hi Max,<br><br><div class="gmail_quote">On Tue, Dec 8, 2009 at 12:53 PM, Max Horn <span dir="ltr"><<a href="mailto:max@quendi.de" target="_blank">max@quendi.de</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
Am 03.12.2009 um 07:45 schrieb Robert Špalek:<div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">sorry, but I haven't been able to write a new NEWS message yet. I hope I will get back to it soon, and surely it will be ready in the weekend. I will send it for a review and then submit it myself.<br>
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Ah yeah, I know how it is ... :)<div><br></div></blockquote><div><br></div><div>I'm painfully aware of myself violating my own deadline. it's just that I know that I will have to be creative with text as opposed to just modifying some files, which makes this task more demanding for my energy :))</div>
<div> </div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
I have a question. how do you determine how many percents does an engine achieve in the compatibility table? Dragon History is complete, but I doubt it should get 100% since nobody ever fully tested it except for me a couple of times, and no other game gets 100%. shall I put there some arbitrary number like 80-90% and then slowly raise it once we are confident that it works for people?<br>
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Sounds about right to me. As you observed correctly, we don't give anything 100%, based on the idea that 100% would mean being identical to the original, which we never are -- simply because we offer additional features ;)<br>
<br></blockquote><div>ok</div><div> </div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">By the way, I tried playing Draci myself for the first time this weekend. Seems to run fine on my MacBook Pro. But even though I am not a native speaker, I noticed that the english is ... "peculiar" ;-). No offense intended!<br>
</blockquote><div><br></div><div>I know, it is. the English was not meant for release, but as an intermediate text for the Polish translation. it's readable enough to be understandable, but contains a lot of typos, and generally doesn't read too nicely. I hope that since it's open-source, someone will fix it, and indeed someone has already contacted me (although that was also the last step so far).</div>
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I wonder whether you still have the "sources" for the game data files -- maybe we could start a fan project to remake the english subtitles (and possible subtitles for other languages, maybe even additional languages?). Maybe some people even would want to work on a dubbing it ;).<br>
<br></blockquote><div>yes, YES! I was hoping for that and I have actually already published a note on that topic on the ScummVM engine page.</div><div><br></div><div>remake of the subtitles is very easy, because they are just normal text files, about 40 of them. 1 per person means that it isn't even too long. anyone just send me an updated version and that's it.</div>
<div><br></div><div>dubbing is also easy, although time-demanding, because there is one file with ~3K sentences to be dubbed. it's therefore just a question of forming a group of interested people, read the dialogs, and then anybody can cut the sentences in a sound editor.</div>
<div><br></div></div>-- <br>Robert Špalek <<a href="mailto:rspalek@gmail.com" target="_blank">rspalek@gmail.com</a>><br>