translation tool user’s manuale-adventure.e-ucm.es/files/eadventure language editor... · 2011....

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1 <e-Adventure> Translation Tool User’s Manual

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Page 1: Translation Tool User’s Manuale-adventure.e-ucm.es/files/eAdventure Language Editor... · 2011. 6. 6. · In the eadventure folder (under EADVENTURE HOME), inside

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UUsseerr’’ss MMaannuuaall

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TTAABBLLEE OOFF CCOONNTTEENNTTSS

1. Before commencing the translation ................................................................................................. 3

2. Instructions ..................................................................................................................................... 5

2.1. Run the LanguageAssistant. ........................................................................................................... 5

2.2. Create a new language pack. ......................................................................................................... 6

2.3. Edit language strings for <e-Adventure> editor and engine applications. .................................... 7

2.4. Translate the “About” files. ........................................................................................................... 8

2.5. Translate the Contextual help files. ............................................................................................... 8

2.6. Check the results. ......................................................................................................................... 10

3. After the Translation is completed ................................................................................................ 11

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11.. BBEEFFOORREE CCOOMMMMEENNCCIINNGG TTHHEE TTRRAANNSSLLAATTIIOONN

Before you commence translating the <e-Adventure> platform into your own language you must download

the next files onto your system:

� A release version of the <e-Adventure> platform. We recommend that you use the latest

multiplatform release available.

Once you have downloaded the <e-Adventure> package (a ZIP file), you will just need to extract its

contents to a folder. From now on we will refer to this folder as the “EADVENTURE HOME”. Just to

check that the installation process succeeded, the EADVENTURE HOME folder should contain the

next elements:

� The <e-Adventure> language edition tool. You can download this file in sourceforge1. This ZIP file

contains two files:

o A file called “LanguageAssistant_EXTERNAL.jar”: This is the executable language edition tool.

o A file called “Launch.bat”: A shortcut to launch the editor in Windows systems.

You will also need to extract these files to a folder in your system.

� An up to date version of the JRE (Java Runtime Environment) installed in your system. You can

check if Java is installed in your system and/or gather the latest version at:

http://java.com/en/download/.

After checking these files are in your system, you will be ready to start the translation. This process will

require two tasks:

� Translate the main language files of the application. This is indispensable and will require around 4-

8 hours of work. To get through this, see steps 2.1-2.4.

� Translate the contextual help files. The <e-Adventure> editor also includes a built-in system of help

files. You can access these help files by pressing this button wherever you find them. By doing

this you will have access to a piece of information related to the current data shown in the <e-

Adventure> window. It is recommended to translate these files as well, as they are very useful for

the users. However it can be a time-consuming task (more than 10 hours). To get through this see

step 2.5.

1http://sourceforge.net/projects/e-adventure/files/tools_for_development/eAdventure%20Translation%20Tool-

UCM.zip/download

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22.. IINNSSTTRRUUCCTTIIOONNSS

2.1. Run the LanguageAssistant.

You can either try a double-click on the “LanguageAssistant_EXTERNAL.jar“ file or use the .bat shortcut. It

will ask you for a folder: choose the "eadventure" sub-folder under EADVENTURE HOME.

Figure 1. Open “EADVENTURE HOME/eadventure” folder dialog

Should you select a wrong folder the system will tell you so. Please make sure that after you selected the

folder, the list in the system is populated with strings.

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Figure 2. Main view of the <e-Adventure> Language Edition tool populated with strings

2.2. Create a new language pack.

If you intend to add a new language, you'll find a button in the bottom of the application to do so (see

button “Add new language” in figure 2. Please use a locale identifier (like es_ES for Spain Spanish, or pt_PT

for Portugal Portuguese). Use two lowercase characters to indicate the main language (e.g. ro for

Romanian), followed by an underscore and two uppercase characters to indicate the local variant of the

language (e.g. RO for Romania).

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Figure 3. Creating a new language pack

2.3. Edit language strings for <e-Adventure> editor and engine applications.

In the main window of the language edition tool you'll find 3 combo boxes (see Figure 4). The first one lets

you choose which part of the system you want to create the strings for. The options right now are Engine

and Editor. You should edit all the string for both applications.

Figure 4. Three combo boxes for selecting active languages and application (Editor/Engine).

The other two combo boxes let you choose the language that will appear in the second and third columns

of the main window of the language editor. For instance, you can choose to set the second column in

English (en_EN) and the third column in the language pack you have just created. In this manner you can

do the work by translating the English strings in second column into your language in the third column. The

resulting window is something like you could see in Figure 5.

The first column contains the internal keys that identify each string within the <e-Adventure> system,

and you should not change them. Otherwise the application may not work as expected.

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A red field indicates a missing string, and a green one indicates that this row has changes. Please fill all the

red cells one by one. If you hit enter after adding a string, you go right on to editing the next cell in the

column.

Figure 5. Red cells indicate data that must be introduced. Green cells indicate cells with changes.

Remember to save changes often, to avoid loosing any information.

2.4. Translate the “About” files.

In the eadventure folder (under EADVENTURE HOME), inside the i18n/editor and i18n/engine folders,

you'll find a file named "about-LOCALE.html" (where locale is es_ES, en_EN, etc.). You should duplicate

these files for your locale and edit them manually. This is a great place to include your name as the creator

of the translation.

2.5. Translate the Contextual help files.

Again, in the eadventure folder, inside the help folder are folders with the name of the locale with all the

contextual help html files. Duplicating the en_EN folder with the name of your locale is enough to make

sure that your users will have the contextual help in English at least. These files can be modified too, but

require much more work.

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You can translate these files using another feature of the language edition tool: the help edition window.

To launch this window just press the button “Edit Help”. You will get a window with all the help files on

your left for the selected language (you can change the language using the upper left combo box provided)

and an HTML editor kit for editing the selected file on your right.

Figure 6. The Help Edition Window

2.6. Translate the Image files.

Finally, there are a set of images with text that are used in the editor and engine. The .psd files of each of

these images and the font used are provided together with this manual and the language assistant. You

can translate this files by installing the provided font in your OS (optonsFont.ttf) and changing the text of

each image by opening the .psd files with Adobe Photoshop software and saving with the same name and

.png format. The file “Editor2D-Loading.png” has to be saved in eadventure folder/img/loading/LOCALE

(where locale is es_ES, en_EN, etc.). The files ConfigurationPanel.png, LoadPanel.png, OptionsPanel.png

and SaveLoadPanel.png have to be saved in the eadventure folder/gui/options/LOCALE (where locale is

es_ES, en_EN, etc.).

If you do not have access to the Adobe Photoshop software, please include a file called

“imageTraslation_LOCALE.txt” including the English word and its translation of the following strings:

- Please, wait while the operation is completed

- Configuration

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- Load game

- Options

- Save / Load

- Save Game

2.7. Check the results.

At any point in the process, you should be able to save the changes and run the editor or engine from the

release you are using and find your locale listed. In this way, you can try out the changes.

If you want to, you can pack everything in the release folder back into a zip file and redistribute it to your

students including the translation you just created, though we would still appreciate if you send the

translation to us too.

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33.. AAFFTTEERR TTHHEE TTRRAANNSSLLAATTIIOONN IISS CCOOMMPPLLEETTEEDD

After you have a translation, we will appreciate if you send us all the files that belong to your locale so we

can include them into future releases.

Please, pack the folders “i18n/engine”, “i18/editor” and “help” under EADVENTURE HOME/eadventure

into a ZIP file. Please ensure that you state clearly the name(s) of the author(s) so we can give the

appropriate credits.

Then deliver it via "Technical support" forum in <e-Adventure> website (http://e-adventure.e-ucm.es) or

via e-mail at: [email protected]