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Chinese Translation

PostPosted: 16 Aug 2012, 18:02
by Cn.rave
Hello.I am a Chinese game player, I very much hope to see in the game we state of text and flag, plus I can help to translate, I've found in text.libx need to translate the text please tell me what to do next?

Re: Dutch, French, German, Hungarian, Polish & Russian texts

PostPosted: 16 Aug 2012, 19:05
by Krom
Chinese localization is difficult because KaM Remake works with 8bit fonts. That allows maximum of 255 characters/letters. To work with Chinese we would need to rewrite a lot of that code to accept 16bit unicode characters/letters. That is a difficult task, but we hope to make it eventually.

Re: Chinese Translation

PostPosted: 17 Aug 2012, 11:40
by Cn.rave
感谢你的回复,
如果是这样的话 能否考虑先加入中国的国旗,我们先可以使用中国拼音来汉化游戏 谢谢!
Thank you for your reply,
If this is true whether to consider to join the national flag of China, we can use Chinese pinyin to Chinese game Thank you!

Re: Chinese Translation

PostPosted: 17 Aug 2012, 12:53
by Krom
Can you tell us more about Chinese pinyin, what kind of fonts and localizations files it needs?

Re: Chinese Translation

PostPosted: 17 Aug 2012, 12:58
by sado1
If I understood Wikipedia article correctly, it's using Roman alphabet for input. Maybe it would be enough for now, if Remake was translated without using Chinese signs?

Re: Chinese Translation

PostPosted: 17 Aug 2012, 13:05
by Krom
I would like to get an answer from native speaker on what he/she feels would be best option with existing limitations. Maybe trying out a mockup solution of sorts.

Re: Chinese Translation

PostPosted: 17 Aug 2012, 19:24
by Cn.rave
Pinyin is the Chinese pronunciation such as ABC ( Ni Hao! )These are in English do not need special characters we urgently need a Chinese flag, this is the key!

Re: Chinese Translation

PostPosted: 17 Aug 2012, 19:27
by Cn.rave
Of course, this is only a temporary solution we more expect KAM to support chinese!

Re: Chinese Translation

PostPosted: 18 Aug 2012, 03:19
by Lewin
A pinyin translation ("Ni Hao" rather than Chinese symbols) is possible now. Cn.rave, I will send you a private message with the files to translate and instructions to test it for yourself :) If you can finish the translation in a 2-3 weeks it can be included in the next release. (at least the game, the campaign stories/tutorials are less important)

Supporting Chinese characters will take a lot of work for us, so it won't be happening in the immediate future but hopefully not too far away.

Re: Chinese Translation

PostPosted: 18 Aug 2012, 05:57
by Krom
We have Chinese unicode fonts from TSK (they are looking not as fancy as others, but that will work for the start), but we miss:
- unicode font support in render engine and in font files (to load and display glyphs)
- support in library engine (thing that manages text strings)
- text input (!)

Latter is the biggest problem so far, I have no idea how should it work in Remake..
There are other issues related to unicode support as well, but they are more technical detail for now

Re: Chinese Translation

PostPosted: 18 Aug 2012, 06:25
by Lewin
- text input (!)

Latter is the biggest problem so far, I have no idea how should it work in Remake..
There are other issues related to unicode support as well, but they are more technical detail for now
Text input is managed through the Windows Input Method Editor (IME) and is supported by Delphi. When set up correctly Windows automatically shows a box where you type in a sequence of characters and it constructs a Chinese symbol, as shown here in Notepad:
Image

The idea is Windows manages the IME and key input, painting it over your window. Once the character is constructed it tells your application about it. There are Windows API calls to manage it or Delphi seems to support it for e.g. TEdits, drop one on a form and look at the ImeMode and ImeName properties, that lets you set it (although we probably just want it on the default, "don't care" so it uses the system default). So as far as I can tell in the above image the person making Notepad doesn't need to know about the IME/Chinese, he just needs to handle Unicode character input and Windows will do the hard work for you, giving your application the assembled Chinese symbols.

Because we want global key presses not just inside a TEdit we'll probably need to make our own input handler using some kind of hook into the Windows API... not sure how that works but it should be possible. I believe you can tell the IME where it should draw (so the position of the character currently being entered). Do a search for Windows API IME stuff. OnKey events won't work because they don't seem to support Unicode characters.

I tried changing my Windows XP virtual machine into Chinese mode and had a bit of success playing around with getting the IME to work, although I didn't spend a lot of time on it.

So I don't think text input will be a lot harder than converting everything to Unicode :) That's not to say either will be simple...

Re: Chinese Translation

PostPosted: 18 Aug 2012, 06:41
by Krom
Yes, you right. I just split things into 2 bins usually : ones I know how to make and ones I don't. With the 1st bin it's a matter of time, but eventually it can be made. 2nd bin is harder, it needs research and results are not guaranteed.

Re: Chinese Translation

PostPosted: 19 Aug 2012, 08:41
by Cn.rave
你好,非常感谢你们的帮助!
现在拼音汉化已经完成,正在测试中,稍后会将文件传送给你,再次感谢你们的帮助 为你们将游戏汉化做出的努力!
欢呼!!!!
Cn.Rave

Hello, thank you very much for your help!Now Chinese Pinyin has been completed, being tested, will be sent to you later, thank you once again for your help for your efforts will be game!Cheer.Cn.Rave

Re: Chinese Translation

PostPosted: 19 Aug 2012, 10:35
by Cn.rave
Please put your E-mail told me I will send you the letter contains already translated text!

Re: Chinese Translation

PostPosted: 19 Aug 2012, 11:07
by Krom
contact@kamremake.com is always available for everyone :)