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The Dead End(Game) - Trans Problem


Shivu-chan

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Hello everyone,

i thought about making a "proper" English translation for the game " ". Unfortunately, even though I did a lot of translations before (mainly manga, though) I don't have that much experiences with RPG Maker games except with translation tools. Fortunately due some changes in my current Job I have a lot of time again and thought of translating again. After starting, I encountered a particular problem with the game "The Dead End". I tested replacing commonevents with my own translation together with some maps however, after doing so the video scenes in the game had some kind of a strange bug. In the original the loop is flawless between the scenes but after replacing some files for the translation it changes. It still does work (and everything else as well) except there is always a little bug between the loops. I don't understand what's causing this problem.

I'd appreciate if someone who has a bit experience with RPG Maker can give me a tip.

Thanks.
 
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JustLurksHere

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So, you seem to assume that both telepathy and some form of either divination or postcognition are common enough among humans to appear simultaneously sufficiently often. After all, telepathy alone wouldn't help in identifying you from your post alone.

Somehow, I don't think that's the case.

I mean 'It still does work (and everything else as well) except there is always a little bug between the loops.' is meaningless without a context.
That you know what you're referring to has no significant impact on people unable to stand behind you and look over your shoulder.

Also, generic knowledge about RPG Maker (the program) might or might not be helpful, depending on the game.

Try again.

PS: given the size of the game,...no, I don't feel like checking it.
But I might be able to give you some generic hints about the engine.
 

Strange

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it changes. [...] there is always a little bug between the loops
Yes, you really need to define that ;)
- is the animation missing frames?
- is the frame timing messed up?
- what format is the animation? webm? A bunch of pics? (see 'movies' folder, usually. 'pictures' if there are none)

Tbh, I have 0 interest in the circle, but hey, you're trying to help. (still won't play any of these games)
So I'll take a wild guess and assume: game's RPGMV, and you are using Translator++ to translate it.

You need to double-check every single line, so that Translator++ doesn't confuse a string (text) with an actual command.
If you ask RPGMV to play "Fera.webm" instead of " フェラ .webm", of course it'll bug.
Basically, delete every single line that might be a command from Translator++.

Another issue, is often Translator++ converting to UTF-16 perfectly fine Japanese characters. Some plugins can't cope with that. You'll need to restore the old filenames.

PS: I don't know which game you're referring to, but a quick search (for the RPGM used) led me to speaking about a "English translation function" patch. You might want to look into it if you haven't. Many devs include a basic translation system in their game (but seldom actually use them, for lack/cost of translators).
 

JustLurksHere

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TBH, sometimes even the original authors make such mistakes.
For example, recently, I've stumbled upon a thing, where the author wrote '<variable name> = <string value>' instead of '<variable name> = "<string value>"' in a custom movement script. I wonder how they've failed to notice.
 
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Shivu-chan

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Thanks for trying to help. Unfortunately I can't give you guys more than I already described because that's what it is literally. As I already said the "loop" in the scenes from the original version are flawless but after translation a couple things with Translator++ (which I'm using) the loops are getting distrubted by a flimmer for a second or so. The videos are in webm format yes. I'm thinking of translating this game the usual way if I can't solve this problem.

@Strange

The english translation patch there is a joke, broken and is abandoned. Also I just translate the text not the code and sadly even after translating just 1 sentence this problem occurs. I didn't know about the converting function what you mean with restoring the old filenames?
 

Strange

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You still do not explain what's wrong in the loop. Is it missing some frames in the animation? Is there a longer delay between frames? Think of it as a GIF, it's not that hard to put into words.

Taking another guess, I might have gotten a case like that before, experimenting on a (crappy) game. Remembered it as I was typing. Bleh.

As I've said, if you do not delete lines not meant to be translated, T++ will spit out whatever it likes; possibly breaking the code and/or the called resource. Whether you refined 1 word or 18395 lines is irrelevant, it typically export the whole of the game data.
LiN has a line somewhere:
JSON:
MP_SET_MOVIE エイミー
# which converts エイミー into the relevant webm to play
If I let T++-kun and Googletranslate-chan butcher away, I get:
JSON:
MP_SET_MOVIE Amy
# of course Amy was never defined for RPGMV and file does not exist. Bad end. Try again.
Then if I delete this line in T++, it will still turn that line into:
JSON:
MP_SET_MOVIE \u30a8\u30a4\u30df\u30fc    # エイミー in UTF-16
# which is no big deal, luckily, since RPGMV supports UTF-16 conversion IN THIS EXAMPLE. Good end.
You need to figure what command(s) is/are used to play movies in your game.
In the more basic cases, you'd just need too search the data files for a couple webm names. The command would be before them.
Or chances are, there is "MOVIE" in the command. You could search for that too.
If that fails, you'd need to poke in the /js folder to find which plugin took over RPGMV's default play_movie.

Once you've got that, you need to
a) weed out (delete) from T++ every single line that includes that command. Even a missing _ or an added space matter. *best for a dozen lines
b) Alternatively, count and write down every variant of said command, and edit them from the files t++ exported. *best for hundreds of lines
c) consider using RPGMV directly; it's not suited for mass editing, but breaks way less stuff.

In your case, it sounds like something like the frame rate or some interval got messed up. That's more complicated than my example, but you might figure it out by playing the relevant webm(s) directly, and see what's wrong/different. It's usually no rocket science (aka Live2D in my book).

The golden rule for translating J-gamus, is "only edit what is needed". If this was a scanlation, T++ would be akin to a redrawer who can't understand SFXs, and who'd apply the same filters on the whole panel when only the little speech bubble was required.
-> You basically need to help/babysit T++ in that regard, and forbid it to kick beehives.
 
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Shivu-chan

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But I already mentioned above your post everything including the loop issue why are you not reading my post. I write I never translate codes just text and you say I shouldn't translate codes...

the "loop" in the scenes from the original version are flawless but after translation a couple things with Translator++ (which I'm using) the loops are getting distrubted by a flimmer for a second or so. The videos are in webm format yes.

Also I just translate the text not the code
Thanks for trying to help but I already gave up on this project.
 

JustLurksHere

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T++ is funny in places.
For example, it checks out choices labels, but not the command that actually sets up the choices menu.
It also checks out 'note' fields, that's commonly used by a significant portion of custom plugins to store extra data for weapons/items/armors/skills.
Oh, and interesting tidbit: in case of MV, it extracts plugin commands, but not inline scripts, which is odd, as in the case of ruby makers, it does extract inline scripts.
Usually you don't want to touch those, unless you need/want to edit the scripts too.
 
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Shivu-chan

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There are times where I have to edit scripts as well. Unlike rpg maker, I'm well experienced with Javascript. However, non of these are related to the actual problem unfortunately. I'm still not sure what causes this issue and I can't explain it better than I wrote already. The best way is to see it for yourselves but the game is pretty big (over 5 gigs). I already gave up on doing it, though. Initially I just wanted to make a proper trans for other people since I quite liked the game.

Thanks a bunch for trying to help anyway.
 

Strange

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why are you not reading my post
You're the one not reading.
RPGMV is made to support scripts, especially in Maps and CommonEvents.
So: you ARE translating the code but are mistaking it as text. That's the whole point I'm trying to get across since the beginning.

Also: Flimmer ->
edit: it's hard to tell what's wrong in a vid. But I've underlined above the adequate terms to use. Well, the video command was what mattered anyway.

Well, that was a waste of time. I hope the above will be helpful to more reliable others.
PS: Javascript is totally irrelevant outside of the /js folder.

edit: sorry for the shout, I'm being rude. I do read, though, I just wish the favor was returned.
 
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Shivu-chan

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Then explain yourself better. First you post some codes into your quotes and then also mention them. How should I know what the heck you mean?. That's a code and not a text which I'm translating. Code based things should be untranslated but generally code is code and text is text. And why are you posting the dictionary now I don't get it. With flimmer I mean exactly what the dictionary explains..

If you think it was a waste of time yes it was but I still thanked you nevertheless.

I mean this with flimmering
 

Strange

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Uh, it'd be a lightning issue then. So just a digit that changed through T++. Not that it matters.
I didn't mean the rude tone, but you were asking for help - ie time and attention from others - about something you were giving up on. Oh, well, let's leave it at that.

If others run into a similar issue, here's what helps (most common scenario):
1) locate a situation where you know a movie is played (can be a Map, a Troops battle event, etc.)
2) find out the id of the relevant Commonevent in charge of video playing
3) share the original Commonevent.json and the T++-processed Commonevent.json and id from 2)

PS: if the game in question features a trial, the trial is enough to test out whatever went wrong.
 
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Shivu-chan

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Yes I was asking and I was also grateful. I thanked all of you for helping me several times. It's not a joke and I always appreciate help.

But you're not understanding the problem. As I said even if you just change a simple "word" in commonevent or any other map file "just 1 word" and replace it with the original, all video files get this issue not just 1. If it was that easy as you wrote I'd have solved it by myself already.
 

Strange

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if you do not delete lines not meant to be translated, T++ [will] export the whole of the game data.
Well, when you intend to understand, I'm not good at explaining, but everything's written up there.

Tip: just try to CHECK OUT "common events" when exporting, or simply restore the original commonevent.json . I'm betting, no prob when you do so.
That's how you pinpoint where an issue is, in any code and any language. You have 257 files, find out which one(s) are in fault. Easy.
 
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Shivu-chan

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I'm not translating anything which is not meant to be not translated. Even after just translating a single line of text (which is meant to be translated) this problem occurs. You can manually chose just single files to export and don't have to export the whole game data - or did you mean something different?. And I have tried to pinpoint it countless of times already. There wasn't any issue. I'm a software developer and know how to find a bug usually. That's why I was asking specifically people with knowledge about RPG Maker since I don't have much experiences with it. If I restore the original file everything works flawless again.

The problem here lies somewhere else. And that is what I wanted to find out.
 

Strange

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Issue: Untitled1.jpg
Solution: Untitled2.jpg
Rince & repeat.
You still haven't followed my previous advice, so I'm not spending any more of my good will. Read my pointers there https://ulmf.org/threads/62studio-no-nosakyubasu-succubus-in-wonderland-rj278424.13908/page-3 when you intend to learn how to deal with RPGMV format.

PS: I work for the NASA and I build space shuttles. I still cannot fix my sink on my own when it's clogged. That's life. We're all ignorant dabblers. Don't use labels when they get in the way of your learning.
 
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Shivu-chan

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That is not the issue here as I mentioned many times unfortunately. The only way to finally understand my point is to download this game and to try it for yourself. If you don't this discussion is pointless and It doesn't help either. Literally a waste of time as you mentioned for you, and for me. I still thank you for your time to help me.
 

JustLurksHere

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The issue here isn't the Maker, but that T++ design was based upon principle of "if at first you don't succeed, use a bigger hammer".
Maker design is indeed somewhat translation unfriendly, as the strings that you potentially would want to translate are scattered across several files, but T++ answer to that is to do a trawl.
The problem with that is pretty much as with any trawl: it catches quite a lot of things it shouldn't.
It's up to the prospective translator to trim it down - sometimes, it's quite a lot of trimming.

Also, going both by the php code and the screenshot, T++ doesn't present command codes for the event commands the strings were extracted from - probably to keep things consistent, but those would often be helpful.
 
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Strange

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There's a saying that goes "a bad carpenter blames his tools"; kinda nails the issue at hand.

Step/step:
a)Got trial - TDE_ver0.32.3体験版. 350Mo-ish. Zipped the old data folder to Data.zip
b)T++ decoded, batch tranlation, exported to new_data as a folder.
c)Run game... Doh, so you save w/ blackboard. ... Yuck, zombie rape.
d)Copied new_data to overwrite the old www/data (44 files)
Forget the animations, collision is ded - can't fight monsters nor be damaged. Isn't that way more important than zombie humping?
e)Restored commonevents.json. No dice.
f)Restored maps. Combat works again.
g)Reverted to new_data. Restored maps. Combat morks. Checking F3 zombie. Broken. Anim won't load at all.
h)Restored commonevents.json. Anim plays properly.
i)Double-check: Reverted to new_data. Restored commonevents.json. Combat dead, anim plays. Everything Googlish except the anim interface (jp).

Conclusion:
- I need to fix maps for the combat to work
- I need to fix commmon events for anims to play


Well, screw maps.
Test: T++, deleted every column from CommonEvents. Exported CommonEvents alone.
Applied new_data, then the test CommonEvents. Same as h)
Conclusion: T++ is innocent. I was dumb and misused the tool / I asked T++ to translate something it shouldn't have.

Restored T++ project. In CommonEvents:
Deleted lines 79 to 87 for being suspicious, applied. -> no dice, no anim, my hunch was wrong.
Whatever. I note "commit","Commit genitals" and "The woman in chains" since that's what it says in-game.

Back to T++, ctrl+Z. Find "Commit genitals" -> 1 result. Yes, only one. Common Event, line 144.
How obvious can that be? Deleting lines 144 to 154. Exported & applied, only CommonEvents.json.
No dice.
Back to T++. ctrl+Z.
So it's MP_someting? deleting ALL lines with MP_Movie from lines 145 to 233. Exported & applied CommonEvents.json.
Anim works like a charm. Job's done. Here's the bill, ma'am.

Goal reached (being: proving myself I'm better today than I was 1 year ago. 'til next challenge.)

46 minutes exactly, from trial download. While writing this & cooking alongside. Fun & instructive (4 me at least, except 4 the dead bodies part).
Sidequest complete: providing a crystal clear example for people willing to learn for the initially legitimate question/concern about how to handle T++.

A good question is: "How hard did I try?" There are many way to learn, but humility and redirecting aggressivity are helluva good shortcuts 😇
PS: seriously, when you see MP_馬鹿外人, anyone and his grandma can tell it's a script and not a string meant to be translated.
 
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Shivu-chan

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Every game available would break apart if you do this.... Sorry to ruin this for you but this isn't the problem here and first of all I do not touch machine translation at all. Secondly you have to use the newest version which is 2.04 (this is almost a completely different game). I mean I'm thankful for your help but you should try at least my steps which was waaay easier than what you did...You just had to "simply" change a word just a simple character would be enough to something else and that's it. The game itself works fine there is not a single problem except video playback which has just a flimmering between the loops. That's all. And lastly you never ever should touch batch translation.... this is like intentionally trying to brake the game. If you have downloaded the game I can provide you with a save file and a edited version of commonevents go there for H scene and try it out.

For testing purpose I can provide you with my Dlsite account and you can download the game if you want.
 
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