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Author Topic: "Real" Language files  (Read 3074 times)

Eldrick Tobin

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Re: "Real" Language files
« Reply #15 on: April 06, 2011, 05:06:35 pm »

"Real first names" eh?

You mean people will stop being named "Dagger" (Urist)

That's what I suspect.
By the way I'm getting a 404 on those files, but I am in the midst of download Aspectus.

404 on them... huh... oh wait. I know the problem -.-; Those are link names on a wiki not actual txt files. Yeah brain, you need a standard web directory for the preview edition. Then people can actually just download.

Sorry Jeoshua, my bad -.-;
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Jeoshua

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Re: "Real" Language files
« Reply #16 on: April 06, 2011, 06:09:04 pm »

It's okay, I got them anyways.  Gave them to my humans, and now I have civilizations named "Holosericum Terra" instead of "The Velvety Realm"

Now tell me more about this "Real First Name" thing.  Do you still have the originals? I could easily whip up an addition to the sym files.
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ZCM

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Re: "Real" Language files
« Reply #17 on: April 06, 2011, 06:13:03 pm »

Even if you get the translations of individual words right, the results are unlikely to be grammatical in most languages.
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Jeoshua

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Re: "Real" Language files
« Reply #18 on: April 06, 2011, 06:17:24 pm »

I'm also looking into the way names are generated in the entity files.

Code: [Select]
[SELECT_SYMBOL:WAR:NAME_WAR]
[SUBSELECT_SYMBOL:WAR:VIOLENT]
[SELECT_SYMBOL:BATTLE:NAME_BATTLE]
[SUBSELECT_SYMBOL:BATTLE:VIOLENT]
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]
[SELECT_SYMBOL:ROAD:NAME_ROAD]
[SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]
[SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]
[SELECT_SYMBOL:WALL:NAME_WALL]

[CULL_SYMBOL:ALL:DOMESTIC]
[CULL_SYMBOL:ALL:SUBORDINATE]
[CULL_SYMBOL:ALL:EVIL]
[CULL_SYMBOL:ALL:UNTOWARD]
[CULL_SYMBOL:ALL:NEGATIVE]
[CULL_SYMBOL:ALL:UGLY]
[CULL_SYMBOL:ALL:NEGATOR]
[SELECT_SYMBOL:CIV:NAME_ENTITY_KINGDOM]
[SELECT_SYMBOL:SITE:NAME_ENTITY_TOWN_FOUNDER]

From the Dwarves.  Adding another symbol into language_SYM.txt could let you make suffixes like "-dell" or "-ton" be applied to certain cities.  Not sure how exactly to make sure it's at the end of a file, or how to avoid getting a name like "Dellton"

But that might not be so bad.

Now... back to the "real first names"
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Andux

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Re: "Real" Language files
« Reply #19 on: April 07, 2011, 02:22:27 am »

As for the rest, just strip out the "[T_WORD:", file headers, and then ":*]" to create the list of words, ram that list of words through a free translator program, and then pair up the words again.

The problem with that approach is that most translation software sucks at dealing with homographs, especially without context, and there's usually no way to specify which meaning you want it to use; you'd have to double-check the results for accuracy. So you're still looking at many hours of meticulous, tedious, boring tediousness.

Adding another symbol into language_SYM.txt could let you make suffixes like "-dell" or "-ton" be applied to certain cities.  Not sure how exactly to make sure it's at the end of a file, or how to avoid getting a name like "Dellton"
Maybe something like:
Code: [Select]
[WORD:TON_SUFFIX]
[NOUN:ton:ton]
[REAR_COMPOUND_NOUN_SING]

That should give you <whatever>ton without having -ton show up anywhere else. I wouldn't worry too much about random wackiness, though; there are plenty of screwed-up place names even in the real world.
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Bohandas

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Re: "Real" Language files
« Reply #20 on: April 07, 2011, 03:30:05 pm »

Does anybody know if any new words have been added to the language files since 40d?

If they haven't, I could find some of the relevant files that I have on my laptop and post them either here or on DFFD
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Deon

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Re: "Real" Language files
« Reply #21 on: April 07, 2011, 03:32:01 pm »

I think they are the same.
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NW_Kohaku

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Re: "Real" Language files
« Reply #22 on: April 07, 2011, 03:44:47 pm »

I don't think the language files have changed in a fairly long time.  Unless there were some words added because of expanding the game or something (like if there's now a dwarven word for "Capybara" or something), then it's basically been the same for a very long time.
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Andux

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Re: "Real" Language files
« Reply #23 on: April 07, 2011, 05:10:57 pm »

The only change since 40d was a typo fix in language_words.txt:

Code: (40d-0.31.19) [Select]
[WORD:BEWITCH]
[ADJ:bewitched]
[ADJ_DIST:4]
[FRONT_COMPOUND_ADJ]
[REAR_COMPOUND_ADJ]
[VERB:betwitch:betwitches:betwitched:betwitched:betwitching]
[STANDARD_VERB]

Code: (0.31.20+) [Select]
[WORD:BEWITCH]
[ADJ:bewitched]
[ADJ_DIST:4]
[FRONT_COMPOUND_ADJ]
[REAR_COMPOUND_ADJ]
[VERB:bewitch:bewitches:bewitched:bewitched:bewitching]
[STANDARD_VERB]
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IT 000

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Re: "Real" Language files
« Reply #24 on: April 07, 2011, 06:00:14 pm »

Eldrick Tobin, mind if I use your Latin Language for my Corrosion mod?
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Eldrick Tobin

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Re: "Real" Language files
« Reply #25 on: April 08, 2011, 01:39:18 am »

Eldrick Tobin, mind if I use your Latin Language for my Corrosion mod?

I don't mind... For all I know it's from Nacent Mod anyway, and that thread has gone silent.
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Eldrick Tobin
Behold the unimpressive Aspectus Lolin mod. || My Little Arachnid Fortress attempt...
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Deon

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Re: "Real" Language files
« Reply #26 on: April 08, 2011, 07:39:33 am »

Wait, isnt' that latin file originally by Teldin? I need it for credits.
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Eldrick Tobin

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Re: "Real" Language files
« Reply #27 on: April 08, 2011, 10:19:37 am »

Wait, isnt' that latin file originally by Teldin? I need it for credits.

Alluvian checked his directory found a readme, and "Thanks to DaveT" for the Latin. So there we go. *will have to update things here and there himself about this*
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Eldrick Tobin
Behold the unimpressive Aspectus Lolin mod. || My Little Arachnid Fortress attempt...
I mumble to myself on tumblr... Sometimes about DF Modding.
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