Localization file in Unreal Engine 4 - localization

I wanted to try to make a fan translation, and I searched for the localization file through umodel, I managed to find it, but the program does not see that there is something in the folder
umodel_problem

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need to recover trados project with translation

I was working on a language translation project in trados on a virtual machine. Half of the work was done and the translated words were exported into a Word docx file. Upon restarting the virtul machine, the project file appears to have been corrupted as trados shows no signs that the project was worked on. When I manually open the sdlproj (trados project) file, trados cannot open the file mentioning the following:
: An error occured whilst trying to determine the file version
I have tried creating a new project and used pre-translate using batch tasks but that did not seem to have imported the previously translated document. I need to figure out how to recover my project so that I can recover the translated document (so I do not have to redo the work) as well as recover the translation memory for trados. The translation memory folder is present inside the original project folder. I would really appreciate any suggestion to further troubleshoot and fix this issue. I have tried their support desk but they do not appear to be available today. Two solutions I observed from their forum suggested:
save the project file with a zip extension, extract the contents and then open the sdlxiff file from there
recreate the project and use pre-translate.
In my case, I was able to open the sdlxiff file from the translated language directory. This opened the project with the text that had previously been translated. I am not certain whether I need to remove the sdlproj file or simply save the project hoping that it will overwrite the corrupted file. In either case, I will update this post once I get an answer to that.

weird encoding in ios executable file of an app

I'm trying to see how does certain ios apps executable files look like, what i do is export the app files to my computer using iexplorer, i then took a look at the info.plist to see the executable files, after that i opened them with my notepad to use the UTF - 8 Encoding, but here how does things look like in both files-in the opening of both of the files i see english words that are expressing directories:
sample of file 1:
‹"Ò.(?!ÑNÓU£C°îXjøe”Ú5O•½°{^ÿÝŒEÌrôðæ$#[3,ÔÜ£æ»8I˜hGw!*aHÒQ•tœl²þ„™AÍçßÍ憴³)è:cÌ7H5æß-eFç¯î&Ø\n,$Ë$y»¥ÁB^6ÙP; i(q,AÅ
âðð·'©=Ÿa"v!PBÛÚ"¤¬‹Wj·;ËsÌŽÚâZüŠ–ÇüÉ;ÜA´sI«¸Üæ¿÷ ›‚‰.êøLž
sample of file 2:
ßꪧgö«húDªÝn¡±CÅÁ¹ â=؉ˆ4|®b¡ JeW-ɯðó¦xgýgeéÀXœH7ßJÉ" 3‡rÜ6ÒI_ ƒr cdÅá¸|íð¼l;Töl±”›MÛ˜±o/ôÇô#¬RS;Y¥!ÜzGò“vî©6ØR¡‚>Ì0m5
ŸzrPÐiDMÊ|Þ·9âëYß,p؃‹£x—.àN5îüÝrjœG]Æ·
ironically in the second file i can see a huge block of english words absolutely fine, but i dont get it why i don't see the whole file very good? i have also tried to open the files in an objective-c compiler after i have made them .m but that again was useless???
The executable files contain machine langage (binary) and cannot easily be read or understand by human. The word you still see in english are probably comments left by compiler that are not executed.
Trying to open those files in a compiler won't work because if the compiler role is to convert objective-c in machine langage, he's not able to convert the other way. For a same set of machine instructions, there are many ways to code it in objective-c.
The only way to get a source-code from a binary executable is to do some retro-engineering. It is done by converting the binary executable in assembly langage (it's a very low level langage but with understandable syntax) and then trying to reproduce the instructions with a higher-level langage such as objective-C.

Localized English launch image is not used

Somehow I can't seem to get my localized launch image to work.
In the root of my project folder I have a localized Default#2x.png with both an English and a Dutch version.
Somehow the Dutch version is shown in all situations.
I have other localised files that work all right (Root.strings, Localizable.strings, InfoPlist.strings) when using English language.
I've looked up several related questions, but found no answer. Tried deleting the file all together en adding them again. After localizing the file I added the right picture to the right folder using 'Show in Finder' on the English version.
Other answers suggest that there's another copy of Default#2x.png somewhere that's in the way, but I can't seem to find one.
When I look at my project folder in Finder, some folders seem recursive (repeat themselves) though.
Any help is appreciated.
Launch images can not be localized. See the app programming guide:
All launch images (...) must reside in the top level of your app's bundle directory.

How to localize a plist file

I appreciate your help in advance. I have searched high and low for an answer with no luck.
I have an app that uses very specialized sports terms which I store in a plist file. Those terms are then displayed in a UITableView. When the user taps on the skill, a video demo is played. The app works great, but I would very much like to localize it for other languages.
I have gotten the terms translated, and I was hoping I could localize the plist file by making a copy of it and just changing the sport-specific terms in each successive copy of the file, and then put it in its respective language folder. Is this possible and if so, can someone please point me to a good example or tutorial?
So far, I have I have tried to localize the plist file for Russian in Xcode and put it in its own ru.lproj folder, however, then when I run it in the simulator no data appears at all in the UITableView! Without the Russian file, it works fine. So my thought is that somehow Xcode is confusing the plist file because the name is the same, even though it is in a different directory (en.lproj and ru.lproj). The file is called Basic.plist in both directories. This process is totally confusing to me, and from what I gather it shouldn't be that difficult to figure out!
Again, thank you in advance. The localization concept is completely new to me and I am eager to learn it. I am quite sure I understand how the .strings files work with strings that are embedded in code, but I would like to know if it is possible to translate an entire pList file.
A lot of things could be wrong. One possibility is that the plist files don't get copied into the bundle (verify in your target's Build Phases page--it should say Basic.plist with "...in (localization).lproj" written next to it.
If you have manually created the ru.lproj, maybe you copied it in the wrong place, or left the original file in the wrong place (it should now be inside en.lproj). Rather than manually create the file, it's easiest to select the file Basic.plist in XCode and use the Localization control inside File Inspector to add localizations. As Kevin Grant mentions, if this doesn't show your file as having English and Russian, then something is wrong, and you could start again using the + control.
Finally, I'm not 100% sure about this but close enough: I believe your code probably needs to be updated to figure out where to load the plist file from. It it were a .xib or a .strings file, you wouldn't have to do this as this would be automatic and iOS knows to look inside the relevant .lproj folder first (when you load a .xib you only specify its name, not its exact location). But I assume you are loading the plist file through a specific path, therefore the path must now include the .proj folder.
If possible for you, I think a nicer approach to having different plist files per language would be to have just one plist, but instead of displaying the string from the plist you could use it as a key to your .strings file. You can retrieve the localization using the NSLocalizedString macro (which is defined as [[NSBundle mainBundle] localizedStringForKey:(key) value:#"" table:nil]) which will give you the corresponding value in the localized .strings file at run time. Of course this would mean that when you update your plist, you would also have to update your .strings files to match. The good thing is that you wouldn't need to determine the path of the plist for your active language -- with NSLocalizedString, you don't provide a path at all.

Can't find a working free xliff editor for OSX Lion

Attempts
I tried:
Virtaal
PoEdit (not xliff but convertible)
Open Language Tools TransEditor
LocFactory Editor
And I think I'm getting nuts.
Virtaal
With Virtaal it seems I can't create files (or am I to stupid ?). Also when I open the tutorial .po and try to save that, Virtaal crashes.
PoEdit
With PoEdit I can create a new project but on finishing he throws me an error:
Poedit did not find any files in scanned directories.
Entries in the catalog are probably incorrect.
Updating the catalog failed. Click on 'More>>' for details.
Open Language Tools TransEditor
And in Open Language Tools TransEditor I created a new project but I can't create any new lines/translations.
LocFactory Editor
I also tried LocFactory Editor. When I launch it I get
No document could be created
And in the menus I also can't find anything like New File or so.
Question
So what is that ? Am I to dumb to create xliff files using an xliff editor ? should I google for xliff creator or what ?
Requirements
I want to have xliff files for a FLOW3 project.
I'd like to use an editor that supports plural forms.
Support for Mac OS X
Hi you can try this one
XLIFFTool
You may want to try OmegaT.
It's not just for XLIFF, but it should work reasonably well with XLIFF documents.
Make sure the elements have a copy of the text to translate before opening the file in OmegaT. You can also use Rainbow to create an OmegaT project with XLIFF files: it will add the copy of the source text for you.
Hope this helps,
-ys
There is free XLIFF online editor at Brightec. Not sure about plural forms support.
you can use poedit tool for that.

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