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LonaRPG MTL

Machine translation tool for LonaRPG · By Tetragramat

MTL Feature Request

A topic by FrontalZp created Jun 19, 2023 Views: 671 Replies: 4
Viewing posts 1 to 5

Allow us to drag and drop the .txt files from the game's language folders into the program's window for input, 
Then have the program translate just that one .txt file by automatically entering up to 5000 lines into google and returning the result with formatting and repeat if any more lines are present.  (google seems to keep formatting of the 6 online translation tools I've tried today including deepl and reverso, etc).
I've tried to use the tool for recent updates and there seems to be some sort of snag with the usage and utility. 

Some files don't get translated. Some files, If translated by hand already in the MTL language folder, will revert back to the result from the default translation of the chinese language folder 
(right now the .txt files with newer content end up with the later parts of the file untranslated.).

I've noticed that inputting over 5000 character count into google's translation tool actually gives you your full results, but with the caveat that you can only view 5000 characters and copy only those at a time.

This request is only due to the stupidity of manually selecting the untranslated parts of the text files in the MTL folder after i used the tool, translating the remaining untranslated results through google's translator in painstaking copy pasting and scrolling and recopying back into the .txt files.  I had then used the tool once more but the MTL file texts i had manually translated were all replaced by the default results from the chinese folder's text inputs. Perhaps you could add a checkmark button and feature for seeing which files will be translated and selecting which files you want to translate and also a feature for changing the game's main text files. I think that the game's English text folder will get a visit next...with my banhammer of wasted effort.

Also, you don't know what kind of tool you have in terms of the utility and the monetization you could easily get from it for such said features, since most translation sites will only translate only so much character count with each translation request (with google being partly an exception). 
Your program seems to have the capability to do multiple smaller translations (within the limit of whatever translator engine you decide on) and if that's true, then there's happily no real limit to your translation count, which most of those sites monetize for. Though, they don't have standalone programs, and they need features for "writing a translation into a new file .txt or other type", "replacing the contents of a currently existing .txt or other file type with the output translation", or "adding the translation results into an existing .txt file after the present contents." 
It would be a pleasant change to select one of the game's text files in the chinese folder and have it replace the contents of the matching file in the game's english text folder. Alternatively, although on a similar journey, it would be nice to use the tool on just the text files in the english folder that have new content, and thus newly added chinese to them, in order to fully translate them. For example, copy the chinese only, put that into your tool, delete the text file's chinese, and have the tool write the translation by adding it into the text file (with careful positioning of what you copy and what lines you leave open, you know what i mean "Enter key or Shift+Enter" key press users, and even you "i like to press enter after every end paragraph" people.

I'm not sure if this project is kept updated, But good luck to you in life even so!

Developer

I plan to rewrite translation tool, when Godot 4.1 gets released (in few weeks), so I can incorporate some of the requested changes, but note that it's written in game engine so there are not many advanced text functions I could use to implement requested features and I'm not going to throw too much time on this project.

The tool must stay simple to use for even the dumbest users so I'm not planning to do anything too complicated for users to comprehend. That said it is not tool you should use to professionally translate the game. If you want to join official translation effort to English, then contact eccma or mods in LonaRPG discord.

Google is constantly making changes to their translator so there is every few months they do that breaks some workflow. Originally it was possible to upload whole txt file to google translate and download translated version of it. But they removed that ability and allowed only more complicated text file formats I can't reasonably create in Godot.

I think you've missed two warnings in the tool that declares the tool overrides MTL folder every time directory is selected.

two warnings, yeppers. sure did. even after noticing it the first time. i actually forgot and disregarded the tiny text and caused the problem, then did it again to reset the mtl file before i started my own customized work on the eng folder texts. thanks for reminding me to get to that today. i forgot i was going to do that too.
Im not someone who likes to forget things either. i want to remember a happy life, not like thats possible nowadays with everything ive actually chosen to forget.
happy gaming and translating. 
the length issue isnt important, just so long as you can divide the inputs into 5k char segments, then save them as a format google accepts OR save as txt then use a file converter for the right thing that google accepts OR just input the 5k segments as plain text into their website (all with the bot i guess), and then put it together nicely (as an added bonus in the backend, include a file comparison of formatting (but not length check because of character differences) for the original file texts vs output texts and then its all pretty good. 
im playing 8.1.1 now and ive noticed the arena leeruii guy in front yard had some "bad english". seemed like the word "Pray" was supposed to be used but instead the word "Saint" was there. 
easy for me to fix in the eng text file. i even thought about doing personal checks of each text file on a new update and then re-updating the files with my already pre-existing translation efforts, but contemplated that there may be small game changes made to them by the dev which would make my efforts far too "indulgent" and incomprehensible to attempt work on. 
if the program detected changes in the original (chinese?) text files written by the dev, then perhaps it could single those out and only attempt to translate those, which would make inputting untranslated text into google much easier after an update. Not sure if its better to detect chinese characters or detect what hasnt been run through a translator yet, though i think the latter is more obvious as then it acts like its own update engine instead of a whole replacement program. <--
My brain tooted, though that usually means i had a great idea. Brain just wants to brain and enjoy that it thinks its right. 
Would a program reading multiple types of file formats take a long time to do things, even if its techinically two programs in a single window page, each with their own "simiplified button". Press here to start 1/2 translation functions(checking untranslated? saving into mtl). Press here to start 2/2/ by google translation (copying saved info to proper file format, and uploading to google, and getting result, and modifying the text files, maybe a format check vs 1/2 saved data or overall text file.)

i know theres a lot of programmers that have had to find large programs that each have one or more features that they need, and they have had to snippet and frankenstien them to work together, which is the hard part because sometimes people dont like to perform "exclusivity" coding wheras the coding can mostly function on its own if you copy a part of it that you need.  When the code for one feature is segmented across many different areas and convoluted people hate that.
one single command you might need could  be eons away from the bulk of the wanted feature's code. 
i once heard of a program that checks codoe, mostly used for game codes and that checks what parts are not connected to anything, or are just not doing anything, or may have conflictions depending on your use for it. cant remember the name, but big devs used it to run a thorough check of their work, and you could select an area of code and say to the checker that its a feature on its own and supposed to have said number of references and connect to a certain other feature, then it would check if its working right for that. 
god-level backcheck, and could be a whole job on its own to use it given what it can do. it cant make code, but you can tell it what youre doing and get it to overlook your progress(most handy) and catch any issues.


i like this default profile image. made me smile today. just so energetic and waiting to be apple juiced, like at a kanye west shower renovation center.

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"reminds me of" kweek. manga: stuck in the dungeon.
im too old for this shit. lol