Old Translations Being Used

Incorrect, old, translations are having an impact on the localization of my game

This is happening in all languages, but I have attached an example in Turkish

Observing the “translation history” of this translation, there are two translations, one from May 31, and one from May 26. The incorrect older translation (from May 26) is being used in the Roblox engine, and it’s leading to confusion amongst users, because the text doesn’t make sense. This does not occur in Roblox studio.

Reproduction Environment: Restaurant Tycoon 3 (Beta) - Roblox
Language: Turkish
English Source Text: I like the sound of the {food:translate}.

I’ve tried multiple solutions to this bug, including deleting the translation from the portal, and re-adding it via the Roblox Localization Tools plugin, but the translation history seems to persist, despite doing this.

Expected behavior

Expected behaviour

  • The latest translation from May 31 should be used, and the text label should read: Canım {food:translate} çekti

Actual behaviour

  • The translation from May 26 is having an impact on the game, and the text label contains “sesini seviyorum.”
3 Likes

Hey @Ultraw - thanks for reaching out, and sorry you’ve been running into these issues. If you’re comfortable, it’d be helpful to add charlie_WSD (the Roblox account of one of our engineers) as a translator to your experience, so that they can go in to directly take a look at your localization table.

Thank you! Will do

After reading a recent roblox forum post, i have since realised that it might not be using the old translation, but essentially not detecting any translation at all, so auto translating it on the spot.

I didnt consider that as an option, since i didnt realise roblox was doing it. I will have another look into it today

(Post: Automatic Translation Experiment Results And Next Steps)

1 Like

@c1c1c1harlie Added charlie_WSD to the portal.

Also, created a simpler repro:


(It’s not detecting the correct translation)

Thank you @Ultraw . While we’re looking into the issue, could you help us better understand the context?

  • When did you first start to notice it? Could you describe the timeline?
  • Does it happen for all entries in all languages, or only a few entries in all languages?

When did you first start to notice it? Could you describe the timeline?

Well, we started translating our game on May 28th, and the first report we got of this issue was on July 4th. Between those two dates, I have no idea what the behaviour was. But ever since July 4th, its been the same.

Does it happen for all entries in all languages, or only a few entries in all languages?

A few entries, in all languages. From the screenshot above, it was observed that its happening to the same string, but in Korean, for example.

@c1c1c1harlie

Thanks for your reply @Ultraw. For those customer dialogues, are they static content and do you provide manual translations for them? If they’re not static, but dynamic (meaning that they are subject to change in player behavior in every session), the machine translation may be an intentional product feature instead of a bug. Please let me know if this is static or dynamic, and I can help verify if this is the case.

Also, could you help verify if the entry for “I like the sound of {food:translate}” (which we know for certain is a static content) is still showing incorrect machine translation instead of the expected manual translation? We made an update at the end of last week, not sure if your experience was affected or not. Thank you.

@c1c1c1harlie It’s static content with a lot of variations, for example:

I would like {food:translate}

  • I would like Cheeseburger
  • I would like Fish and Chips
  • I would like Burrito
  • I would like Spaghetti Bolognese
  • Etc, etc

I like the sound of the {food:translate}

  • I like the sound of the Cheeseburger
  • I like the sound of the Fish and Chips
  • I like the sound of the Burrito
  • I like the sound of the Spaghetti Bolognese
  • Etc, etc

I’ll check that second point right now.


Seems to be working in this case :white_check_mark:

Appears to be working for the customer speech bubbles too, but double checking with the translators

Hi @Ultraw , glad to hear that it’s working!