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Different variations of languages in Discovery - Printable Version

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Different variations of languages in Discovery - Liberty.In - 07-21-2019

Hello!

As you know, Discovery mod is English-speaking (or rather, English is a common language, which is indicated even in the server rules). However, if the chat conversations must be in pure English (I have nothing against it), then the interface is completely English. The same goes for the description of objects, ships, and so on.

My idea is to make translations from English into several languages ​​at once. This refers to the integration of this into the root files of the game, so as not to run from side to side with the translator, but to have the necessary information right in the game. All you need is just 2 things:
1. The desire of players who want to do the translation from English to Russian, for example. For this, you can make a separate section on the forums where the translated versions of ships and objects will be entered.
2. The desire of developers to make it possible to launch Discovery in different language versions through the launcher (or install using a mod with a built-in language option that the player will choose).

The voice acting can (and should) remain classic for the mod (I mean that every House has its own language).

I am sure that the appearance of the opportunity to choose your preferred language will make the mod more advanced and “modern” compared to existing games where you can choose the language you need (in most cases).

It is worth pointing out that developers will be able to control the translation process in order to avoid something absurd (note to item 1). Well, players who are especially trying to transfer will be able to receive various rewards (sci-data, credits etc).

Note to point 2: is it possible at all to make the installation of the mod and its modification through the launcher with the Russian language in advance, for example? Or customize your preferred language in the launcher? These questions are related in terms of programming - is it possible to do this at all? Just if the idea turns out to be interesting, but it will be impossible to implement it - then what's the point, lol?

And the most important thing is that this process will not be either obsessive or extremely important - the willing players will be engaged in translation, the unwilling will be left it and will be doing their game-stuff etc. (I mean that nobody forces anyone to do it).


RE: Different variations of languages in Discovery - Liberty.In - 07-21-2019

As I can see it in the Disco-launcher:

[Image: bbYhZuB.png]



RE: Different variations of languages in Discovery - Sombs - 07-21-2019

What is the point in translating things into other languages when you are required to be able to understand and communicate in english in order to partake in the game and community? I myself often thought about translating the rules into german and danish, but it sorta looks like it would encourage people that don't want to learn english to play a game that is dependant on this. It's also a huge, HUGE effort required, as the game and the forum contain incredible amounts of texts that are somewhat important.

I know you had the best intentions with the idea, but you underestimate it and underestimate how much of a backlog the staff is already busy with.


RE: Different variations of languages in Discovery - Liberty.In - 07-21-2019

(07-21-2019, 09:58 AM)Sombra Hookier Wrote: What is the point in translating things into other languages when you are required to be able to understand and communicate in english in order to partake in the game and community? I myself often thought about translating the rules into german and danish, but it sorta looks like it would encourage people that don't want to learn english to play a game that is dependant on this. It's also a huge, HUGE effort required, as the game and the forum contain incredible amounts of texts that are somewhat important.

I know you had the best intentions with the idea, but you underestimate it and underestimate how much of a backlog the staff is already busy with.

I do not deny that this will lead to some "comfort zone" in the game community. I mean, people will have less desire to learn English. But nobody canceled the rules. They should be followed. If the translation affects them, it is only in terms of making it easier for players from Russia to understand, for example. But this does not negate the mandatory RP and communication in English in the chats.

At the same time, I indicated at the end that the process is not mandatory. That is, a full translation of the game, for example, can take a very long time. And until this is completed, I am sure that the developers will be able to solve their problems.

The simplest option in this case may be to create some kind of “system” for translation. For example, developers know how to make a translation. They can only insert the correct translation in the desired file from the player who was offered it on the forums. Before that, of course, you will need to implement the ability to change the language of the game altogether before launching or even during installation. And yes, it will also require effort (and I think it will be considerable), which made me think - is it possible at all?

Forums are not so direct binding for translation. My browser automatically translates everything. If he automatically translated all the information in the game, then lol - I would not mind.

I think that the maximum that needs to be translated on the Forums is only the names of the sections, but not information about the factions, RP posts and so on. It is enough for the player to understand where he is.


RE: Different variations of languages in Discovery - WesternPeregrine - 07-21-2019

I think the general idea is, that although multi language support in the Game would be a welcome addition, multi language support is not part of the scope of the Mod.


RE: Different variations of languages in Discovery - Gray_Mouser - 07-21-2019

@ Libertin.In

At the moment I am translating a German mod into English using the following tool that was developed by Adoxa.
http://adoxa.altervista.org/freelancer/dlt.php?f=res2rc

Using this older tool FLEd-ids https://the-starport.net/freelancer/download/visit.php?cid=5&lid=866 you can see
which .dll normally holds the infocard data which has to be translated into the target language.

If you play with those two tools (only on a copy of the mod of course) you can see how complex it is to translate a
game like Freelancer because it hasn't really the mechanisms newer games and other software use to handle the
translating in another language.

You are right insofar as it is quite easy nowadays to use google translate to do the translation part but then comes
the much harder part: To get this information in the correct formatting at the correct place in the .dll which is quite
time consuming even with the newer first tool that let's you edit the whole information in one file.

What might be even more problematic is that it is not said that the mod really uses only this mechanism since
there are other methods to mod the game information e.g. XML-files and clear text .ini files which were used with
FLMM (Freelancer Mod Manager) that even had it's own script language too I think.

You can easily see that supporting other languages could easily bring at least 100% (much more to be realistic)
extra work per language for the mod developers because the translating part is the smallest effort in that.
But they would have to do the same changes they apply for a new mod in every language.

Another problem might be the Anti-Cheat detection because if those files are included in it then supporting
different versions of those files would cause more effort with that part of the mod as well.

EDIT: corrected spelling


RE: Different variations of languages in Discovery - Burning - 07-21-2019

The big problem that comes with non-english speaking playerbase is that they can't communicate with admins in case of a rule violation. We would have a divided playerbase, because non-english speakers can't interact with existing players.

As others have pointed out, it takes a lot of work to translate the game/mod into another language. Maybe translating only the most important things would be a good compromise? Basically only translate commodity names (they're self-explanatory anyways) and things that come up the same nonetheless (such as turret stats etc).


RE: Different variations of languages in Discovery - NoMe - 07-21-2019

hi, all!

i'm specialised in english language, maybe can i help if you have some questions! Wink

to be more serious, is it the player presence in disovery who is important ? or annoying people with their bad english? it can be a cause of leaving.

is it better to have a good full server or a server with 10 perfect english speaker

those who don't speak a good english are generally far from RP no?

Those who have a more or less good english, try to talk with other and try to be understandable, the effort must be on the 2 sides.

ask yourself the question !

oh remember, i'm specialised in english question, not in RP

*smiles*



RE: Different variations of languages in Discovery - Miaou - 07-22-2019

(07-21-2019, 11:20 PM)NoMe Wrote:
hi, all!

i'm specialised in english language, maybe can i help if you have some questions! Wink

The only specialization you have is spouting broken English and somehow avoiding a sanction for breaking the language rule. *smiles*

I'd like to echo Sombra's comment. Discovery is an English speaking server/mod and has been for a very long time. The fact that this is a roleplay server, however light it might be, needs there to be clear communication between parties who partake. There is literally nothing I can do when I get someone talking to me in Cyrillic, or any other language that I am not familiar with. I am all for being inclusive, but this isn't really the setting nor place for others having to struggle when it's already centered around one language. If you are having issues, ask questions. There are plenty of people in this community who speak multiple languages and can help you out to understand what's going on. Allowing multiple languages will just cause more barriers than there are already.


RE: Different variations of languages in Discovery - Markam - 07-22-2019

I suppose you could translate the rules into various languages, you could add in commands that simulate English engagement notices, demands to stop and piracy demands etc. Roleplay will become something for those who enjoy it, rather than a requirement. Is that corruption of the Disco we know and love (loath?), probably. But frankly I'd be happy if server pops were higher.

And let's be honest, "dropping your 2 lines" is a meme now, those who don't roleplay will never roleplay, and would rather make a /1 and use that. The above would be no different.

Once upon a time, I played an wow-era MMO called Final Fantasy XI which used a macro system that automatically displayed set phrases in the local language of the player, so you could have bare minimum communication with each other regardless of language barriers. It was still a nightmare but they pulled of a multi-language, multi-country server with that.