I have translated my game using machine translator, and now it is unplayable. Help!!
First of all, you might be misunderstood the very purpose of this tool.
Translator++ is a QUALITY translation production tool, not an AUTOMATIC game translation tool. This is a tool designed to aid translators to create quality translation! Automatic translation is provided as a supplementary tool in order to achieve that goal. It is no wonder if you broke your game if you fully rely on machine translation, because this software is not designed to work like that.
Most likely the errors in your game occur because you were translating a script that should not be translated. (Let’s call it unTranslatable text.)
Yes, you read that correctly. There are some things that SHOULD NOT BE TRANSLATED. This is why translating using a machine blindly will make things that shouldn’t be changed change.
Here are some things that may not be translated (but not limited to):
User scripts / Inline scripts
User scripts can contain variables, methods or constants written in other languages. If you are not careful in translating the script, there is a high chance that your game will be unplayable.
Some developers use very complex tags and there are variables that can easily make your game unplayable if you translate it carelessly.
In addition, some custom tags use sophisticated parsing, adding or removing white spaces in them can make your game unplayable. And the bad news is, automatic translators tend to add whitespaces into anything.
Path to a file or folder or other resources
Some strings may be a path to a file or a filename or even resource within the archive. Remember, when you change this string, you must change the name of the file in question.
As an illustration, imagine that you translate the folder C:\Windows folder to C:\Ventanas on your computer. What will happen?
Variable name, Constant name, method name, etc.
Translating variable names, constant names and other labels is as bad as translating paths.
You may be perfectly fine if your NAME is translated into another language. But in the world of programming, translating NAME (i/e variables) carelessly will lead to disaster.
Then, why doesn’t Translator++ filter out those unTranslatable Text so users don’t translate text that isn’t supposed to be translated?
Actually, Translator++ is already filtering out those text that shouldn’t be translated. But, filtering PERFECTLY all untranslated text is not possible.
Because developers can put variables, tags, user scripts wherever they want in whatever pattern they want… especially in the customable game engines such as RPG Maker.
For example, they can put a message in the Note field, in Event’s text, labels, comments and so on. Some even put tagging and call script procedures in “Show choices”.
Filtering this limitless possibility is not the task of the machine, this is the task of humans. This is not the task of Translator++, this is the task of the translator …. your task!
Most of the data are loaded, but why some data doesn’t loaded into Translator++?
Perhaps that data is blank, and no translatable strings are found.
Actually it’s common that in some games there is a map data that doesn’t contain any dialogue, so this map data will not loaded into Translator++.
Another possibility is that developers use non-standard resource encapsulation. Translator ++ strive to handle all major resource encapsulation. But there are unique encapsulation resources that are only used by a hand full number developers that are not supported by Translator++.
I have translated all the texts, but why some texts are still untranslated in the game?
There are some possibility.
- That texts are actually an image. Translator++ can not translate image files.
- That texts are resides outside the translatable scope of Translator++, such as : save data, the content of game variable, or hard-coded in one of the plugin scripts.
- Perhaps you have removed the related translation row in Translator++.
- There is another resource that overwrites your translation.
For example, you forgot to delete the .wolf archive in your Wolf RPG Game. The Wolf RPG engine will read data in the .wolf archive as priority, instead of your translated file.
The automatic translation doesn’t work, usually it’s worked but it isn’t now!
You might have temporarily banned by the service. Just wait for a while, the ban will eventually lifted by it self.
How long it took until the automatic translation ban is lifted?
It depends on which service you are using. Usually on google, it took 24 hour.
Why I can not create a new project from some of Wolf RPG games?
Depend on the version of Wolf RPG Editor used, the key to decrypt Wolf RPG games may different. And Translator++ may fail to decrypt the latest version of Wolf RPG games.
Try to extract all of your *.wolf data using any available 3rd party tools.
Sinflower’s WolfDec may be a good option for you.
And then don’t forget to rename (or remove) all your .wolf files before creating new project.
Can I use Translator++ for commercial purpose?
Of course you can! As long as you have all the rights to translate the game from the respective owner.
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