Translating the game

Work in progress...

If files does not contain The Number Race (NR) in the language you would like it to be you can make your own Language Pack and share in later with the rest of the world.

We have tried to make this process coding-free: you don't need to know how to write apps, but you need to know how to run them (in some cases you may need NOT to be afraid of command line).

In order to create Language Pack for NR you have to follow few steps:

Step 1. Translate texts.

Get the NumberRace_messages.xls file. This is an Excel table which contains all messages/texts you need to translate. Rows - messages, columns - languages.

Step 2. Translate / Record sounds.

Get the NR Sounds v3.xlsx file.
This Excel table contains all sounds which need to be recorder.
Remember you need to have two Voices in recordings. Which one to use for which sound is marked as Friend and Enemy.

Sound files need to be converted using OGG Vorbis, 160 Kbps, 44.1KHz, 2 channels.
Nice application to use for sounds manipulation is Audacity.

Step 3. Get the game and the language pack editor.

Get the game (you can skip this if you have NR v3. installed)

Download the latest version of the game (language does not matter) from Files. Install it by following our [Installation instructions].

Get the language pack editor.

Download the latest version of the Language Pack Editor. At the moment there is only one file for all platforms - numberrace-langs-editor-3.0.2.jar.
It does not require installation. To be able to run in you need to have Java installed (More about Java Installation could be found at

Step 4. Run Language Pack Editor

  1. Run Language Editor by double-clicking numberrace-langs-editor-3.0.2.jar file.
    You will see "Select your NumberRace installation folder" dialog:

    In case no window appear you have to try to start editor from command line.
    I this dialog navigate to the folder you have installed The Number Race. Select it and press "Use It" button. You can also just type whole path to the installation folder in "Folder name" text field and then press "Use It".

  2. "Select your Working Language Pack folder" dialog asks you where you want to store your languagepack.

    Navigate to the folder where new language pack will be created and press "Use It".

  3. "New Language Pack" warning will appear:

    Decide if you wish to continue and press the button according to your decision.

  4. if you were brave enough and answered "Yes" to the previous question you need to choose the language of you new Language Pack:

    Optionaly in this dialog you can also specify the country of your Language Pack.

  5. After pressing "Yes" you are finally in Editor and ready to put some values and do some tries.

Step 3. Put it all together.

R - means resources (sounds, and more than 1 line texts).
M - messages (1 lines).
Test sounds sequences - please try to guess on your own.

Basic idea behind R and M views is list of keys and values.
Left side - selectable keys with check-boxes. Checked box means the value for the key has been set, Unchecked - the value is missing.
So, your job is to make all check-boxes to be checked. You can achieve it by going through all keys and setting values for them using right side of the window.

NB! Underlined key means it has different values for different themes of the game. At the moment we have 2 themes (underWater and inJungle) and only 1 key which depends on theme - INSTRUCTIONS text (instruction's sound is a different key at the moment). You can select theme via combo-box at the top of the right side.

Text values can be typed (pasted) into the available text area or if you have it already in some file, use "Replace" button to select the file. If you type/paste text in the text area do not forget to use "Save" button.

For sounds use "Replace" button to select proper sound. After sound value is set you can listen it by pressing green "triangle" in the middle of the right side of the window.

Hopefully M view is easy enough (basically you have to type values for all keys there).

You DO NOT need to set all values in one session. You can quit the Editor and run it next time to finish. All values are stored under language pack folder whenever you set/save them.

Step 4. Try.

When you think you want to try the product of your effort use green "triangle" at the top right conner of the Editor's window. It will produce language pack with the values set and run the Game. Remember, you do not need to have ALL keys set to try! Actually you can have all of them unset and still be able to run the Game (no sounds and default messages, I guess).

Step 5. Share.

Values set, game tried, you are happy with it... It's time to share your product with others !
Make the archive of the folder of the Language Pack you created (name will be something like numberrace-langs-<YOUR LANG="" CODE="">) and send it to any of :

Project Members:

We appreciate if you can fill those tables from steps 1 and 2 and send them to us too.

We will make installer with your Language Pack and put it here on SourceForge to be accessible by others. For that one we would need the name of the game you want to appear in the system and README file which is used during installation to describe the game (Info Screen in the Installer).

P.S. Do not forget to put yourself and those involved in creation of your Language Pack in CREDITS ;)

Starting Language Pack Editor from command line

Linux/OSX :

    $ java -jar /<path-where-you-downloaded-jar>/numberrace-langs-editor-3.0.2.jar


    C:\java -jar <Drive>:\<Path-Where-You-Downloaded-jar>\numberrace-langs-editor-3.0.2.jar


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