Okay, I didn't know where to put this, so I'll do it here. I love Dungeons of Dredmor. A lot. And even though English isn't my mother langage, I think I'm not too bad at it. But I've been wondering if there was a way to translate the game. I want to do it, at least for the French translation, but I'm not sure how to handle this ; will the classic mod system work ? I think most of the texts are in text files, but will the mod system overwrite thos files ? If it works, then I can translate the game in French, at least. Can more experienced modders give their advices about it ?
Translation is on a todo for post-EXP2, not the least because we're sitting on most of a working Japanese translation in-house. A lot of strings need to be busted out from inside the EXE, and we need to add formatting for UTF-8 type languages and other things that may cause Dredmor to violently explode. But this is on a TODO list somewhere.
Oh, so I don't need to do it then. Maybe you guys need a hand on a French translation ? Native froggy here.
The translation, or the exploding. >.> From the sound of it, Dredmor should explode being evil and all that. XD
Anata wa nihongo ga wakarimasu ka Watashitachi wa nihongo ga hanasimasu ka Watashi wa sukoshi nihongo o benkyou shite iruga, watashi wa motto benkyou suru hitsuyo ga arimasu.
The biggest problem with foreign languages (esp. French) is that accents aren't supported by the game's current encoding. However, theoretically a translation mod will be possible as soon as (a) accents are possible; and (b) totalconversion="1" works.
Ho. And what about an accent-less fan traduction ? Would it be possible ? If not, and if the official Gaslamp team needs a French traduction, I can give a hand (a tongue too ?).
I don't think even an accent-less one is possible since not all the text you want to translate can be. Like Nicholas said, need to be pulled out of the exe for example. Not yet, anyway!
to prepare traduction the folders are : D:\Steam\SteamApps\common\dungeons of dredmor\game the text are on xml.
Alright, I started looking at it, accents are working great (I'm kinda surprised), but I have some important question. I'm editing the text.xml, and I come accross this : Code: <tooltip panel="damages" name="crushing" text="Les dommages écrasants sont infligés par les masses, les objets contondants, les pieds, les caillous et la sauce de grand-mère. Ils sont affectés par l'armure de votre adversaire."/> Here, I am confused. I put my translation instead of the old tooltip, but may I change the name="crushing" part ? Will it break the game ? When I tried, it did nothing : the tooltip was the same. But even if my tooltip shows the text I wrote, there is still a white "Crushing" above it. And I can't change it from the text.xml. I was wondering if the game uses the "name" value : do items have an ID ? Or does the game calls them through their "name" ? I mean, if I change the name "crushing" to "thingy", will I have to edit all the appearances of "crushing" throughout the whole code to put "thingy" instead ? Same goes for items. Let's take the Horadric Lutefisk Cube. If I change its "name", do I have to change it everywhere, including in the room patterns (the room with two water-snakes always has a HLC in it, for instance). If I translate the name of a sword in items.xml, do I have to translate it again in craftDB.xml ? I'm afraid that if I don't, the game will search for an item with an english name (given in the untranslated craftDB.xml), and might crash. Does a more experienced modder have an answer ?