Posted at 12-06-18, 05:44 am Link | #
Heinermann

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Joined: 12-02-18
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I'm not a translator, but is there any reason not to just mass-translate proper nouns (such as names and places), and by extension very common short phrases found in quests that have the same text/structure like "Return to <name>" or buttons like "yes/no"? I'd be able to make more sense of many things if the translations were partial.

Is there any reason text isn't just being copy pasta'd from official english servers?
post rev. 3 by Heinermann on 12-08-18, 06:09 am
Posted at 12-08-18, 05:01 am Link | #
Heinermann

Posts: 4
Joined: 12-02-18
Last post: 2168 days
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Can you go into more detail? I'd like to understand the problem a bit better.

EDIT: FWIW I'm a software engineer and if you need some kind of software or reverse engineering I may be able to help.
Posted at 12-10-18, 05:11 am Link | #
Heinermann

Posts: 4
Joined: 12-02-18
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What about short phrases/single words that are translated in some cases but not others? Is there a path for someone external like myself to start on this?

General machine translation probably won't work well, and you may need to train an algorithm to have Mabinogi context to make it work better. It would probably be better to tackle translations individually using different resources (such as wiki, etc), since there is an end goal (the rate of translations exceeds the rate of new content).

In terms of "copy/pasting from the official servers": this isn't possible. Text is stored server-side, so we don't actually have the text to copy paste from.
I meant playing through on the official server while a logger catalogs incoming text from dialogs, which is just a very slow copy paste. I'm guessing that's how the original text was extracted (correct me if I'm wrong).
Posted at 12-16-18, 04:58 am Link | #
Heinermann

Posts: 4
Joined: 12-02-18
Last post: 2168 days
Last view: 2112 days
Right now there are very few room types, most spawn monsters either automatically, via chest, or hitting a pillar. The non-monster rooms are either key door rooms, the occasional gathering room (ore/herbs), or rarely just empty.

I'd like to see more room types and fewer corridors to reduce the monotony of dungeons, and I think some things can be done without removing anything. For example: the enemies that drop a key and the key door are often separate rooms, in many cases they can probably be combined into a single room if that connection doesn't branch anywhere. Maybe a room with a special NPC vendor and campfire? Just more creative types of rooms in the existing pool would be cool.
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