Application to be the official translator of SE2 to Spanish
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Hi KeenSoftwareHouse! I have been playing SE in the last 10 years and I would love to support the new game as the official Spanish translator. I have the 10 years Plushie and more than 5.000h in total on the Pc and Xbox edition of the game.
My mother language is spanish, so I would love to be the official translator. I used to help in the spanish translation on SE1 but you know, there was also a lot of people helping.
I would be looking for your answer <3
And let´s go for another decade of fun in SE2!!!
I'm not Spanish, but I hope you can succeed in becoming the translator!
I'm not Spanish, but I hope you can succeed in becoming the translator!
As a maintainer of a hobby translation for SE1 in a different language, you have my support. Your commitment to playing the actual game while translating it will make sure that - especially with Spanish - no text is too long, and that the context is properly understood before writing the translation. That comes down to whether you would get a preview release under NDA or you have to work "in the dark" of course.
Do you have previous experience with game translations? SE1 now has close to 10,000 localized strings and you seem like someone who doesn't just want to hit "auto translate". It is a lot of work! As for tools, I don't know what the translation format is for SE2, but for SE1 I can recommend "ResX Resource Manager" for the translation and "JetBrains dotPeek" to decompile the game code and find references to somewhat elusive in-game texts for context. (Often error messages or server admin stuff.) Good luck with your application!
As a maintainer of a hobby translation for SE1 in a different language, you have my support. Your commitment to playing the actual game while translating it will make sure that - especially with Spanish - no text is too long, and that the context is properly understood before writing the translation. That comes down to whether you would get a preview release under NDA or you have to work "in the dark" of course.
Do you have previous experience with game translations? SE1 now has close to 10,000 localized strings and you seem like someone who doesn't just want to hit "auto translate". It is a lot of work! As for tools, I don't know what the translation format is for SE2, but for SE1 I can recommend "ResX Resource Manager" for the translation and "JetBrains dotPeek" to decompile the game code and find references to somewhat elusive in-game texts for context. (Often error messages or server admin stuff.) Good luck with your application!
There was an interesting and very practical language management system in some game (I don't know which one now). All text sentences were numbered, and this numbering was the same for all language versions.
If there was a translation of a given item, the text from that language version was used; if the text item with that number did not exist in the translation, the text item from the English version was used. This greatly facilitated and simplified the translations - they were already sufficiently usable at an early stage of the translations. Although in doing so it created a not entirely aesthetic mixture of translated and untranslated/English texts
It was not quite perfect, mainly due to the fact that different objects and characters have different genders in different languages, and the original text did not respect this linguistic phenomenon and repeatedly used the same gender pronouns (with the same number) according to the English rules. Another similar problem was that many languages use word endings to express grammatical case and gender. The system didn't allow for this very much because it doesn't occur much in English - unlike German, Polish or Russian.
Nevertheless, as long as there were only full statements or textual sentences in the text, such a system of text management would be quite practical.
Technical: the text item number could be indicated by compound brackets { } (ctrl+B, ctrl+N) which are relatively little used, and a toggle in the game settings would allow the display of text in compound brackets (include brackets) to be toggled off and on. I thing, this would significantly help volunteer translators...
There was an interesting and very practical language management system in some game (I don't know which one now). All text sentences were numbered, and this numbering was the same for all language versions.
If there was a translation of a given item, the text from that language version was used; if the text item with that number did not exist in the translation, the text item from the English version was used. This greatly facilitated and simplified the translations - they were already sufficiently usable at an early stage of the translations. Although in doing so it created a not entirely aesthetic mixture of translated and untranslated/English texts
It was not quite perfect, mainly due to the fact that different objects and characters have different genders in different languages, and the original text did not respect this linguistic phenomenon and repeatedly used the same gender pronouns (with the same number) according to the English rules. Another similar problem was that many languages use word endings to express grammatical case and gender. The system didn't allow for this very much because it doesn't occur much in English - unlike German, Polish or Russian.
Nevertheless, as long as there were only full statements or textual sentences in the text, such a system of text management would be quite practical.
Technical: the text item number could be indicated by compound brackets { } (ctrl+B, ctrl+N) which are relatively little used, and a toggle in the game settings would allow the display of text in compound brackets (include brackets) to be toggled off and on. I thing, this would significantly help volunteer translators...
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