Author Topic: Multilingual modules - how is the language determined?  (Read 421 times)

Legacy_Grani

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Multilingual modules - how is the language determined?
« on: September 14, 2013, 09:46:56 pm »


               I generally operate on my Polish copy of NWN, but I'm making the module in two languages - Polish and English. That goes for conversations, descriptions, names... pretty much everything.

Just a moment ago I made a conversation (also bilingual) that is supposed to be a bit different for drow characters, that is, if the character is an elf and of "drow" subrace.

To test it, I made a new character just like that ("drow" is the same in Polish as in English), but when I talked to any NPC, the conversations were in English, even though the character was both created and played in the Polish version.
That was the case only for conversations - when I, for example, looked at descriptions of NPCs, they were Polish.

Now I'm pretty confused. Was it my character's subrace (which might have been interpreted as an English race, since "drow" is the same in both languages) that caused the game to "think" it should use English conversation version? ':blink:' But even if that's so, why were only conversations in English and not anything else?

Finally, what can I do to make drow playable "in Polish" in that case?


All this time I've thought that in multilingual modules the language is determined by installed NWN's language, but it seems not to be the case.
Thanks. ':ph34r:'
               
               

               


                     Modifié par Grani, 14 septembre 2013 - 08:48 .
                     
                  


            

Legacy_Grani

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Multilingual modules - how is the language determined?
« Reply #1 on: September 15, 2013, 01:52:00 pm »


               Guess I'll just use a workaround, that is, I'll use "Mroczny Elf" as a Polish name of the subrace, which translates to "Dark Elf", instead of "Drow". I've tested it, and conversations are in Polish for characters of such a subrace.

Weird, but nothing to do about it, I guess.
               
               

               
            

Legacy_Shadooow

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Multilingual modules - how is the language determined?
« Reply #2 on: September 15, 2013, 04:02:17 pm »


               afaik client's language is determined on the client side based on a dialog.tlk language ID, but if thats your results and you are sure with them then its possible it might consider subrace as well, i dont have much experiences with this
               
               

               
            

Legacy_Grani

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Multilingual modules - how is the language determined?
« Reply #3 on: September 15, 2013, 05:14:44 pm »


               So it seems. I also thought language is determined by client's language, but the conversations are clearly in English for any character I create with a "Drow" subrace. Why that's so, I don't know.
               
               

               


                     Modifié par Grani, 15 septembre 2013 - 04:15 .
                     
                  


            

Legacy_CaveGnome

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Multilingual modules - how is the language determined?
« Reply #4 on: September 17, 2013, 05:30:55 pm »


               Hello Grani,

I experienced something vaguely similar when making conversations for my first english module. Perhaps this can point you in the right direction.

social.bioware.com/forum/1/topic/192/index/16780849/1#16800951
               
               

               


                     Modifié par CaveGnome, 17 septembre 2013 - 04:34 .
                     
                  


            

Legacy_werelynx

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Multilingual modules - how is the language determined?
« Reply #5 on: September 26, 2013, 09:23:43 pm »


               Maybe it has something to do with the fact that in Polish you have 2 categories - mezczyzna and kobieta* an maybe you haven't filled both. Then maybe it would change with chracters gender?

*I'm still not sure if it's not mistranslation by CDProjekt