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Update the French translation

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Fabrice TIERCELIN 2024-09-08 10:02:27 +02:00
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# Creature Format
This page tells you what you need to do to make your creature work. For help, tips and advices, read the [creature help](Creature_Help.md).
## Required data
In order to make functional creature you also need:

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# Creature Help
This page helps you to create a creature (i.e. a unit that fights in a battle) for a creature mod or inside a bigger mod like a [faction mod](Faction_Help.md).
## Utilities
You need to download the two utilities [`DefPreview`](https://sourceforge.net/projects/grayface-misc/files/DefPreview-1.2.1/) and [`H3DefTool`](https://sourceforge.net/projects/grayface-misc/files/H3DefTool-3.4.2/) from the internet:
- `DefPreview` converts a `.def` file to `.bmp` images
- `H3DefTool` converts `.bmp` images to a `.def` file
But you can create a configuration that directly reads your image files. Most of the existing mods are coded with `.def` files but direct images are recommended.
## Make a playable creature
First of all, retrieve an existing creature and be sure you can clone it and make it work independently without any new content. If it already fails, don't waste your time to draw the new animation. It should work first.
## Battle render
The sun is always at zenith, so the shadow is always behind. The reason is that the creature render may be mirrored. There was no strong rules in the original game but usually, the shadow is twice less higher than the creature.
We don't know the right elevation angle for the view.
### 3D render
You can render your creature using a 3D software like _Blender_. You can start with those free-licenced rigged 3D models:
- [Fantasy-bandit](https://www.cgtrader.com/free-3d-models/character/man/fantasy-bandit)
- [Monster-4](https://www.cgtrader.com/free-3d-models/character/fantasy-character/monster-4-f5757b92-dc9c-4f5e-ad0d-593203d14fe2)
- [Crypt-fiend-modular-character](https://www.cgtrader.com/free-3d-models/character/fantasy-character/crypt-fiend-modular-character-demo-scene)
- [Solus-the-knight](https://www.cgtrader.com/free-3d-models/character/man/solus-the-knight-low-poly-character)
- [Ancient-earth-golem](https://www.cgtrader.com/free-3d-models/character/fantasy-character/ancient-earth-golem-v2)
- [Shadow-golem-elemental](https://www.cgtrader.com/free-3d-models/character/fantasy-character/shadow-golem-elemental)
- [Earth-golem-elemental](https://www.cgtrader.com/free-3d-models/character/fantasy-character/earth-golem-elemental)
- [Kong-2021-rig](https://www.cgtrader.com/free-3d-models/character/sci-fi-character/kong-2021-rig)
- [Shani](https://www.cgtrader.com/free-3d-models/character/woman/shani-3d-character)
You can also create your 3D model from a single image:
- _Stable Fast 3D_: https://huggingface.co/spaces/stabilityai/stable-fast-3d
- _Unique3D_: https://huggingface.co/spaces/abreza/Unique3D
To use it in _Blender_, create a `.blend` project and import the file. To render the texture:
1. Add a _Principled BSDF_ material to the object
1. Create a _Color Attribute_ in the _Shader Editor_ view
1. Link the Color output of the _Color Attribute_ to the _Base color_ input of the _Principled BSDF_
You can improve details by cropping the source image on a detail and generate a model for this detail. Once both imported in _Blender_, melt them together.
Render the images without background by selecting png RVBA and disabling background (_Film_ -> _Filter_ -> _Transparent_). It avoids the creatures to have an ugly dark border. Then, to correctly separate the creature from the cyan area, in _GIMP_, apply the threeshold on the transparency by clicking on _Layer_ -> _Transparency_ -> _Alpha threeshold_.
The global FPS of the game is 10 f/s but you can render at a higher level and configure it in the `.json` files. We are not in the 1990's.
### IA render
You can also use an AI like _Flux_ to generate the main creature representation: https://huggingface.co/spaces/multimodalart/FLUX.1-merged
Then you can add random animations for idle states with _SVD_: https://huggingface.co/spaces/xi0v/Stable-Video-Diffusion-Img2Vid
Most of the time, the creatures do not move more than one pixel in an idle animation. The reason may be to avoid too much animation on screen and make the transition with the other animations always seamless. Use poses with _ControlNet_ or _OpenPose_. For specific animations, I recommend to use _Cinemo_ because it adds a description prompt but the resolution is smaller: https://huggingface.co/spaces/maxin-cn/Cinemo
Make animations seamless from one to another. To do this, you can draw the first and the last images with a prompt with _ToonCrafter_: https://huggingface.co/spaces/ChristianHappy/tooncrafter
Most of the time, you need to increase the resolution or the quality of your template image, so use _SUPIR_: https://huggingface.co/spaces/Fabrice-TIERCELIN/SUPIR
## Battle sound effect
To create the audio effects, I recommend to use _Tango 2_: https://huggingface.co/spaces/declare-lab/tango2
The quality is better than _Stable Audio_.
## Map render
We don't know the right elevation angle for the view but 45° elevation seems to be a good choice. For the sunlight direction, I would say 45° elevation and 45° azimut.
The map creatures are not rendered on the map with vanishing points but in isometric. You can [get an orthogonal render in Blender](https://blender.stackexchange.com/a/135384/2768). If you are creating a creature and its updated version, most of the time, the both creatures are not oriented to the same side on the map. I think that the animation on the map is usually the _Mouse Over_ animation on battle.
You can see that the view angle is higher than on a battle. To change the angle from a battle sprite, you can use _Zero 1-to-3_: https://huggingface.co/spaces/cvlab/zero123-live
You can get higher resolution using this Video AI that can control the motion of the camera: https://huggingface.co/spaces/TencentARC/MotionCtrl_SVD
If you have a 3D software, you can get better quality by converting your image into 3D model and then render it from another angle using _Stable Fast 3D_: https://huggingface.co/spaces/stabilityai/stable-fast-3d
Follow this comment to retrieve the color: https://huggingface.co/stabilityai/TripoSR/discussions/1#65e8a8e5e214f37d85dad366
### Shadow render
There are no strong rules in the original game about the angle of the shadows on the map. Different buildings have inconsistent shadows. To draw the shadow, I recommend the following technique:
Let's consider that the object is a vertical cone:
| | | | | | | | | | |
|---|---|---|---|---|---|---|---|---|---|
| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 |
| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | ‍⬛ | 🟦 | 🟦 |
| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | ‍⬛ | 🟦 | 🟦 |
| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | ‍⬛ | ‍⬛ | ‍⬛ | 🟦 |
| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | ‍⬛ | ‍⬛ | ‍⬛ | 🟦 |
| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | ‍⬛ | ‍⬛ | ‍⬛ | ‍⬛ | ‍⬛ |
| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | ‍⬛ | ‍⬛ | ‍⬛ | 🟦 |
| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 |
| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 |
| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 |
Locate the top and its projection to the ground:
| | | | | | | | | | |
|---|---|---|---|---|---|---|---|---|---|
| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 |
| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟥 | 🟦 | 🟦 |
| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | ‍⬛ | 🟦 | 🟦 |
| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | ‍⬛ | ‍⬛ | ‍⬛ | 🟦 |
| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | ‍⬛ | ‍⬛ | ‍⬛ | 🟦 |
| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | ‍⬛ | ‍⬛ | 🟥 | ‍⬛ | ‍⬛ |
| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | ‍⬛ | ‍⬛ | ‍⬛ | 🟦 |
| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 |
| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 |
| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 |
Then draw a rectangle triangle on the left:
| | | | | | | | | | |
|---|---|---|---|---|---|---|---|---|---|
| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 |
| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 💟 | 🟦 | 🟦 |
| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 💟 | ‍⬛ | 🟦 | 🟦 |
| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 💟 | ‍⬛ | ‍⬛ | ‍⬛ | 🟦 |
| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 💟 | ‍⬛ | ‍⬛ | 🟦 |
| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | ‍⬛ | ‍⬛ | 💟 | ‍⬛ | ‍⬛ |
| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | ‍⬛ | ‍⬛ | ‍⬛ | 🟦 |
| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 |
| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 |
| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 |
The square top is the projection of the shadow of the top of the cone:
| | | | | | | | | | |
|---|---|---|---|---|---|---|---|---|---|
| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 |
| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | ‍⬛ | 🟦 | 🟦 |
| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | ‍⬛ | 🟦 | 🟦 |
| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 💟 | ‍⬛ | ‍⬛ | ‍⬛ | 🟦 |
| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | ‍⬛ | ‍⬛ | ‍⬛ | 🟦 |
| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | ‍⬛ | ‍⬛ | ‍⬛ | ‍⬛ | ‍⬛ |
| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | ‍⬛ | ‍⬛ | ‍⬛ | 🟦 |
| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 |
| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 |
| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 |
Then you can draw the rest of the shadow:
| | | | | | | | | | |
|---|---|---|---|---|---|---|---|---|---|
| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 |
| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | ‍⬛ | 🟦 | 🟦 |
| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | ‍⬛ | 🟦 | 🟦 |
| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 💟 | ‍⬛ | ‍⬛ | ‍⬛ | 🟦 |
| 🟦 | 🟦 | 🟦 | 🟦 | 💟 | 🟪 | ‍⬛ | ‍⬛ | ‍⬛ | 🟦 |
| 🟦 | 🟦 | 🟦 | 🟦 | 💟 | ‍⬛ | ‍⬛ | ‍⬛ | ‍⬛ | ‍⬛ |
| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | ‍⬛ | ‍⬛ | ‍⬛ | 🟦 |
| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 |
| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 |
| 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 | 🟦 |

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# Faction Format
This page tells you what you need to do to make your faction work. For help, tips and advices, read the [faction help](Faction_Help.md).
## Required data
In order to make functional town you also need:
In order to make functional town, you also need:
### Images

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# Faction Help
This page helps you to create from scratch a VCMI mod that adds a new faction. The faction mod structure is described [here](Faction_Format.md).
## Questioning the faction creation
Before creating a faction, be aware that creating a faction mod is lots of work. You can start [creating creatures](Creature_Help.md) in a creature mod that can be converted into a faction mod after. This way, you are sure to release something. The smallest contribution is a hero portrait that you can suggest on an existing mod. You can also restore the former version of the [Ruins faction](https://github.com/vcmi-mods/ruins-town/tree/1bea30a1d915770e2fd0f95d158030815ff462cd). You would only have to remake the similar parts to the new version.
## Make a playable faction mod
Before creating your content, retrieve the content of an existing faction mod like [Highlands town](https://github.com/vcmi-mods/highlands-town). To download the project, click on the _Code_ button and click on _Download ZIP_. The first thing to do is to change all the faction identifiers in the files following the [faction format](Faction_Format.md) and manage to play with the faction and the original without any conflict. To play to a faction, you have to add all the files in your _Mods_ folder. When it works, you will be able to modify the content step by step.
Keep in mind that the most important part of a faction mod, above the animations, the graphisms and the musics, is the concept because if you have to change it, you have to change everything else. All the remaining content can be improved by the community.
## Town screen
### Background
Beware to direct all the shadows to the same direction. The easiest way to create the background is to use a text-to-image AI. The free most powerful AI at the moment is _Flux_ available here: https://huggingface.co/spaces/multimodalart/FLUX.1-merged
In the _Advanced Options_, set the width to 800px and set the height to 374px.
### Buildings
To render a building upon the background, I recommend to use an inpainting AI like _BRIA Inpaint_: https://huggingface.co/spaces/briaai/BRIA-2.3-Inpainting
The idea is to select the area where you want to add the building. As a prompt, describe the new building. The advantage is a perfect match between the background and the building. Keep in mind that to correctly integrate a building image, it must contain the image of the background on its edges. It simulates the semi-transparency.
You can also animate the building or the background using _Stable Video Diffusion_: https://huggingface.co/spaces/multimodalart/stable-video-diffusion
## Map dwellings
You may want to get the same render as in the town, so you have to change the angle and the shadows. If you handle a 3D model software, you can start with _Stable Fast 3D_: https://huggingface.co/spaces/stabilityai/stable-fast-3d
The map dwellings are not rendered on the map with vanishing points but in isometric. You can [get an orthogonal render in Blender](https://blender.stackexchange.com/a/135384/2768).
Without 3D, you can use _Zero 1-to-3_: https://huggingface.co/spaces/cvlab/zero123-live
You can get higher resolution using this Video AI that can control the motion of the camera: https://huggingface.co/spaces/TencentARC/MotionCtrl_SVD
The buildings on the map are more satured than on town screen. If you have to reduce the size of an image, do not use interpolation (LANCZOS, Bilinear...) to get more details, not a blurred image. If you need to increase the resolution or the quality of your template image, use _SUPIR_: https://huggingface.co/spaces/Fabrice-TIERCELIN/SUPIR
## Map buildings
The AIs badly understand the sun direction and the perspective angles. To generate the buildings on the adventure map:
1. Open the HOMM3 map editor
1. Put items all around a big empty area
1. Make a screenshot
1. Go on an AI like _BRIA Inpaint_: https://huggingface.co/spaces/briaai/BRIA-2.3-Inpainting
1. Inpaint the (big) empty middle with the brush
1. Use a prompt like: `A dark house, at the center of the image, map, isometric, parallel perspective, sunlight from the bottom right`
## Music
Here are unused available themes:
* [Synthetic Horizon](https://github.com/Fabrice-TIERCELIN/forge/raw/theme/content/music/factions/theme.ogg)
1. Prompt: `Dystopy, Cinematic classical, Science fiction, 160 bpm, Best quality, Futuristic`
1. Initially created for: _Forge town_
* [Quantum Overture](https://github.com/Fabrice-TIERCELIN/asylum-town/raw/theme/asylum-town/content/Music/factions/AsylumTown.ogg)
1. Prompt: `Clef shifting, Fantasy, Mystical, Overworldly, Cinematic classical`
1. Initially created for: _Asylum town_
* [Warrior s March](https://github.com/vcmi-mods/ruins-town/assets/20668759/964f27de-6feb-4ef6-9d25-455f52938cef)
1. Prompt: `Powerful percussions, Drums, Battle Anthem, Rythm, Warrior, 160 bpm, Celtic, New age, Instrumental, Accoustic, Medieval`
1. Initially created for: _Ruins town_
* [Clan of Echoes](https://github.com/Fabrice-TIERCELIN/ruins-town/raw/theme/ruins-town/content/music/ruins.ogg)
1. Prompt: `new age, medieval, celtic, warrior, battle, soundtrack, accoustic, drums, rythm`
1. Initially created for: _Ruins town_
* [Enchanted Reverie](https://github.com/Fabrice-TIERCELIN/grove/raw/theme/Grove/content/Music/factions/GroveTown.ogg)
1. Prompt: `Classical music, Soundtrack, Score, Instrumental, 160 bpm, ((((fantasy)))), mystic`
1. Initially created for: _Grove town_
* [World Discovery](https://github.com/vcmi-mods/asylum-town/assets/20668759/34438523-8a44-44ca-b493-127501b474a6)
1. Prompt: `Clef shifting, fantasy, mystical, overworldly, Cinematic classical`
1. Initially created for: _Asylum town_
* [Enchanted Ballad](https://github.com/vcmi-mods/fairy-town/assets/20668759/619e6e33-d940-4899-8c76-9c1e8d3d20aa)
1. Prompt: `Females vocalize, Cinematic classical, Harp, Fairy tale, Princess, 160 bpm`
1. Initially created for: _Fairy town_
* [Baroque Resurgence](https://github.com/Fabrice-TIERCELIN/courtyard_proposal/raw/theme/Courtyard/Content/music/factions/courtyard/CourtTown.ogg)
1. Prompt: `Baroque, Instrumental, 160 bpm, Cinematic classical, Best quality`
1. Initially created for: _Courtyard town_
* [Harvest Parade](https://github.com/Fabrice-TIERCELIN/greenhouse-town/raw/theme/Greenhouse/content/Music/town.ogg)
1. Prompt: `Marching band, Best quality, Happy, Vegetables`
1. Initially created for: _Green town_
Those themes have been generated using _[Udio](https://udio.com)_.
## Screenshots
Most of the time, the first screenshot is the townscreen because it's the most specific content.
## Recycle
Some mods contain neutral heroes or creatures. You can integrate them in your faction mod. Don't forget to remove the content from the original mod.

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@ -56,8 +56,10 @@ Random Map Generator:
Game Entities:
- [Artifact](Entities_Format/Artifact_Format.md)
- [Creature](Entities_Format/Creature_Format.md)
- [Faction](Entities_Format/Faction_Format.md)
- [Creature Requirement](Entities_Format/Creature_Format.md)
- [Creature Help](Entities_Format/Creature_Help.md)
- [Faction Requirement](Entities_Format/Faction_Format.md)
- [Faction Help](Entities_Format/Faction_Help.md)
- [Hero Class](Entities_Format/Hero_Class_Format.md)
- [Hero Type](Entities_Format/Hero_Type_Format.md)
- [Spell](Entities_Format/Spell_Format.md)

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@ -35,10 +35,16 @@ VCMI allows translating game data into languages other than English. In order to
- Copy existing translation, such as English translation from here: https://github.com/vcmi-mods/h3-for-vcmi-englisation (delete sound and video folders)
- Rename mod to indicate your language, preferred form is "(language)-translation"
- Update mod.json to match your mod
- Translate all texts strings from game.json, campaigns.json and maps.json
- Translate all texts strings from `game.json`, `campaigns.json` and `maps.json`
- Replace images in data and sprites with translated ones (or delete it if you don't want to translate them)
- If unicode characters needed for language: Create a submod with a free font like here: https://github.com/vcmi-mods/vietnamese-translation/tree/vcmi-1.4/vietnamese-translation/mods/VietnameseTrueTypeFonts
If you can't produce some content on your own (like the images or the sounds):
- Create a `README.md` file at the root of the mod
- Write into the file the translations and the <ins>detailled</ins> location
This way, a contributor that is not a native speaker can do it for you in the future.
If you have already existing Heroes III translation you can:
- Install VCMI and select your localized Heroes III data files for VCMI data files
@ -75,7 +81,7 @@ After this, you can set language in Launcher to your language and start game. Al
VCMI Launcher and Map Editor use translation system provided by Qt framework so it requires slightly different approach than in-game translations:
- Install Qt Linguist. You can find find standalone version here: https://download.qt.io/linguist_releases/
- Open `<VCMI Sources>/launcher/translation/` directory, copy english.ts file and rename it to your language
- Open `<VCMI Sources>/launcher/translation/` directory, copy `english.ts` file and rename it to your language
- Launch Qt Linguist, select Open and navigate to your copied file
- Select any untranslated string, enter translation in field below, and click "Done and Next" (Ctrl+Return) to navigate to next untranslated string
- Once translation has been finished, save resulting file.
@ -129,7 +135,7 @@ After that, start Launcher, switch to Help tab and open "log files directory". Y
If your mod also contains maps or campaigns that you want to translate, then use '/translate maps' command instead.
### Translating mod information
In order to display information in Launcher in language selected by user add following block into your mod.json:
In order to display information in Launcher in language selected by user add following block into your `mod.json`:
```
"<language>" : {
"name" : "<translated name>",
@ -140,7 +146,7 @@ In order to display information in Launcher in language selected by user add fol
]
},
```
However, normally you don't need to use block for English. Instead, English text should remain in root section of your mod.json file, to be used when game can not find translated version.
However, normally you don't need to use block for English. Instead, English text should remain in root section of your `mod.json` file, to be used when game can not find translated version.
### Translating in-game strings
@ -152,8 +158,8 @@ Use any text editor (Notepad++ is recommended for Windows) and translate all str
### Adding new languages
In order to add new language it needs to be added in multiple locations in source code:
- Generate new .ts files for launcher and map editor, either by running `lupdate` with name of new .ts or by copying english.ts and editing language tag in the header.
- Add new language into lib/Languages.h entry. This will trigger static_assert's in places that needs an update in code
- Generate new .ts files for launcher and map editor, either by running `lupdate` with name of new .ts or by copying `english.ts` and editing language tag in the header.
- Add new language into `lib/Languages.h` entry. This will trigger static_assert's in places that needs an update in code
- Add new language into json schemas validation list - settings schema and mod schema
- Add new language into mod json format - in order to allow translation into new language
@ -161,14 +167,14 @@ Also, make full search for a name of an existing language to ensure that there a
### Updating translation of Launcher and Map Editor to include new strings
At the moment, build system will generate binary translation files (.qs) that can be opened by Qt.
At the moment, build system will generate binary translation files (`.qs`) that can be opened by Qt.
However, any new or changed lines will not be added into existing .ts files.
In order to update .ts files manually, open command line shell in `mapeditor` or `launcher` source directories and execute command
In order to update `.ts` files manually, open command line shell in `mapeditor` or `launcher` source directories and execute command
```
lupdate -no-obsolete * -ts translation/*.ts
```
This will remove any no longer existing lines from translation and add any new lines for all translations. If you want to keep old lines, remove `-no-obsolete` key from the command
This will remove any no longer existing lines from translation and add any new lines for all translations. If you want to keep old lines, remove `-no-obsolete` key from the command.
There *may* be a way to do the same via QtCreator UI or via CMake, if you find one feel free to update this information.
### Updating translation of Launcher and Map Editor using new .ts file from translators

View File

@ -74,7 +74,7 @@
<message>
<location filename="../aboutProject/aboutproject_moc.ui" line="227"/>
<source>Configuration files directory</source>
<translation type="unfinished"></translation>
<translation>Dossier de fichiers de configuration</translation>
</message>
<message>
<location filename="../aboutProject/aboutproject_moc.ui" line="290"/>
@ -234,7 +234,7 @@
<message>
<location filename="../modManager/cmodlistview_moc.ui" line="105"/>
<source>Reload repositories</source>
<translation type="unfinished"></translation>
<translation>Recharger les dossiers</translation>
</message>
<message>
<location filename="../modManager/cmodlistview_moc.ui" line="163"/>
@ -452,7 +452,7 @@
<message>
<location filename="../modManager/cmodlistview_moc.cpp" line="665"/>
<source>Replace config file?</source>
<translation>Remplacer le fichier de configuration?</translation>
<translation>Remplacer le fichier de configuration ?</translation>
</message>
<message>
<location filename="../modManager/cmodlistview_moc.cpp" line="665"/>
@ -462,7 +462,7 @@
<message>
<location filename="../modManager/cmodlistview_moc.cpp" line="708"/>
<source>Downloading %1. %p% (%v MB out of %m MB) finished</source>
<translation type="unfinished"></translation>
<translation>Téléchargement %1. %p% (%v Mo sur %m Mo) terminé</translation>
</message>
<message>
<location filename="../modManager/cmodlistview_moc.cpp" line="733"/>
@ -656,162 +656,162 @@ Installer les téchargements réussis?</translation>
<message>
<location filename="../settingsView/csettingsview_moc.ui" line="490"/>
<source>Online Lobby port</source>
<translation type="unfinished"></translation>
<translation>Port de la salle d&apos;attente en ligne</translation>
</message>
<message>
<location filename="../settingsView/csettingsview_moc.ui" line="331"/>
<source>Autocombat AI in battles</source>
<translation type="unfinished"></translation>
<translation>IA de combat automatique dans les batailles</translation>
</message>
<message>
<location filename="../settingsView/csettingsview_moc.ui" line="352"/>
<source>Sticks Sensitivity</source>
<translation type="unfinished"></translation>
<translation>Sensibilité au batons</translation>
</message>
<message>
<location filename="../settingsView/csettingsview_moc.ui" line="618"/>
<source>Automatic (Linear)</source>
<translation type="unfinished"></translation>
<translation>Automatique (Linéaire)</translation>
</message>
<message>
<location filename="../settingsView/csettingsview_moc.ui" line="798"/>
<source>Haptic Feedback</source>
<translation type="unfinished"></translation>
<translation>Retour Tactile</translation>
</message>
<message>
<location filename="../settingsView/csettingsview_moc.ui" line="835"/>
<source>Software Cursor</source>
<translation type="unfinished"></translation>
<translation>Curseur Logiciel</translation>
</message>
<message>
<location filename="../settingsView/csettingsview_moc.ui" line="1166"/>
<source>Automatic</source>
<translation type="unfinished"></translation>
<translation>Automatique</translation>
</message>
<message>
<location filename="../settingsView/csettingsview_moc.ui" line="1171"/>
<source>None</source>
<translation type="unfinished"></translation>
<translation>Aucun</translation>
</message>
<message>
<location filename="../settingsView/csettingsview_moc.ui" line="1176"/>
<source>xBRZ x2</source>
<translation type="unfinished"></translation>
<translation>xBRZ x2</translation>
</message>
<message>
<location filename="../settingsView/csettingsview_moc.ui" line="1181"/>
<source>xBRZ x3</source>
<translation type="unfinished"></translation>
<translation>xBRZ x3</translation>
</message>
<message>
<location filename="../settingsView/csettingsview_moc.ui" line="1186"/>
<source>xBRZ x4</source>
<translation type="unfinished"></translation>
<translation>xBRZ x4</translation>
</message>
<message>
<location filename="../settingsView/csettingsview_moc.ui" line="138"/>
<source>Online Lobby address</source>
<translation type="unfinished"></translation>
<translation>Adresse de la salle d&apos;attente en ligne</translation>
</message>
<message>
<location filename="../settingsView/csettingsview_moc.ui" line="1158"/>
<source>Upscaling Filter</source>
<translation type="unfinished"></translation>
<translation>Filtre d&apos;Agrandissement</translation>
</message>
<message>
<location filename="../settingsView/csettingsview_moc.ui" line="317"/>
<source>Use Relative Pointer Mode</source>
<translation type="unfinished"></translation>
<translation>Utiliser le Mode de Pointeur Relatif</translation>
</message>
<message>
<location filename="../settingsView/csettingsview_moc.ui" line="608"/>
<source>Nearest</source>
<translation type="unfinished"></translation>
<translation>Le plus Proche</translation>
</message>
<message>
<location filename="../settingsView/csettingsview_moc.ui" line="613"/>
<source>Linear</source>
<translation type="unfinished"></translation>
<translation>Linéaire</translation>
</message>
<message>
<location filename="../settingsView/csettingsview_moc.ui" line="750"/>
<source>Input - Touchscreen</source>
<translation type="unfinished"></translation>
<translation>Entrée - Écran tactile</translation>
</message>
<message>
<location filename="../settingsView/csettingsview_moc.ui" line="854"/>
<source>Network</source>
<translation type="unfinished"></translation>
<translation>Réseau</translation>
</message>
<message>
<location filename="../settingsView/csettingsview_moc.ui" line="893"/>
<source>Downscaling Filter</source>
<translation type="unfinished"></translation>
<translation>Filtre de Rétrécissement</translation>
</message>
<message>
<location filename="../settingsView/csettingsview_moc.ui" line="1144"/>
<source>Show Tutorial again</source>
<translation type="unfinished"></translation>
<translation>Remontrer le Didacticiel</translation>
</message>
<message>
<location filename="../settingsView/csettingsview_moc.ui" line="1151"/>
<source>Reset</source>
<translation type="unfinished"></translation>
<translation>Réinitialiser</translation>
</message>
<message>
<location filename="../settingsView/csettingsview_moc.ui" line="536"/>
<source>Audio</source>
<translation type="unfinished"></translation>
<translation>Audio</translation>
</message>
<message>
<location filename="../settingsView/csettingsview_moc.ui" line="842"/>
<source>Relative Pointer Speed</source>
<translation type="unfinished"></translation>
<translation>Vitesse de Pointeur Relatif</translation>
</message>
<message>
<location filename="../settingsView/csettingsview_moc.ui" line="1137"/>
<source>Music Volume</source>
<translation type="unfinished"></translation>
<translation>Volume de la Musique</translation>
</message>
<message>
<location filename="../settingsView/csettingsview_moc.ui" line="767"/>
<source>Ignore SSL errors</source>
<translation type="unfinished"></translation>
<translation>Ignorer les erreurs SSL</translation>
</message>
<message>
<location filename="../settingsView/csettingsview_moc.ui" line="943"/>
<source>Input - Mouse</source>
<translation type="unfinished"></translation>
<translation>Entrée - Sourie</translation>
</message>
<message>
<location filename="../settingsView/csettingsview_moc.ui" line="345"/>
<source>Long Touch Duration</source>
<translation type="unfinished"></translation>
<translation>Durée de Touche Prolongée</translation>
</message>
<message>
<location filename="../settingsView/csettingsview_moc.ui" line="115"/>
<source>%</source>
<translation type="unfinished"></translation>
<translation>%</translation>
</message>
<message>
<location filename="../settingsView/csettingsview_moc.ui" line="1037"/>
<source>Controller Click Tolerance</source>
<translation type="unfinished"></translation>
<translation>Tolérance au Clic de Contrôleur</translation>
</message>
<message>
<location filename="../settingsView/csettingsview_moc.ui" line="359"/>
<source>Touch Tap Tolerance</source>
<translation type="unfinished"></translation>
<translation>Tolérance à la Frappe de Touche</translation>
</message>
<message>
<location filename="../settingsView/csettingsview_moc.ui" line="1020"/>
<source>Input - Controller</source>
<translation type="unfinished"></translation>
<translation>Entrée - Contrôleur</translation>
</message>
<message>
<location filename="../settingsView/csettingsview_moc.ui" line="1086"/>
<source>Sound Volume</source>
<translation type="unfinished"></translation>
<translation>Volume du Son</translation>
</message>
<message>
<location filename="../settingsView/csettingsview_moc.ui" line="389"/>
@ -913,12 +913,12 @@ Mode exclusif plein écran - le jeu couvrira l&quot;intégralité de votre écra
<message>
<location filename="../settingsView/csettingsview_moc.ui" line="828"/>
<source>Mouse Click Tolerance</source>
<translation type="unfinished"></translation>
<translation>Tolérance au Clic de Sourie</translation>
</message>
<message>
<location filename="../settingsView/csettingsview_moc.ui" line="94"/>
<source>Sticks Acceleration</source>
<translation type="unfinished"></translation>
<translation>Accelération de Bâton</translation>
</message>
<message>
<location filename="../settingsView/csettingsview_moc.ui" line="101"/>
@ -1059,12 +1059,12 @@ Mode exclusif plein écran - le jeu couvrira l&quot;intégralité de votre écra
<message>
<location filename="../firstLaunch/firstlaunch_moc.ui" line="297"/>
<source>Use offline installer from gog.com</source>
<translation type="unfinished"></translation>
<translation>Utiliser l&apos;installeur hors ligne depuis gog.com</translation>
</message>
<message>
<location filename="../firstLaunch/firstlaunch_moc.ui" line="310"/>
<source>You can manually copy directories Maps, Data and Mp3 from the original game directory to VCMI data directory that you can see on top of this page</source>
<translation type="unfinished"></translation>
<translation>Vous pouvez copier manuellement les dossiers de Maps, Data et Mp3 depuis le dossier de jeu d&apos;origine vers le dossier data VCMI que vous pouvez voir en haut de cette page</translation>
</message>
<message>
<location filename="../firstLaunch/firstlaunch_moc.ui" line="329"/>
@ -1074,22 +1074,22 @@ Mode exclusif plein écran - le jeu couvrira l&quot;intégralité de votre écra
<message>
<location filename="../firstLaunch/firstlaunch_moc.ui" line="347"/>
<source>Manual Installation</source>
<translation type="unfinished"></translation>
<translation>Installation Manuelle</translation>
</message>
<message>
<location filename="../firstLaunch/firstlaunch_moc.ui" line="388"/>
<source>Installing... %p%</source>
<translation type="unfinished"></translation>
<translation>Installation... %p%</translation>
</message>
<message>
<location filename="../firstLaunch/firstlaunch_moc.ui" line="417"/>
<source>If you already have Heroes III files on your device, you can select this directory and VCMI will copy the existing data automatically.</source>
<translation type="unfinished"></translation>
<translation>Si vous avez déjà les fichiers Heroes III sur votre appareil, vous pouvez sélectionner ce dossier et VCMI copiera automatiquement les données existantes.</translation>
</message>
<message>
<location filename="../firstLaunch/firstlaunch_moc.ui" line="459"/>
<source>Copy existing files</source>
<translation type="unfinished"></translation>
<translation>Copier les fichiers existants</translation>
</message>
<message>
<location filename="../firstLaunch/firstlaunch_moc.ui" line="488"/>
@ -1100,7 +1100,8 @@ Mode exclusif plein écran - le jeu couvrira l&quot;intégralité de votre écra
<location filename="../firstLaunch/firstlaunch_moc.ui" line="504"/>
<source>If you own Heroes III on gog.com you can download backup offline installer from gog.com, and VCMI will import Heroes III data using offline installer.
Offline installer consists of two parts, .exe and .bin. Make sure you download both of them.</source>
<translation type="unfinished"></translation>
<translation>Si vous possédez Heroes III sur gog.com, vous pouvez télécharger le programme d&apos;installation hors ligne de sauvegarde depuis gog.com, et VCMI importera les données de Heroes III à l&apos;aide du programme d&apos;installation hors ligne.
Le programme d&apos;installation hors ligne se compose de deux parties, .exe et .bin. Assurez-vous de les télécharger tous les deux.</translation>
</message>
<message>
<location filename="../firstLaunch/firstlaunch_moc.ui" line="622"/>
@ -1246,7 +1247,7 @@ Heroes® of Might and Magic® III HD n&quot;est actuellement pas pris en charge
<message>
<location filename="../firstLaunch/firstlaunch_moc.cpp" line="330"/>
<source>File cannot opened</source>
<translation type="unfinished"></translation>
<translation>Le fichier ne peut pas être ouvert</translation>
</message>
<message>
<location filename="../firstLaunch/firstlaunch_moc.cpp" line="336"/>
@ -1291,23 +1292,24 @@ Veuillez selectionner un dossier ou les données de Heroes III sont présentes.<
<message>
<location filename="../firstLaunch/firstlaunch_moc.cpp" line="387"/>
<source>You&apos;ve provided GOG Galaxy installer! This file doesn&apos;t contain the game. Please download the offline backup game installer!</source>
<translation type="unfinished"></translation>
<translation>Vous avez fourni le programme d&apos;installation de GOG Galaxy ! Ce fichier ne contient pas le jeu. Veuillez télécharger le programme d&apos;installation de sauvegarde hors ligne du jeu !</translation>
</message>
<message>
<location filename="../firstLaunch/firstlaunch_moc.cpp" line="412"/>
<source>Stream error while extracting files!
error reason: </source>
<translation type="unfinished"></translation>
<translation>Erreur de flux lors de l&apos;extraction des fichiers !
Raison de l&apos;erreur : </translation>
</message>
<message>
<location filename="../firstLaunch/firstlaunch_moc.cpp" line="425"/>
<source>Not a supported Inno Setup installer!</source>
<translation type="unfinished"></translation>
<translation>Programme dinstallation Inno Setup non pris en charge !</translation>
</message>
<message>
<location filename="../firstLaunch/firstlaunch_moc.cpp" line="436"/>
<source>Extracting error!</source>
<translation type="unfinished"></translation>
<translation>Erreur d&apos;extraction !</translation>
</message>
<message>
<location filename="../firstLaunch/firstlaunch_moc.cpp" line="506"/>
@ -1476,13 +1478,14 @@ Veuillez sélectionner un dossier contenant les données de Heroes III: Complete
<message>
<location filename="../main.cpp" line="122"/>
<source>Error starting executable</source>
<translation type="unfinished"></translation>
<translation>Erreur lors du démarrage de l&apos;exécutable</translation>
</message>
<message>
<location filename="../main.cpp" line="123"/>
<source>Failed to start %1
Reason: %2</source>
<translation type="unfinished"></translation>
<translation>Échec de démarrage %1
Raison : %2</translation>
</message>
</context>
<context>

File diff suppressed because it is too large Load Diff

View File

@ -67,22 +67,22 @@
<message>
<location filename="../mapsettings/generalsettings.ui" line="52"/>
<source>Author</source>
<translation type="unfinished"></translation>
<translation>Auteur</translation>
</message>
<message>
<location filename="../mapsettings/generalsettings.ui" line="62"/>
<source>Author contact (e.g. email)</source>
<translation type="unfinished"></translation>
<translation>Contact de l&apos;auteur (e.g. email)</translation>
</message>
<message>
<location filename="../mapsettings/generalsettings.ui" line="72"/>
<source>Map Creation Time</source>
<translation type="unfinished"></translation>
<translation>Temps de Création de la carte</translation>
</message>
<message>
<location filename="../mapsettings/generalsettings.ui" line="86"/>
<source>Map Version</source>
<translation type="unfinished"></translation>
<translation>Version de la carte</translation>
</message>
<message>
<location filename="../mapsettings/generalsettings.ui" line="120"/>
@ -149,37 +149,37 @@
<message>
<location filename="../inspector/herospellwidget.ui" line="29"/>
<source>Spells</source>
<translation type="unfinished">Sorts</translation>
<translation>Sorts</translation>
</message>
<message>
<location filename="../inspector/herospellwidget.ui" line="47"/>
<source>Customize spells</source>
<translation type="unfinished"></translation>
<translation>Personnaliser les sorts</translation>
</message>
<message>
<location filename="../inspector/herospellwidget.ui" line="76"/>
<source>Level 1</source>
<translation type="unfinished"></translation>
<translation>Niveau 1</translation>
</message>
<message>
<location filename="../inspector/herospellwidget.ui" line="114"/>
<source>Level 2</source>
<translation type="unfinished"></translation>
<translation>Niveau 2</translation>
</message>
<message>
<location filename="../inspector/herospellwidget.ui" line="152"/>
<source>Level 3</source>
<translation type="unfinished"></translation>
<translation>Niveau 3</translation>
</message>
<message>
<location filename="../inspector/herospellwidget.ui" line="190"/>
<source>Level 4</source>
<translation type="unfinished"></translation>
<translation>Niveau 4</translation>
</message>
<message>
<location filename="../inspector/herospellwidget.ui" line="228"/>
<source>Level 5</source>
<translation type="unfinished"></translation>
<translation>Niveau 5</translation>
</message>
</context>
<context>
@ -581,12 +581,12 @@
<message>
<location filename="../mainwindow.cpp" line="296"/>
<source>Unsaved changes will be lost, are you sure?</source>
<translation type="unfinished"></translation>
<translation>Les modifications non sauvegardées seront perdues. Êtes-vous sûr ?</translation>
</message>
<message>
<location filename="../mainwindow.cpp" line="422"/>
<source>Open map</source>
<translation>Ouvrir la carte</translation>
<translation>Ouvrir une carte</translation>
</message>
<message>
<location filename="../mainwindow.cpp" line="424"/>
@ -947,17 +947,17 @@
<message>
<location filename="../mapcontroller.cpp" line="405"/>
<source>Can&apos;t place object</source>
<translation type="unfinished">Impossible de placer l&apos;objet</translation>
<translation>Impossible de placer l&apos;objet</translation>
</message>
<message>
<location filename="../mapcontroller.cpp" line="577"/>
<source>There can only be one grail object on the map.</source>
<translation type="unfinished"></translation>
<translation>Il ne peut y avoir qu&apos;un objet Graal sur la carte.</translation>
</message>
<message>
<location filename="../mapcontroller.cpp" line="583"/>
<source>Hero %1 cannot be created as NEUTRAL.</source>
<translation type="unfinished"></translation>
<translation>Le héro %1 ne peut pas être créé en tant que NEUTRE.</translation>
</message>
</context>
<context>
@ -1473,37 +1473,37 @@
<message>
<location filename="../inspector/townbuildingswidget.ui" line="53"/>
<source>Build all</source>
<translation type="unfinished"></translation>
<translation>Construire tout</translation>
</message>
<message>
<location filename="../inspector/townbuildingswidget.ui" line="60"/>
<source>Demolish all</source>
<translation type="unfinished"></translation>
<translation>Détruire tout</translation>
</message>
<message>
<location filename="../inspector/townbuildingswidget.ui" line="67"/>
<source>Enable all</source>
<translation type="unfinished"></translation>
<translation>Autoriser tout</translation>
</message>
<message>
<location filename="../inspector/townbuildingswidget.ui" line="74"/>
<source>Disable all</source>
<translation type="unfinished"></translation>
<translation>Interdire tout</translation>
</message>
<message>
<location filename="../inspector/townbuildingswidget.cpp" line="132"/>
<source>Type</source>
<translation type="unfinished">Type</translation>
<translation>Type</translation>
</message>
<message>
<location filename="../inspector/townbuildingswidget.cpp" line="132"/>
<source>Enabled</source>
<translation type="unfinished"></translation>
<translation>Autorisé·e</translation>
</message>
<message>
<location filename="../inspector/townbuildingswidget.cpp" line="132"/>
<source>Built</source>
<translation type="unfinished"></translation>
<translation>Construit·e</translation>
</message>
</context>
<context>
@ -1511,77 +1511,77 @@
<message>
<location filename="../inspector/towneventdialog.ui" line="23"/>
<source>Town event</source>
<translation type="unfinished"></translation>
<translation>Évènement de ville</translation>
</message>
<message>
<location filename="../inspector/towneventdialog.ui" line="42"/>
<source>General</source>
<translation type="unfinished">Général</translation>
<translation>Général</translation>
</message>
<message>
<location filename="../inspector/towneventdialog.ui" line="57"/>
<source>Event name</source>
<translation type="unfinished">Nom de l&apos;évènement</translation>
<translation>Nom de l&apos;évènement</translation>
</message>
<message>
<location filename="../inspector/towneventdialog.ui" line="64"/>
<source>Type event message text</source>
<translation type="unfinished">Taper le message d&apos;évènement</translation>
<translation>Taper le message d&apos;évènement</translation>
</message>
<message>
<location filename="../inspector/towneventdialog.ui" line="85"/>
<source>Day of first occurrence</source>
<translation type="unfinished">Jour de la première occurrence</translation>
<translation>Jour de la première occurrence</translation>
</message>
<message>
<location filename="../inspector/towneventdialog.ui" line="99"/>
<source>Repeat after (0 = no repeat)</source>
<translation type="unfinished">Récurrence (0 = pas de récurrence)</translation>
<translation>Réoéter après (0 = pas de répétition)</translation>
</message>
<message>
<location filename="../inspector/towneventdialog.ui" line="123"/>
<source>Affected players</source>
<translation type="unfinished">Joueurs affectés</translation>
<translation>Joueurs affectés</translation>
</message>
<message>
<location filename="../inspector/towneventdialog.ui" line="146"/>
<source>affects human</source>
<translation type="unfinished">afttecte les joueurs</translation>
<translation>afttecte les joueurs</translation>
</message>
<message>
<location filename="../inspector/towneventdialog.ui" line="155"/>
<source>affects AI</source>
<translation type="unfinished">affecte l&apos;ordinateur</translation>
<translation>affecte l&apos;ordinateur</translation>
</message>
<message>
<location filename="../inspector/towneventdialog.ui" line="166"/>
<source>Resources</source>
<translation type="unfinished">Resources</translation>
<translation>Ressources</translation>
</message>
<message>
<location filename="../inspector/towneventdialog.ui" line="198"/>
<source>Buildings</source>
<translation type="unfinished">Bâtiments</translation>
<translation>Bâtiments</translation>
</message>
<message>
<location filename="../inspector/towneventdialog.ui" line="219"/>
<source>Creatures</source>
<translation type="unfinished">Créatures</translation>
<translation>Créatures</translation>
</message>
<message>
<location filename="../inspector/towneventdialog.ui" line="258"/>
<source>OK</source>
<translation type="unfinished"></translation>
<translation>OK</translation>
</message>
<message>
<location filename="../inspector/towneventdialog.cpp" line="163"/>
<source>Creature level %1 / Creature level %1 Upgrade</source>
<translation type="unfinished"></translation>
<translation>Créature niveau %1 / Créature niveau %1 Augmenté</translation>
</message>
<message>
<location filename="../inspector/towneventdialog.cpp" line="205"/>
<source>Day %1 - %2</source>
<translation type="unfinished"></translation>
<translation>Jour %1 - %2</translation>
</message>
</context>
<context>
@ -1589,32 +1589,32 @@
<message>
<location filename="../inspector/towneventswidget.ui" line="29"/>
<source>Town events</source>
<translation type="unfinished"></translation>
<translation>Évènements de ville</translation>
</message>
<message>
<location filename="../inspector/towneventswidget.ui" line="37"/>
<source>Timed events</source>
<translation type="unfinished">Evenements timés</translation>
<translation>Évènements temporels</translation>
</message>
<message>
<location filename="../inspector/towneventswidget.ui" line="63"/>
<source>Add</source>
<translation type="unfinished">Ajouter</translation>
<translation>Ajouter</translation>
</message>
<message>
<location filename="../inspector/towneventswidget.ui" line="76"/>
<source>Remove</source>
<translation type="unfinished">Supprimer</translation>
<translation>Supprimer</translation>
</message>
<message>
<location filename="../inspector/towneventswidget.cpp" line="106"/>
<source>Day %1 - %2</source>
<translation type="unfinished"></translation>
<translation>Jour %1 - %2</translation>
</message>
<message>
<location filename="../inspector/towneventswidget.cpp" line="127"/>
<source>New event</source>
<translation type="unfinished">Nouvel évènement</translation>
<translation>Nouvel évènement</translation>
</message>
</context>
<context>
@ -1622,17 +1622,17 @@
<message>
<location filename="../inspector/townspellswidget.ui" line="29"/>
<source>Spells</source>
<translation type="unfinished">Sorts</translation>
<translation>Sorts</translation>
</message>
<message>
<location filename="../inspector/townspellswidget.ui" line="47"/>
<source>Customize spells</source>
<translation type="unfinished"></translation>
<translation>Personnaliser les sorts</translation>
</message>
<message>
<location filename="../inspector/townspellswidget.ui" line="76"/>
<source>Level 1</source>
<translation type="unfinished"></translation>
<translation>Niveau 1</translation>
</message>
<message>
<location filename="../inspector/townspellswidget.ui" line="93"/>
@ -1641,7 +1641,7 @@
<location filename="../inspector/townspellswidget.ui" line="231"/>
<location filename="../inspector/townspellswidget.ui" line="277"/>
<source>Spell that may appear in mage guild</source>
<translation type="unfinished"></translation>
<translation>Sort qui peut apparaitre dans la Guilde des Mages</translation>
</message>
<message>
<location filename="../inspector/townspellswidget.ui" line="100"/>
@ -1649,28 +1649,28 @@
<location filename="../inspector/townspellswidget.ui" line="192"/>
<location filename="../inspector/townspellswidget.ui" line="238"/>
<location filename="../inspector/townspellswidget.ui" line="284"/>
<source>Spell that must appear in mage guild</source>
<translation type="unfinished"></translation>
<source>Sort qui doit apparaitre dans la Guilde des Mages</source>
<translation></translation>
</message>
<message>
<location filename="../inspector/townspellswidget.ui" line="122"/>
<source>Level 2</source>
<translation type="unfinished"></translation>
<translation>Niveau 2</translation>
</message>
<message>
<location filename="../inspector/townspellswidget.ui" line="168"/>
<source>Level 3</source>
<translation type="unfinished"></translation>
<translation>Niveau 3</translation>
</message>
<message>
<location filename="../inspector/townspellswidget.ui" line="214"/>
<source>Level 4</source>
<translation type="unfinished"></translation>
<translation>Niveau 4</translation>
</message>
<message>
<location filename="../inspector/townspellswidget.ui" line="260"/>
<source>Level 5</source>
<translation type="unfinished"></translation>
<translation>Niveau 5</translation>
</message>
</context>
<context>
@ -1762,17 +1762,17 @@
<message>
<location filename="../validator.cpp" line="148"/>
<source>Spell scroll % 1 doesn&apos;t have instance assigned and must be removed</source>
<translation type="unfinished"></translation>
<translation>Le défilement de sort %1 n&apos;a pas d&apos;instance assignée et doit être enlevé</translation>
</message>
<message>
<location filename="../validator.cpp" line="154"/>
<source>Artifact % 1 is prohibited by map settings</source>
<translation type="unfinished"></translation>
<translation>L&apos;artéfact %1 est interdit par la configuration de la carte</translation>
</message>
<message>
<location filename="../validator.cpp" line="168"/>
<source>Player %1 has no towns and heroes assigned</source>
<translation type="unfinished"></translation>
<translation>Le joueur %1 n&apos;a pas de ville ni de héro assigné</translation>
</message>
<message>
<location filename="../validator.cpp" line="116"/>
@ -1963,32 +1963,32 @@
<message>
<location filename="../windownewmap.ui" line="164"/>
<source>S (36x36)</source>
<translation type="unfinished"></translation>
<translation>S (36x36)</translation>
</message>
<message>
<location filename="../windownewmap.ui" line="169"/>
<source>M (72x72)</source>
<translation type="unfinished"></translation>
<translation>M (72x72)</translation>
</message>
<message>
<location filename="../windownewmap.ui" line="174"/>
<source>L (108x108)</source>
<translation type="unfinished"></translation>
<translation>L (108x108)</translation>
</message>
<message>
<location filename="../windownewmap.ui" line="184"/>
<source>H (180x180)</source>
<translation type="unfinished"></translation>
<translation>H (180x180)</translation>
</message>
<message>
<location filename="../windownewmap.ui" line="189"/>
<source>XH (216x216)</source>
<translation type="unfinished"></translation>
<translation>XH (216x216)</translation>
</message>
<message>
<location filename="../windownewmap.ui" line="194"/>
<source>G (252x252)</source>
<translation type="unfinished"></translation>
<translation>G (252x252)</translation>
</message>
<message>
<location filename="../windownewmap.ui" line="248"/>