[RELz] TESVTranslator (SkyrimStringTranslator) 1.0.0

Post » Sun Mar 31, 2013 3:41 am

TESVTranslator (aka SkyrimStringTranslator) is an advanced editor for translate mod built with automatic translation logic in mind, and allows easy translation updates.

Nexus Link: http://skyrim.nexusmods.com/mods/29148 (Please: ENDORSE and spread the word if you like the tool ^^ )


Features of the tool 1.0.0)

-Build dictionaries of strings pairs from existing *.Strings files
-3 edition-modes:
1)*Esp mode* can load esp/esm file and perform direct translation.
2)*Strings modes* can perform translation on strings files that come with localized esp (STRINGS, DLSTRINGS, ILSTRINGS). This mode does not alter esp, and you must create strings file with TesVedit 3.0.29+
3)*Hybrid Mod*: load a localized Esp as a Records/fields layout for editing Strings files. (The esp doesn't have to be in the Skyrim directory, but the Strings files must be in a .\strings folder just next to the esp)

-Read localized files directly from the addon.BSA file (as long as it remains in the same folder that the esp/esm).
-EspCompare tool: build string pairs directly between 2 esps with different languages.
-Direct strings Search
-Heuristic strings search
-Diff-viewer, that shows difference between original/updated source-strings
-Support all known encoding for Skyrim
-Alias Tool Check: verify alias integrity between source string and its translation.
-Search and replace tool
-Custom dictionary
-XML import Export
-Inline dictionary, built on the fly with the existing string pairs.
-The UI has been localized and can be easily translated (Ressources can be found in the \res folder, just create a new folder with the desired language. The 'res.ini' file contains all strings used by TESVT. If you are using extended charset, I suggest to save it in utf-8 with BOM, so there will be no codepage issue)


Important Note:
SkyrimStringTranslator is *not* a tool for to localize/delocalize *.esp/*.esm file.
Please Use http://skyrim.nexusmods.com/mods/25859/ if you want to perform this kind of task.

UIlocalization:
-Japanese by http://skyrim.nexusmods.com/users/2441057
-German by http://skyrim.nexusmods.com/users/4158476, http://skyrim.nexusmods.com/users/332657 & http://skyrim.nexusmods.com/users/54636
-Polish by http://skyrim.nexusmods.com/users/326905
-Chinese Simplified & Chinese Traditional by http://skyrim.nexusmods.com/users/854904
-Spanish by http://skyrim.nexusmods.com/users/461092

Special thanks to:
-http://skyrim.nexusmods.com/users/3182587 for helping me with my bad english ^^
-Everyone who supports / endorses the tool, and gives ideas!.




Release 1.0.0.
-String warning improved: cumulatives color tags have been added (in the LD column): Yellow =Alias warning, Orange=String Size warning, Red = Carriage return Warning.
-EspCompare warning improved (as a reminder, those warnings are showing the risk of reversed enumerated fields)
------- Light switched off: record with only one enumerated Field: Risk is very null to low.
------- Yellow Light: the record in Source esp has the exact same number of enumerated Fields than in the comparedEsp: Risk is low to medium
------- Orange Light: the record in Source esp has different number of enumerated Fields than in the comparedEsp: Risk is high
-Extra space and carriage return at the beginning/end of an edited string are now trimed. (it's possible to disable this behavior with a new button in the edit window)
-Show null string option is now saved
-UI Polishes
----------------------------------------
History
Spoiler


OldVersions. Developpement stages.
version0.92
-Slight improvement in espcompare tool when using partial overwrite.
-Added an edit-warning when the string includes one (or more) Carriage return when it should not. (Note: like the string size, it's based on a benchmark done over the official content)
-String Warnings are now caught by the "show: alias error (yellow)" search options, so it's possible to see them in easily in the list. Also, the color tag for Alias/String warning has been redesigned, so it doesnt override the string status.
-The log now shows the complete path of the actual esp/esm/string instead of the addon name only.
version0.91
-Added a soft Cap warning for string size for a given field type. The left margin of the edit box will turn red if the current string size is above that soft cap.
Note: the soft cap has been set through a benchmark over all the official content, in all languages. Reaching that cap doesnt mean you will break your game, but that means that your string will have a bigger size for the given record than the highest one in the official content. In that case you will probably need to check in game or in the CK if everything is OK.
-The dialogTab in esp+Strings mode now correctly shows dialog EDID if it's available. INFO fields without EDID reference now shows their formID instead
-Few UI improvement + german UIupdate (thx to scharesoft)
version0.90a
-Fixed an issue with the dialogTab in esp+Strings mode. All topics should now be visible.
version0.90
-New tooltip system for all list. Lite HTML support. Please note that to avoid constant tooltip popup, the hint activation only happens when the cursor is near the beginning of a given column (~50pixels).
-New DialogTab in edit Windows. When a dialog field is edited, all relevant dialog topics are now stored here. (Obsviouly, this only works in esp or espLayout mode)
-Esp/Esm/STRINGS files can now be opened through commandline. This means that you can set windows to open them directly with dbl-Click, or with the contextmenu Open with.
-----&--#62;Right click on an esp/esm/strings file and choose Open with.
-----&--#62;Choose “Select a program from a list of installed programs” from the dialog that appears.
-----&--#62;Click “Browse...”
-----&--#62;Browse to and select your TESVT executable. If you check "use by default", then you will be able to open files with dbl-Click, otherwise you will be able to use the Open-With menu again (but TesvT will be now in the toplist)
-----&--#62;Click “Ok'
-Few internal optimizations.
-Included all latest UILocalizations (note: there is only one new string in 0.90)
version 0.85
-Loading string with Esp is now less strict: If you clean a mod with Tes5edit (for example update.esm), some strings may be orphean after that. TesvT now loads these orphean strings instead of cancelling the loading.
-New option: DynamicFieldSwitch: In the edit window, validating (complete or partial) string with F1 or F2 now switches directly to the next field in range. You also can use F3 (forward) and Ctrl-F3 (Backward) to navigate through fields without validating them.
-In edit windows, the first line of a text is automatically selected.
-Added Chinese Simplified & Chinese Traditional, thanks to ruinelec, and Spanish, thanks to Fiama.
-Preferences are now saved in utf8 to ensure compatibility.

version 0.84a
-Just a repackaging of the 0.84 with updated German UI localization (thx to Scharesoft) http://skyrim.nexusmods.com/mods/managechangelog/?go=delete&id=29148&lid=35475

version 0.84
-Esp/Esm/Strings files can now be opened directly by drag and drop over the main window.
-XML import now only overwrites untranslated Strings. (Note: String with duplicate translations are considerered as Untranslated). Additionnally, Ctrl-F4 now resets all strings, if necessary.
-Added a textBox next to the searchList (in edit window) to see the complete content of a result string. The search in text procedure has been expanded to this text box too. It's also possible to "drag and drop" text from this textBox to the editBox.
-Added few new options: [play sound with dialog], [backup esp], [choose a backup folder].
-In editWindow, validating a string with F1 set the focus to the esprecordtList. In that way you can easily change field by doing [F1] - [navigate through field with arrow], then [press enter] to select a new field to edit.
-Fixed panel size issues when maximizing-minimizing windows.

version 0.83
-Added XML Import-Export for the current Mod (encoding is UTF-8).
-It's now possible to edit strings directly by double-clicking on records in the esp StructTree (esp Mode or espLayout Mode) . Note: In espLayout mode, only records with editable strings are kept. In simple espMode not-editable records are grayed.
-UIStrings now fallback in english if not found in the current language res.ini. All new strings can be found at the end of the \english\res.ini file. (there are new strings in 0.83 : Fallback are notified in the Log.)
-Added: show: Null strings button in search visibility opts. Also, search procedures now have a little delay, so they not try to refresh the results at every edit box change.
-Added: open user dictionaries folder in the dictionaries panel.
-Few UI improvements and minor fixes.
-Added Polish UI translation.Thanks to TomBrightBlade.

version 0.82
-Fixed an issue when the user tries to finalize the same esp twice in the same session. To check if you had this issue, just try to reload your saved esp in tesvt, if everything is ok, then your are fine. If you get an error, simply reload the original esp, then export it again.
-Few UI improvements
-Updated Japanese UI translation.Thanks to Vivanon.
-Added German UI translation. Thanks to Slavovitsh & nnw.

version 0.81
-The dictionary list is now sortable by drag and drop. Top of the list has priority, so translation always tries to get the user prefered translation for txt with the same sources.
-Added language presets, so it's now possible to quickly switch between differents languages source/dest if needed.
-Improved security check for I/O access
-Added Japanese UI translation.Thanks to Vivanon.

version 0.80
-The UI is now completely localized. Language can be changed in the Set Vocab Window. (a restart of TesVt is needed).
-TESVT now checks if an addon is loaded and if its sst ressource is actually enabled.
-Strings with same source but with different translations in the *same* addon are now correctly showing a notification on load (small glass-yellow icon) so the user can adjust the fstring correctly before finalizing the addon.
-Added a button to search in the Edid field (next to source and dest)
-If the language source and dest are the same, then the cache is not generated or loaded, and source strings are directly copied into dest strings.
-SaveSSTString shortcut is now Ctrl-S. Shortcut removed from export, to avoid confusion

version 0.73
-Added an information log about the cache in the setVocabulary windows.
-Fixed the Alt-Number typo missing in edit window
-Fixed few minor issues in UI (again)

version 0.72
-Localized files can now be read directly from the addon.BSA file (as long as it remains in the same folder that the esp/esm). Saved string will be placed in a strings folder next to the addon. (that folder will be create if it doesnt exist.)
-Buttons icon have be redesigned for a better understanding..
-Fixed few minor issues in UI
-Few minor optimization.

version 0.71
-The Alias warning (yellow) is now smarter and occurs only if an alias found in the Translated string is not present in the Original string.
-Fixed path for saving Strings in esp+strings mode.
-More UI polishes, added custom load/save buttons in the vocabulary panel, added ctrl-A shortcuts to add string in custom editmode
-Building cache is now faster, loading cache is now slightly faster.

version 0.70c
-few UI polishes

version 0.70b
- the custom dictionary also saves itself if the procedure is called from the "Save reminder Popup".
- Fixed a font issue in the listView..

version 0.70a
- opening a blank custom dictionary now correctly swicth the edition mode.

version 0.70
-New hybrid Mode: String + esp Layout: Its now possible to load a localized esp/esm, as a record/field layout for editing the related Strings file. (The esp does not have to be in the Skyrim directory, but the Strings files must be in a .\strings folder just next to the esp). EspCompare tool is available is this mode. Note: this mode doesnt allow to Embed String into esp. You have to use Tes5edit, if you want to perform this task.
-The strings files export improved.
-Added the support for custom dictionnary. (menu vocabulary-&--#62;custom dictionnary) . It's possible to add and edit custom strings pairs manually (through the list view context menu.
Note: this mode is exclusive, and all esp/string are unloaded before.
-The dictionary list is now dynamic, it's possible to choose which file is loaded, and reload the active list on the fly.
-UI improvements
-The record definition list is now hardcoded to avoid issues with bad editing.

version 0.65
-EspCompare now correctly uses the Destination Encoding instead of the Source Encoding.
-Japanese encoding is now set to Utf8 by default.
-messageDialogs language has been fixed.
-Added an option to force utf8 on export. CAUTION: always use the "force Utf8" options wisely and if you exactly know what you are doing.

version 0.64
-A lot of optimization and code cleanup. Esp load/save is now significantly faster.
-Added a manual Panel. Work in progress.
-It's possible to change the font used in Edit window (in context Menu). However it's limited to Fixed Font.
-size and position of main and edit windows are now saved.
-Added "Export As..." that lets choose the name of the saved strings/esp
-Improved some internal stuffs.

version 0.63a
-SST now takes care of similar sources in a given mod. When editing a string, the user can choose to update the translation of all similar strings directly.
-Cache/userCache loading has been streamlined (however there are no change in the files themselves).
- When a user save the sststrings for a given mod, the news strings are automatically added or updated in the global cache.

version 0.62
-Direct Translation now indicate strings that have the same OriginalSource but more than one translation possible. These strings are flagged as "partial trans" and also have a small glass in front of them. Multiple choice can be easily checked/switched in the autotranslation panel. These strings are not saved in the cache until the user validate them.
-Improved some menus captions
-Few fixes

version 0.61
-Graphic fix: listview(s) are correctly repainted after performing Espcompare
-Added some confirmation boxes when exporting esp, and better exception error feedback on saving files.

Version 0.60
New tool, espcompare: With this tool you can directly get the string pairs from an esp to another one. (See more details in description)
-The cache system has been updated. Instead of using a single user cache, it now uses a cache per add-on. All caches are loaded as dictionary as long as they remain in the dictionary folder of SST. Note each cache can be shared with other users. More controls on this will be added in the future.
-If you have a user cache from previous version of SST, just rename the extension (.cache) with '.sst' then drop it in the dictionary folder.
-Streamlined strings flag shortcuts. F1 = validate (work also in edition window with the current edited string); F2: Partial; F4: cancel translation;
-added few shortcuts in the edition window:F5: Uppercase selection, F6 lowercase Selection, F7 Uppercase the first char of the current word.
-Various improvements and optimizations

version 0.51
-Added some missing Fields.
-Optimization of internal search/building cache routines (building cache is now really faster)
-Fixes / improvements in UI

version 0.50
-added support for direct Esp/esm translation. Please read the notes in the description section of this readme.
-When you save an esp, SST will do a backup of the original one.
-ui improved.
-SST now checks if blank non-Null strings have been replaced by NULL strings before saving esp/strings. Some blank strings can cause issues during gameplay.

Version 0.41
-Added support for Chinese (Utf8) / Japanese (932). However some advanced features like "quickWord search" will probably doesn't work in these languages.
-Few internal optimizations.

Version 0.40
-Added some icons for to filter the search in main window.
-The text editor has been improved.
-Full support of ctrl-Z (undo) & maj-Ctrl-Z(redo)
-quickWorldmatch can now be copied in the translated text view with ctrl-1 to crtl-5
-Special Skyrim Textreplacement strings (&--#60;Alias&--#62;&--#60;Global&--#62; etc.) are now highlighted
-Added possibility to shows the special Characters (in text editor context menu)
-Fixed some UI issues with the quickWordmatch List / AliasMatch list.

Version 0.32
-Clicking on the little Glass in the search field open a menu with some options.
-Added a new menu in vocabulary list, which allows to directly add/delete strings pairs.
The quick word-match mechanism added in version 0.30 will be greatly improved if the user adds the strings pairs for some very common words (like "You", "We", "with" "some" "more" "not" etc...)
-In the edit window, added an Alias Check module. Clicking on an alias will automatically replace the current selection by that AliasText.
-In the String list contextMenu, added functionality for to automatically fix string with 1 alias that doesn't match. Strings modified are set with the partial translation flag.
-Added some fancy icons.

Version 0.31
-Fixed Unicode Lowercase strings

Version 0.3
-UI improvement. Selected and focused Strings are now more visible.
-Search&Replace can now be found in the main Translation Menu, or with Ctrl-F
-Added a quick word-match tool in Search & replace / Search & Edit.
It's not a real direct translation but a simple suggestion system based on words that often match or are often seen together.
-added multiselection support, all actions can be applied on selection.
-Added the possibility to ignore Strings that have a fallback in a menu-Translation text file. These string have a $ in front of them. (Rarely used, but that can happens)
-Numerous small fixes

Version 0.22c
-Fixed search and replace for "no heuristic result" strings.

Version 0.22b
-Partial translations are now sorted right after heuristic result.

Version 0.22
-Streamlined some features
-Strings flagged with partial (violet), or validated (blue) tag, are no longer carrying a heuristic result.
-Translate with exactMatch now take care of what has been already validated, and reset Heuristic result.

Version 0.21a
-Manual Edition now removes the "partial translation" flag.

Version 0.21
-You can add a "partial translation" flag for strings that are in work in progress. That flag is saved in the usercache so you can keep track of it. Flagged strings are colored in violet.
-Added a search and replace Tool, you can find in the list contextmenu. This is still a rough tool atm, but better than nothing. There are few options that should speak for themselves. Dest Strings are automatically flagged with "partial translation" (see above).
-The cache database as changed. So you will need to rebuild it. If you have a user cache, it will be automatically converted.
-Various improvements and fixes.

Version 0.17
-Minor update: Streamlined some internal stuff
-The vocabulary cache will also automatically unload itself if STRINGS from other source languages are loaded.

Version 0.16
-Added a quick search for addonStrings.
-Added a compare tool in the edit/search windows that shows what has been changed between an original source string and the updated "heuristic" source string. (This will work only if a heuristic search has been performed first). A contextmenu allows switching between original/updated strings.
-The cache is now only loaded at the program launch (or on demand)

Version 0.15
-Added the possibility to build strings-pairs from SSLXLTN files (the "save-translation" files generated by Skyrim string localizer). Check the vocabulary.txt file for more info.
-Various UI fixes
-Various code optimization and cleanup (again)

Version 0.14
-Added more language by default. Check the codepage.txt file to add new ones.
-Heuristic search greatly optimized and improved
-Added yellow color feedback for good heuristic results but where &--#60;Alias&--#62; strings don't match exactly. (Next version will bring some tools to handle that more efficiently)
-Added a heuristic check in the edit/search window.
-Fixed Scrollbar issues in all lists (due to custom cells size)
-Various code optimization and cleanup

Version 0.13
-Moved commands in the main menu. Added keyboard shortcuts.
-Added a stricter handling of selected language for the vocabulary cache. The cache language can now be only set before loading any strings (otherwise you must close the tool to change the options)
-In the edit/search window, selecting a part of the text in the left window will automatically launch a search on the selection
-Some optimization

Version 0.12
-UI slightly improved
-Added more check/error handling
-Is now not possible to save the usercache if it's empty

Version 0.11
-Fixed an issue that could prevent to save in the right place.
User avatar
Rinceoir
 
Posts: 3407
Joined: Thu Jun 29, 2006 1:54 am

Post » Sun Mar 31, 2013 2:53 am

It's always good to see someone else's approach to implementing a tool.

However, I doubt that your encoding stuff is spot-on, simply because all the published data on it is wrong (even the stuff I wrote, it turns out...), and my investigations have thus far shown the situation to be a bit of a nightmare.

If you're willing to join forces to figure it all out, just have a skim through the last StrEdit thread (link in the http://www.gamesas.com/topic/1425251-rel-stredit's OP).

Also: source code?
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Nomee
 
Posts: 3382
Joined: Thu May 24, 2007 5:18 pm

Post » Sun Mar 31, 2013 6:17 am

@Wrinklyninja:
It seems that I missed your thread.
Someones talk to me about a Stringedit tool, on the tesVedit thread, and I found a very rough old tool on nexus that has this name, I didn't look further.

I dont know yet if my encoding is good for every language. It's working in french at least, at the moment.
However I dont use Utf8 by default (only if its forced.), but usual unicode (1252 -1521 etc...)
what do you means by: all the published datas on it is wrong?; i just tried to load one of my string on your tool (which is interesting), and it's ok.

the source code is coming, Nexus is a nightmare atm, i barely can update the readme :/
I also made a small update for to correct a silly bug on save file (that kind of bug you detect only after a first release :wink:)


Edit: SourceCode Uploaded.

Edit: Apparently I can load String produced by your StrEdit, only if I force UTF8. I dont get why you are saving everything in utf8 since original file are not in Utf8.
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Lakyn Ellery
 
Posts: 3447
Joined: Sat Jan 27, 2007 1:02 pm

Post » Sun Mar 31, 2013 2:15 am

@Wrinklyninja:
It seems that I missed your thread.
Someones talk to me about a Stringedit tool, on the tesVedit thread, and I found a very rough old tool on nexus that has this name, I didn't look further.

I dont know yet if my encoding is good for every language. It's working in french at least, at the moment.
However I dont use Utf8 by default (only if its forced.), but usual unicode (1252 -1521 etc...)
what do you means by: all the published datas on it is wrong?; i just tried to load one of my string on your tool (which is interesting), and it's ok.

the source code is coming, Nexus is a nightmare atm, i barely can update the readme :/
I also made a small update for to correct a silly bug on save file (that kind of bug you detect only after a first release :wink:)


Edit: SourceCode Uploaded.

Edit: Apparently I can load String produced by your StrEdit, only if I force UTF8. I dont get why you are saving everything in utf8 since original file are not in Utf8.
Yeah, I haven't really been publicising StrEdit, since it's still in beta.

I mean that all the encodings data on the file format at http://www.uesp.net/wiki/Tes5Mod:String_Table_File_Format was wrong when I started writing StrEdit about a month and a half ago, and while I've been updating it as I investigate things, I've been finding that what I'd previously written is inaccurate. As of a few hours ago it is once more in sync with my latest findings, but there are still a lot of unanswered questions.

Thanks for the source, a pity I don't know Pascal. :P

StrEdit saves everything in UTF-8 because that's the encoding that the game seems to prefer, and it's easier just to know I can always save to that instead of having to convert into a multitude of encodings, with detection of characters that can't be converted, and the encoding selection logic, etc. It isn't a problem apart from the alias encoding issue, but that can also happen if you are using files encoded in two or more of the secondary encodings, so almost paradoxically the only total solution is for all strings to be encoded in UTF-8. There's just the not-inconsiderable matter of the vanilla string tables not using UTF-8 apart from Japanese. I'm working on it though...
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Verity Hurding
 
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Joined: Sat Jul 22, 2006 1:29 pm

Post » Sun Mar 31, 2013 3:36 am

The problem with Utf8 is that there is no Bom to check.
If the same language file can be encoded in utf8 or in 1252 (or whatever), how the game knows which encoding to use?
does it tries to decode, re-encode and look for the match? that sounds silly and very not optimized...
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Noraima Vega
 
Posts: 3467
Joined: Wed Jun 06, 2007 7:28 am

Post » Sat Mar 30, 2013 10:59 pm

The problem with Utf8 is that there is no Bom to check.
If the same language file can be encoded in utf8 or in 1252 (or whatever), how the game knows which encoding to use?
does it tries to decode, re-encode and look for the match? that sounds silly and very not optimized...
Because UTF-8 is a multi-byte encoding, and some byte sequences do not correspond to valid characters. If the game finds that a string contains a byte sequence that is not valid UTF-8, it uses the secondary encoding. Even if there was no secondary encoding, validation of the UTF-8 string would still have to take place. All that's really added is a conditional modification to the encoding used to interpret the string.

Saying that UTF-8 not having a BOM being bad is missing the point: UTF-8 was designed to be implemented as an ASCII-compatible (or superset/extension, whatever you like to call it) implementation of Unicode. If it had to have a BOM, it would make it incompatible with ASCII. Sure, it does complicate detection of UTF-8 in a string with no BOM when you're working with multiple encodings, but if you're working with having to detect multiple encodings, you have bigger fish to fry. Like trying to figure out which of the numerous single-byte encodings the string might be in, some of which have no invalid bytes at all.

Beth really should have just required all strings to be in UTF-8. Another Unicode encoding would have been fine too, but UTF-8 gives the best string character length:byte size ratio for Skyrim's character usage. Yeah, I could rant for hours on this...

Oh, and I've added a list of unanswered questions to the OP of the StrEdit thread, if you're interested.
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Tinkerbells
 
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Joined: Sat Jun 24, 2006 10:22 pm

Post » Sun Mar 31, 2013 1:44 am

Well, when i say "Bom", I could have say a "tag" or anything that can identify the encoding inside the file, and this is not the case, so we can just "guess" :/
For now, i think I will stick with the ansi (125x) encoding since it's the default one for official strings. (also SSL was using this, and was widely used without trouble on this side, as far as I know). However SkyrimStringTranslator works in Unicode internally.

Thank you for all your researches anyway. It's useful
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Tiff Clark
 
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Post » Sun Mar 31, 2013 2:56 am

Good to see someone working on a translator tool. I will be trying it out.
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Bee Baby
 
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Joined: Sun Jun 18, 2006 4:47 am

Post » Sat Mar 30, 2013 8:21 pm

It seems that I am not able to display buttons of the lower part of the UI(autotranslation/vocabulary) correctly. What may the problem be?
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Ashley Campos
 
Posts: 3415
Joined: Fri Sep 22, 2006 9:03 pm

Post » Sat Mar 30, 2013 6:59 pm

It seems that I am not able to display buttons of the lower part of the UI(autotranslation/vocabulary) correctly. What may the problem be?
I dont know exactly. I have tested a button template, but apparently that's not working well for everyone.
However I just updated the tool (v0.13), and I have moved all commands in the menu (or shortcuts), so the issues should be gone :wink:

I have also updated the OP as well.
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OTTO
 
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Joined: Thu May 17, 2007 6:22 pm

Post » Sun Mar 31, 2013 3:29 am

Ok,I finally managed to use the "translate exact matches" function correctly. It's fantastic. But how do I set the vocabulary correctly? I mean, should I wait for a new update that should bring italian language support?
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Setal Vara
 
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Joined: Thu Nov 16, 2006 1:24 pm

Post » Sat Mar 30, 2013 9:55 pm

Ok,I finally managed to use the "translate exact matches" function correctly. It's fantastic. But how do I set the vocabulary correctly? I mean, should I wait for a new update that should bring italian language support?
ah yes...
Italian is not set by default (i will add it), but you can already set this by yourself.
Open the the file named codepage.txt. (in the sst directory)
Just add Italian=xxxx (xxxx is the right codepage, without space, probably 1252).
relaunch SST then you should be able to choose italian in the "set vocabulary language" options.

Note that you also can configure which Strings sources can be used in the vocabulary.txt file (details are provided in that file)
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Chad Holloway
 
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Post » Sat Mar 30, 2013 11:37 pm

All done. Yes the correct codepsace is 1252!
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Sophie Payne
 
Posts: 3377
Joined: Thu Dec 07, 2006 6:49 am

Post » Sun Mar 31, 2013 1:55 am

OMG, I have been looking for that kind of tools since 1st era :smile:
Well, to tell the truth, I have just downloaded it and tested on some of my translations, but it looks and feels really great. I am translating into Polish language and after 15 minutes of using the tool I can say it can read and write Polish specific characters (1250 code page) very well. I will perform more tests while making my next translation.

Until now I used "String to XML" conversion, then Notepad++ to read xml, then copy to MS Excel, then i run some vba macros to translate the texts with my libraries... etc. I have many English-Polish libraries in excel files, Skryim, Oblivion, Martigens Monster Mod, Oscuros Oblivion Overhaul, Morrowind and my custom dictionary... The only real problem I have are books (multiple text lines of single string are not so easy to manage in excel). Man, if I can use these libraries in SkyrimStr... that is awesome!
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W E I R D
 
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Post » Sun Mar 31, 2013 1:53 am

Happy to see this tool can be useful ^^

About your libraries, do you mean that you actually have some strings pairs [english to polish], in xml format?
SST is designed to store these kind of pair in a cache system (I save them in raw format, it's really faster, and I dont have to bother with encoding since everything is internally in unicode).

But I can see if it's possible to convert such xml into that "raw cache" format.
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Kristina Campbell
 
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Post » Sun Mar 31, 2013 3:03 am

Happy to see this tool can be useful ^^

About your libraries, do you mean that you actually have some strings pairs [english to polish], in xml format?
SST is designed to store these kind of pair in a cache system (I save them in raw format, it's really faster, and I dont have to bother with encoding since everything is internally in unicode).


Yes, I use "StringsEdit" (available on Nexus) to convert STRING <-> XML, and then work on it in Excel. I have English in one column and Polish in the other.

But I can see if it's possible to convert such xml into that "raw cache" format.

Of course you can, but for me it is not needed. I can easily convert them into string files.
I have a couple of English-Polish string files already, added 5 skyrim mods in vocabulary.txt and they load into cache with no problems. So... it works! Hurray :smile: Merci beaucoup.

I will add more comments after I make full translation of some skyrim mod.
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krystal sowten
 
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Post » Sun Mar 31, 2013 5:58 am

For now everything works great. I miss only one feature
- "automatic search and replace inside translated texts".

I have uploaded my excel spreadsheet with macro on Nexus:
http://skyrim.nexusmods.com/mods/29322
added description, images and very simple example - to show what I mean.
I do not know if it would be possible to add it in SkyrimStringTranslator, nor how is it time-consuming, but it would be great to have it all in one place, that is in SkyrimStringTranslator.
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Tasha Clifford
 
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Post » Sun Mar 31, 2013 6:28 am

New version up: 0.14 (OP post updated as well)
-Added more language by default. Check the codepage.txt file to add new ones.
-Heuristic search greatly optimized and improved
-Added yellow color feedback for good heuristic results but where &--#60;Alias&--#62; strings don't match exactly. (next version will bring some tools to handle that more efficienly)
-Added an heuristic check in the edit/search window.
-Fixed Scrollbar issues in all lists (due to custom cells size)
-Various code optimization and cleanup

@TomBrightBlade: thank you for your feedback.

Your excel sheet is pretty clear, this is an interesting idea.
I am not sure this will work well for every language. On first look, I think that a kind of auto-completion system could help in a more "generic" way. I dont know yet, I have to try :wink:

There are also still a lot of options I want to add. It's far from over.
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Cesar Gomez
 
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Post » Sat Mar 30, 2013 6:06 pm

Thanks for this update. This tool was already fast, so I do not know how you made it faster :smile: For me it seems like you know what we need, I can't wait for next updates. I like the way you designed this tool, really, it's like you read my mind

Going back to previous - Just to be sure we are reading from the same page:
I am thinking about 3rd "auto-translate" option in SkyrimStr: it should use dictionaries and it is similar http://www.delphibasics.co.uk/RTL.asp?Name=StringReplace on how to use StringReplace in Pascal / Delphi, and it is similar to "Search and Replace" in notepad, excel, writer etc, only that here it would be automatic (because it would use dictionaries). And that is all, nothing more :smile:

PS I have elaborated a little my description of the method on Nexus ;]
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Sanctum
 
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Post » Sun Mar 31, 2013 4:43 am

@TomBrightblade:

well it's definitively faster:
I use the unofficial_skyrim_patch as a benchmark and the 0.13 version (on my computer) was taking 3 mn to perform the complete heuristic translation, since 0.14 does the same thing in less than 10s, and matches are better too.

Regarding the automatised translation, yes, I can add such optional stuff.
My main concern was to find a way to do some kind of automatic dictionnary, but it's not actually required if the user already has his own strings pairs. I just need to find a logical way to handle correctly the resulting "uncomplete translations" in the global mecanism of sst.
I also must be sure that the imported strings will be in the correct encoding.
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OTTO
 
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Post » Sat Mar 30, 2013 5:53 pm

Version 0.15 released
-Added the possibility to build strings-pairs from SSLXLTN files (the "save-translation" files generated by Skyrim string localizer). Check the vocabulary.txt file for more info.
-Various UI fixes
-Various code optimization and cleanup (again)


about the SSLXLTN,
I made this functionnality, because I have few of these files, and I wanted to be able to use them again. And also, SSL can still generate such file with issue. So this is a good way to restore string pairs from already translated mods.
I wrote usage informations in the vocabulary.txt file, but I put a copy here, just in case:


SST 0.15 now offers the possibility to generate strings pairs from SSLXLTN (the "save-translation" files generated by Skyrim string localizer)
You must have both file in source and dest language (in the skyrim\data\strings folder) exactly like STRINGS files.
Addonname must, also, follow the same rules as above.
Warning: both SSLXLTN files must have been generated from the same version of the esp
This kind of files has a flaw:
Enumerated field (like dialogs/message options and some others) may not match between both languages if the esp source has been re-saved in ssl, CK or any other tools.
For to take this in account: you can choose to perform a complete field ID association with the tag SSLFULL=
but you can also tell to SkyrimStringTranslator to use only fieldID that are perfectly secure with the tag. SSLPART=
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Star Dunkels Macmillan
 
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Post » Sat Mar 30, 2013 4:31 pm

Version 0.16 released
-Added a quick search for addonStrings.
-Added a compare tool in the edit/search windows that shows what has been changed between an original source string and the updated "heuristic" source string. (This will work only if an heuristic search has been performed first). A contextmenu allows to switch between original/updated string.
-The cache is now only loaded at the program launch (or on demand)
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A Dardzz
 
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Post » Sat Mar 30, 2013 10:57 pm

Version 0.17: just a small update.
-Streamlined some internal stuffs
-The vocabulary cache will also automatically unload itself if STRINGS from another source languages are loaded.
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Naomi Ward
 
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Post » Sun Mar 31, 2013 8:05 am

I finally found some time to update this tool:


Version 0.21a
-Manual Edition now removes the "partial translation" flag.

Version 0.21
-You can add a "partial translation" flag for strings that are in work in progress. That flag is saved in the usercache so you can keep track of it. Flagged strings are colored in violet.
-Added a search and replace Tool, you can find it in the list contextmenu. This is still a rough tool atm, but better than nothing. There are few options that should speak for themselves. Dest Strings are automatically flagged with "partial translation" (see above) .
-The cache database as changed. So you will need to rebuild it. If you have a user cache, it will be automatically converted.
-Various improvements and fixes.
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Darrell Fawcett
 
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Post » Sat Mar 30, 2013 8:23 pm

Version 0.3
-UI improvement. Selected and focused String are now more visible.
-Search&Replace can now be found in the main Translation Menu, or with Ctrl-F
-Added a quick word-match tool in Search & replace / Search & Edit.
It's not a real direct translation but a simple suggestion system based on words that often match or are often seen together. (not sure it works well for all languages however)
-added multiselection support, all actions can be applied on selection.
-Added the possibility to ignore Strings that have a fallback in a menu-Translation textfile. These string have a $ in front of them. (rarely used however)
-Numerous small fixes
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Andres Lechuga
 
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