserker" (that is how the Koreans did it originally).


Last edited by d3z on Tue Sep 21, 2010 8:06 pm; edited 1 time in total
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PostSubject: Re: Fate/Another translation thread   Tue Sep 21, 2010 2:23 pm

fck u nooob it wasnt me who translated that anyway nub kok
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PostSubject: Re: Fate/Another translation thread   Tue Sep 21, 2010 7:19 pm

Laruku wrote:
fck u nooob it wasnt me who translated that anyway nub kok
URW is back once more! cheers
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PostSubject: Re: Fate/Another translation thread   Wed Sep 22, 2010 2:36 pm

Theres an extra code |cfofjaofh3uihr1iho w.e in front of Rider's attribute for blood fort
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PostSubject: Re: Fate/Another translation thread   

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