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License: GNU General Public License v2.0
Language translation framework for Deus Ex: Mankind Divided and Deus Ex: Breach
License: GNU General Public License v2.0
Breach loading screen tips are not translated. Fixing this will require a bit more reverse engineering and additional code hooks; I'll get around to it when I find the time.
Hi!
First, I must congratulate you on successfully breaching ( :D ) MD's data file formats. As someone who spent a lot of time trying to figure what's what in HR's .drm files and how to make sense of randomly scattered and mismatched game texts - trust me, I can appreciate the feat. Seeing as even less people (practically noone) makes mods for MD, I believe that its engine is even more convoluted for someone without a native SDK, and my hopes to try my hand at MD's translation were nearing zero... and then I saw your project.
So, there are a few questions I have. First, wouldn't it be too hard to generate strings.json for other languages already present in game? Although the official localization for my language does exist, my previous experience says that there's no such thing as a game translation without glaring blunders, and there are always things to fix.
Second one perhaps would be harder - do you happen to know how to extract voice audio from game's data files into a playable format, and more important, how to link them to texts? So, if I see a string with content.id 1100392264 and text "If this was the only information we had, we probably would call it off.", I could find the respective file and listen to the way this line sounds in game. I firmly believe that hearing the original actors' voice makes a key difference between doing a more or less decent translation and a really "live" one.
Finally, the question that is probably hardest and time consuming, and I'd completely understand if you don't want to go in there, but I have to ask: any insights on where the information about game dialogues is stored and how does it work? That is, I can see in the .json that all lines for a particular dialogue are grouped with the same resource name and id, but not the flow of the dialogue itself. My ultimate goal would be to make something that provides not just the left view but also something closer to the right one, so to speak: https://ibb.co/fqLVFzT
Thanks in advance. You're my only hope, Obi-Wan Kenobi :D .
Hello,
Can you please make it work with Gaurdian Of Galaxy game please ? There is not really reasonable way to repack the game, so hook would be best chance to do localization in this case.
thank you
Some videos/cutscenes (e.g., the Human Revolution recap video and the Breach intro) will not be translated when first played. To fix this, simply start playing any menu video and press Escape to skip it. For example, from the main menu, click "Extras", then "Deus Ex: Human Revolution - Recap Video," and then press Escape. After this is done, all videos should be correctly translated for the remainder of the game session. Note that the bug will return when the game is restarted.
DXMD_Mod.log
I get this message.
If I delete the versio.dll file, it starts, but not in the desired language. But in the original, English.
Can you help me, what could be wrong?
The game is original.
About Epic Games.
Unfortunately, right-to-left (RTL) languages such as Arabic and Hebrew won't work with the current implementation, even with a custom font that has all the correct characters. DXMD uses Scaleform for the UI, and Scaleform doesn't fully support these kinds of languages. Scaleform also doesn't support shaping/ligaturing (i.e., making characters "flow into" each other, so to speak).
The documentation indicates that it would be theoretically possible, but the consensus seems to be that it would be a massive undertaking that would require intimate knowledge of text encodings, fonts, and the Scaleform API; I personally have none of these qualifications.
If someone were to find or develop such an extension for Scaleform, I would likely be able to reverse-engineer the code, create a compatible implementation, and inject it into DXMD.
These two video sequences might have been parsed wrong (unless data itself is invalid, of course):
[assembly:/scenes/game/20_prague/pra_master.entity].pc_resourcelibdef.pc_resourcelib video_id=7901045612977460 invalid end time ""
[assembly:/scenes/dlc_01/20_breach/breach_global.entity].pc_resourcelibdef.pc_resourcelib video_id=52920086065632881 invalid end time "32.5.37"
There is currently ~1 in-game video that won't be translated due to a missing video ID. The video is a Breach cutscene that starts with "Investors around the world today rejoiced...". If anyone encounters this video in-game, you can assist in fixing this issue. To do so, please enable the console (Debug=1
in the configuration file), copy the video ID when the video plays in-game, and send it to me by responding to this GitHub issue.
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