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sheng_luwei: Hi, tried to provide an update of the de.po file via github last thursday, but apparently I did something wrong, because the file wasn't updated, instead now I get lots of automatic E-Mails everyday telling me about all the activities not really related to the translation. Any idea what's wrong?
Thanks for notifying me, I can see that you uploaded it to your fork, and on the same day create a pull request with all our changes targeting your fork. It should be the other way around. But I can take care of that part for you :)

To stop receiving the notifications you need to close your own PR (I do not have access to do so in your fork): https://github.com/sheng-luwei/devilutionX/pull/1
Ok, I have merged the changes. Grate work taking the German translations from one of the most incomplete to now being in the top 3 most complete :)

I spotted a few quests that we hadn't marked for translation which I have now added. Also I noticed (even with my limited understanding of German :D) a few place where the translations where mapped incorrectly, I did my best to correct them but marked them as fuzzy so that you can validate the translation. Poedit is also highlighting about 50 lines that it thinks has suspicious punctuation, it might be worth going over those.

Per usual you can find the latest version here
https://raw.githubusercontent.com/diasurgical/devilutionX/master/Translations/de.po

I have attached a screen shot of the translation in game. There are a few places where the test currently doesn't fit. Some of them could probably be handled by breaking the word in to two lines:
"Rüstungsklasse"
->
"Rüstungs-
klasse"

In other places you might have to look in to using some abbreviations or rephrasing.

Let me know if you need help testing the translation in game yourself.
Attachments:
german.png (169 Kb)
Thanks for the help.

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Anders_Jenbo: Also I noticed (even with my limited understanding of German :D) a few place where the translations where mapped incorrectly, I did my best to correct them but marked them as fuzzy so that you can validate the translation.
Why does that happen again? All the monsters, bosses and spells data is fucked up again. Now I have to look through all of this again and correct.

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Anders_Jenbo: Poedit is also highlighting about 50 lines that it thinks has suspicious punctuation, it might be worth going over those.
That's okay, it's mainly the quest related texts. They are good translations (from the German playstation version) and there are corresponding sound files in German as well (also from the playstation version). How about those? It's only Diablo content though, no German Hellfire sound files.

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Anders_Jenbo: I have attached a screen shot of the translation in game. There are a few places where the test currently doesn't fit. Some of them could probably be handled by breaking the word in to two lines:
"Rüstungsklasse"
->
"Rüstungs-
klasse"

In other places you might have to look in to using some abbreviations or rephrasing.

Let me know if you need help testing the translation in game yourself.
Okay, "Rüstung" should be enough anyway. "Klasse" does not add any significant information, it's rather confusing because strictly speaking there are only three "classes" of armor - light, medium and heavy.
Ingame tests are next on my bucket list. ;-)
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sheng_luwei: Why does that happen again? All the monsters, bosses and spells data is fucked up again. Now I have to look through all of this again and correct.
Hmm looks like I might not have gotten the right version of the file when I tried cherry picking it from your repo. Let me try again.
Post edited September 27, 2021 by Anders_Jenbo
Ok, the spell and monster names should be correctly applied now. I guess I have to check a bit more manually at this point since your fork is fallen a bit behind.

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sheng_luwei: That's okay, it's mainly the quest related texts. They are good translations (from the German playstation version) and there are corresponding sound files in German as well (also from the playstation version). How about those? It's only Diablo content though, no German Hellfire sound files.
We can't distribute it, but we have tool that lets anyone who has the PS1 version convert the sounds and build an MPQ that they can add to have the translated sounds.

https://github.com/diasurgical/psx-tools
https://github.com/diabpsx/divination
Ok nevermind, I corrected and proofread everything manually in the meantime and made a new PR.
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sheng_luwei: Ok nevermind, I corrected and proofread everything manually in the meantime and made a new PR.
Ok, merged :)
Could you also separate "Gold" (item / prefix)?
I cannot create a new PR because Github claims that there is already one open?
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sheng_luwei: Could you also separate "Gold" (item / prefix)?
Sure, but probably won't happen before Sunday :)

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sheng_luwei: I cannot create a new PR because Github claims that there is already one open?
Don't worry updating your branch will also update your pull request.
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Anders_Jenbo: This is an error that can occur if someone sends and invalid network message.
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sheng_luwei: Still doesn't make any sense to me (semantically). :-)
Probably just going to write something similar nonsensical as translation then. :-)
"Trying to drop a floor item" reads strangely because it is a developer's internal note that should never be seen by the user, so the original author didn't put much work into making it clear. I think what the author meant is:

"The game received a message. The message told us to drop an item. The item to be dropped is an item that is already on the floor. Items on the floor cannot be dropped, so this is invalid and makes no sense. Therefore, the game will now abort."

Diablo's network error handling is infamous for how bad it is. Most erroneous conditions that "should never happen" cause the receiving system to just abort the game, rather than try to recover. Devilution has 314 calls to app_fatal, a general purpose function for aborting.
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advowson: ...
Thanks for the explanation!

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Anders_Jenbo: Don't worry updating your branch will also update your pull request.
That means, everything is fine, I don't have to do anything further here?

I'm currently testing ingame and noticed that space is somehow smaller than in original Diablo. We need wider textboxes (see attached image). :-)

- How does the game determine again which naming template to apply to staves? I noticed that it uses either "{:s} of {:s}" and "Staff of {:s}" on staves with prefix and spell suffix. I'm confused.

- An item of "the mammoth" should never drop in dungeon (no Diablo or Na-Krul source), but it just did. I checked devilutionx, the mlvls (max 30) and qlvl (35) are correct, so why is it that such an affix drops?

- When long items have at least one affix, the game usually shortens the name of the item, so that it's for example "Mithril Hammer of Haste" instead of "Mithril War Hammer of Haste", or "Gold Bow of the Stars" instead of "Gold Short War Bow of the Stars". However, devilutionx doesn't do that. It would save space to also use the short forms here.
Attachments:
screen21.jpg (392 Kb)
Post edited October 02, 2021 by sheng_luwei
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sheng_luwei: That means, everything is fine, I don't have to do anything further here?
Correct.

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sheng_luwei: I'm currently testing ingame and noticed that space is somehow smaller than in original Diablo. We need wider textboxes (see attached image). :-)
Sorry, I'm not sure what you are refering to here, you you mean " " isn't as wide as in the original?

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sheng_luwei: - How does the game determine again which naming template to apply to staves? I noticed that it uses either "{:s} of {:s}" and "Staff of {:s}" on staves with prefix and spell suffix. I'm confused.
It will first try "{:s} of {:s}", if it won't fit in the info panel it will instead use "Staff of {:s}". There does appear to be a bug here though, I'll look in to that.

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sheng_luwei: - When long items have at least one affix, the game usually shortens the name of the item, so that it's for example "Mithril Hammer of Haste" instead of "Mithril War Hammer of Haste", or "Gold Bow of the Stars" instead of "Gold Short War Bow of the Stars". However, devilutionx doesn't do that. It would save space to also use the short forms here.
There was a bug in the original game, it would measure the item name to see if it would fit in the input box, but it used an incorrect size of 160px and a letter spacing of px, but the infobox is 254px and letter spacing should be 2px.

This has been corrected so that names are adjusted more appropriately.
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advowson: ...
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sheng_luwei: Thanks for the explanation!

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Anders_Jenbo: Don't worry updating your branch will also update your pull request.
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sheng_luwei: That means, everything is fine, I don't have to do anything further here?

I'm currently testing ingame and noticed that space is somehow smaller than in original Diablo. We need wider textboxes (see attached image). :-)

- How does the game determine again which naming template to apply to staves? I noticed that it uses either "{:s} of {:s}" and "Staff of {:s}" on staves with prefix and spell suffix. I'm confused.

- An item of "the mammoth" should never drop in dungeon (no Diablo or Na-Krul source), but it just did. I checked devilutionx, the mlvls (max 30) and qlvl (35) are correct, so why is it that such an affix drops?

- When long items have at least one affix, the game usually shortens the name of the item, so that it's for example "Mithril Hammer of Haste" instead of "Mithril War Hammer of Haste", or "Gold Bow of the Stars" instead of "Gold Short War Bow of the Stars". However, devilutionx doesn't do that. It would save space to also use the short forms here.
If you are testing translations, I bet you are testing on latest version - unique item / affix generating was using incorrect monster level, that has been fixed in master. Did that mammoth drop on normal difficulty or higher? If nm/hell, then it's nothing unusual anymore as difficulty bonus (15 for nightmare, 30 for hell) got applied
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Anders_Jenbo: Sorry, I'm not sure what you are refering to here, you you mean " " isn't as wide as in the original?
Sorry, my bad. Wrong assumption on my side. But: Would it be possible to expand the infobox a bit? German is such a long language. ;-)

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Anders_Jenbo: It will first try "{:s} of {:s}", if it won't fit in the info panel it will instead use "Staff of {:s}". There does appear to be a bug here though, I'll look in to that.
Oh, I wasn't aware that there is a dynamic adaption. That's cool and frustrating. If it's feasible I'd rather have "Staff of {%s}" for all staves with a spell, because otherwise it would require introducing a genitive form of spell names. :-D

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qndel: If you are testing translations, I bet you are testing on latest version - unique item / affix generating was using incorrect monster level, that has been fixed in master. Did that mammoth drop on normal difficulty or higher? If nm/hell, then it's nothing unusual anymore as difficulty bonus (15 for nightmare, 30 for hell) got applied
This answer puzzles me for a few reasons, it might be a misunderstanding. I did everything as described in the guide and downloaded a version 1.2.1-9F7C69F4. Is this the one with the bug or the fixed one?
I presume it must be the bugged one, because mammoth can never drop in the dungeon regardless on which difficulty (except from Diablo and Na-Krul in Hellfire). So this version is obviously using the wrong mlvl. I got two mammoth items on normal diff, the second one from Lazarus himself. He has two mlvls (35 and 30), and only the latter one (30) must be used for affix generation without adding a difficulty bonus. Otherwise you would get Emerald/Heavens drops from a Zombie boss on hell diff.
[Ok I made a few tests and indeed got items with Heavens and Tiger in church on hell diff O.O]
Post edited October 06, 2021 by sheng_luwei
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Anders_Jenbo: It will first try "{:s} of {:s}", if it won't fit in the info panel it will instead use "Staff of {:s}". There does appear to be a bug here though, I'll look in to that.
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sheng_luwei: Oh, I wasn't aware that there is a dynamic adaption. That's cool and frustrating. If it's feasible I'd rather have "Staff of {%s}" for all staves with a spell, because otherwise it would require introducing a genitive form of spell names. :-D
Ones we add support for controlling how item names are generated in a given language you will be able to control this. But that won't be before after the upcoming release this month.

Edit: I merged your latest translation from GitHub, there where 3 lines which did not match with the latest code. Let me know if you have further updates to the translation :)
Post edited October 07, 2021 by Anders_Jenbo