December 27, 2018

We can now switch the language

 

Hello everyone,

Just want to inform you that the latest version of Translator++ (v0.12.27) is ready for download.

Sorry for the late update. I had been busy with my work lately.

So, without further ado, here is the changes in this version :

  • Feature added : Change language

  • Feature added : Options window

  • Bug fix : Translation progress surpass 100% when creating a new row.

  • Bug fix : removing one blank space on find, find & replace field

  • Error handling & error reporting when starting new project are improved.

  • Fixing “Project is exist” dialog box’s layout.

  • And more…

In this version, we finally can change the language!


You can overwrite your previous version of translator++ with the latest one to update it.


This version will be available for download in Patron download page.

Enjoy!

Comments (14)

M
Magdragon · January 15, 2019

Is there a way to use word wrap on the translations? Some of the translations continue off screen.

D
Dreamsavior · January 15, 2019

Of course. Click TL++ Icon on right top application > Automation > Batch Wordwrapping

T
TheDers · January 13, 2019

About half the time I'm running into an issue where the "Close" button disappears on load. Whether the game has already been processed and cached and I load it from cache, or I open it fresh, it runs the console with all the output where it sets the game up to be opened in Translator++, it ends it successfully with the "Initial data" notice and "DONE!", however there is no close button. This makes it impossible to proceed as I need to press this button to close the modal, making the translator unusable.

C
CJMagi · February 14, 2019

Had same problem. I think the problem was special characters in the folder name like brackets [] or period.. After renaming it to a simple title with just letters the program worked just fine.

S
Snappy! · January 10, 2019

I get "an error occured!" after using Batch translation for a while whats going on?

D
Dreamsavior · January 11, 2019

You might be banned temporarily by google. This usually fixed by itself after 24 hour. Please use the translation engine in moderation.

m
mollit doloremque · January 8, 2019

Tested it and it works great for VX Ace and MV. In VX Ace you have to be careful not to translate the Scripts because it crushes the game, otherwise it's fine. My main issue so far is with wolf where the text gets translated but it's impossible to export the patch in any form. Tried so far with various wolf games and always the same problem.

H
Hasop · January 8, 2019

How did you avoid to translate the scripts in VX Ace?

V
Vagra · December 30, 2018

Heya there. I've tried running this on a game. It's translated everything, and there are all of the .txt files in project_patch/patch, with all of the translations in them, but I can't work out how to then get these saved as .json files. The export function doesn't seem to do anything for both options. It comes up showing handling files, listing them all, then says building patch. Another window comes up saying it's build the patch, then that vanishes and it's not actually exported anything.

H
Hasop · December 30, 2018

Hi, found some problems while using the software, first time I used was in a Mv maker game and all works perfect, but on Vx games I extracted the data and make the translation but when I applied it the game just crashed. Then I choosed a Wolf game and I experimented problems with translation it just said AN ERROR OCURRED and it did not complet the translation, i though it was related with google, i hope. Also some projects didn´t export as i requested. It is an amazing software! keep working like that. Sorry for my english it is not my native language. <a href="https://i.imgur.com/ihN5o6O.jpg" rel="nofollow noopener" target="_blank">https://i.imgur.com/ihN5o6O.jpg</a>

L
Lemon Blue · December 28, 2018

I tried to translate a wolfRPG game. Everything seemed to work fine on the translation side, and it exported without an error. However, the final files only contained CDataBase.dat/.project and DataBase.dat/.project . I tried to copy over the rest of the files in the project folder, removing wolf.data, but that gave me a stopped working error. Any suggestions? On the flip side, translating an rpgmaker game worked beautifully out of the box.

D
Dreamsavior · December 29, 2018

Thank you for your feedback, Lemon Blue. Well, that could be caused by numbers of reason. With these information, the best solution in my mind are : First of all, Please make sure that you didn't accidentally messing up your important in-game script through out translation process. You can also make sure that nothing is checked on Translator++’s file list on the left panel (that means, all files will be processed). Also, please keep in mind that Data.wolf contains all of the game assets. BasicData & MapData which is translatable using Translator++, along with other assets … such as sprite, picture, sounds, etc. You need to unpack your Data.wolf first (which is resulting a folder named “Data”. You can use Himework’s Dxextract to do this). Then remove or rename your original Data.wolf. After that copy the translation results into that folder “Data”, let the other assets intact.

I
IMind Ketamine · December 27, 2018

Start collecting data! Selected files :data/CommonEvents.json Collecting data done! an error occured! 1/1 batch done, waiting 5000 ms...

D
Dreamsavior · December 28, 2018

Hello Ketamine. I think this problem same with Jason's. It's because Google detected your host as a bot. This usually fixed by itself after 24 hour.