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#1
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I just wanted to tip off anyone contemplating a module involving drow about a great language resource. It's an on-line translator that translats english-drow or drow-english. It adds a lot of flavor if you can spice the dialogues with some drow language.
http://www.eilistraee.com/chosen/language.php |
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#2
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Thanks. Glad to see it?s appreciated.
![]() Which reminds me; that flavour text around the translator is nice? once. But it?s really getting on my nerves having to scroll past it every time. Love -x-x-x- Shir'le |
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#3
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I guess I should add that people at eilistraee.com was very friendly when I completed my module and I got some really helpful input. Tons of knowledge about drow in general. Thank you.
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#4
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Ideally this could be a component of the stuff that gets built.
A language system Which uses maybe a simple character substitution way of converting english (or whatever your home language is). Into a gobblegook that LOOKS like a language for those characters that arent TAGGED as knowing it. The elvish substitution would turn a lot of letters into "E" "I" "S" And "L" Orcish substiution would turn a lot of letters into "K" "H" and "O" and "T" etc. |
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#5
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I think your idea of something that turns real language into gibberish has some merit, some people may want help to create lines that looks like a language, just like some people like the random name generator. I have no idea how hard it would be to incorporate this into the Toolset language tool, but to achieve the same effect, all you really need in a dialogue is two lines one with plain text and one with your gibberish, however you generated it, and a simple set of conditions for which line is displayed.
I do not think a drow translator is the same as such a tool however. For those who enjoy the added immersion of a "real" drow translator, it is not the same as random gobblegook. |
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#6
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Hey Xandurpein, a great resource for you is my friends' website:
http://drowcampaign.roleplaynexus.com/ It has a number of great things and information on all things Underdark. They are possibly the most knowledgeable resource on Underdark, without being official. |
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#7
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A language system existed in the NWN DMFI, and quite possibly in the NWN2 version now. That system did the substitution method, replacing 1 or 2 letters with 1 or 2 other letter combinations. It worked, but didn't look "realistic" (HAH! I always get a kick outta saying that in regards to virtual/imaginary topics).
To go through and substitute a language word-for-word would add a bit of overhead to a server, but could still be done. If someone really wanted to convert Webster's Dictionary into a single column, then match up the Drow equivalents in a parallel column, a simple alphabetical order search routine could handle the replacing of one language for another. You then assemble your output message and have it posted as if the Player had spoken it. Any other players nearby with the setting to let them understand other languages will get the actual message displayed in their combat log. If there was a way of getting all the words from a dictionary into this tabular format, the search routine is already out there... Sincerely, -Velkyn
__________________
The only stupid question is the one never asked. |
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#8
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Heh, after a quick online check, you can find word listings. The only thing left to do would be to set it all up and fine tune it. I don't think I'll be doing it, not at this time, but someone else who has free time... a lot of it, could give it a go. Here's a link to a word listing of the English language:
http://en.wikipedia.org/wiki/List_of..._French_origin Good luck! -Velkyn
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The only stupid question is the one never asked. |
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#9
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You know, for that matter, such a table could be compiled over time and the results catalogued online. In this matter, then, it could be 2da'd *(in the sense of a 2 Dimensional Array file) to cover Drow, Dawven, Elvish, Goblin, Orcish, etc. and have it built so that, a simple GetRace script call could determine what a person in range of the speaker should hear. It could go a long way to allowing folks to play Monster Races in PWs and not worry about being overheard plotting, etcetera, unless they could speak that language.
It could also be just as effectively used in game where folks playing a SP module would hear the creatures talking and unless they could speak the language, just couldn't understand them. I know that most folks would not do this and would just allow the 'conversations' to continue in the player character's language of the game. However, it could go a long way to having a reason to take characters in your party of varying races, or skill sets (like languages) in order to communicate with the folk they encounter. After all, how likely is it that a goblin, hobgoblin or even orc, would be able to do more than grunt a few words in Common? It could add an entirely new dimension to play. And yes, it would be a lot of time consuming data collection. However, on the plus side, the scripting required seems to be nearly minimal in comparison to make it work. regards, dunniteowl
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Simple does not mean easy. Easy does not mean without value. Value is not always measured with money. Money isn't class. Class is not superiority. Superiority is not being better than something or somebody. We are all somebody. |
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#10
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Just looked this over again and had a thought on the basic system. I'm curious as to which would put more or less strain on the system resources: cached language script or a referenced 2DA file? If the script is cached, it resides in memory for faster access... but a 2DA file can be changed on the fly while the server stays running (as long as it isn't a system 2DA file).
One big, major hindrance to the whole system comes down to each player's native language. Unless someone devotes their life to putting in all the words of all the languages, this system is limited to the developers own language as the base reference. Were I to have the time to work on this (and who knows, I might still...) I would have the base ref column in English, then each successive column containing another fantasy race like Elf, Dwarf, Halfling, Drow, Orc, etc. A 2DA file might be the easiest on resources as I don't know how a database would be for processing spoken words, searching for their counterparts and then piecing them back together into a sentence to be regurgitated back to those Players without the language token. One other interesting thought: sometimes there are two meanings for the same word. Unless one overriding choice is made, the list will have duplicates within it and have to have an extra measure of understanding grammar. Personally, that's way too intensive for just a game. Adds realism, yes, but at what cost? Heh, guess at some point I will be tackling this in some form or another. What results sprout forth I'll post... Sincerely, -Velkyn
__________________
The only stupid question is the one never asked. |
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