MegaGlest Forum

MegaGlest => Feature requests => Closed feature requests => Topic started by: MuwuM on 11 January 2013, 13:18:13

Title: [done] Support for 100% translation (ingame)
Post by: MuwuM on 11 January 2013, 13:18:13
I'd like to have support for a 100% translation of the game. As I know the developer are always busy I started to program it myself. when I got my work done, I will post the patch files here ...

Current status:


Unit Names
Resource Names
Upgrade Names

Armor Names
Level Names

Attack Names
Command Names


Legend:
green = in MG
orange = running in my version
red = todo
Title: Re: Support for 100% translation (ingame)
Post by: GunChleoc on 11 January 2013, 15:35:29
Before you duplicate any efforts, work has been done on this before: https://forum.megaglest.org/index.php?topic=8292.0

I had also made a feature request: https://forum.megaglest.org/index.php?topic=8718.0

Currently, IMHO our biggest problem is to overcome the resistance from the English monolingual community so we can get this on Transifex.
Title: Re: Support for 100% translation (ingame)
Post by: MuwuM on 11 January 2013, 16:02:26
I know of the already implemented ones ( marked in green). But there are some strings in current MG which can't be translated, yet. As we target a much larger group of people with the Refit of megapack, it will become nessesary to translate it 100% so, non - englishspeaker can play, without any problems.

I just ignored former feature requests, as my request is the request to use my solution and not to develop one...

 You mentioned Transifex.
What would be our benefits of that platform?
What would we need to use it?
What alternatives do exist?
Have you experiences using their service?

(click to show/hide)
Title: Re: Support for 100% translation (ingame)
Post by: Omega on 11 January 2013, 17:13:06
You mentioned Transifex.
We're already translating the MG engine on Transifex. Seems logical to keep the techtree translations in the same place.
Title: Re: Support for 100% translation (ingame)
Post by: MuwuM on 11 January 2013, 17:13:44
Oh, I missed that...
Title: Re: Support for 100% translation (ingame)
Post by: GunChleoc on 11 January 2013, 18:55:05
Yep, Transifex is "just" a platform.

I'm personally a big fan of po files, but that would take some extra programming. So, Transifex is a good solution to make the translations easier to handle.
Title: Re: Support for 100% translation (ingame)
Post by: MuwuM on 15 January 2013, 22:35:02
Here is the link to my patch (http://vega.muwum.net/TranslationPatch_2013_01_15.patch) which adds support for:

LevelName
ArmorTypeName
AttackTypeName
CommandName

I hope it will be used ... tested on windows single & multiplayer
Title: Re: Support for 100% translation (ingame)
Post by: softcoder on 16 January 2013, 21:29:20
This patch is applied in svn
Title: Re: [done] Support for 100% translation (ingame)
Post by: GunChleoc on 16 January 2013, 21:53:56
Thanks!
Title: Re: [done] Support for 100% translation (ingame)
Post by: tomreyn on 21 March 2013, 23:50:42
This patch is no longer online, but it went into revision 4034 (http://megaglest.svn.sourceforge.net/viewvc/megaglest?view=revision&revision=4034).
The following locale identifiers were added:
See also these related threads:
The "Prax" mod by Atze (not released yet) will be making us of all of these if you're looking for an example on how to use this.
Title: Re: [done] Support for 100% translation (ingame)
Post by: GunChleoc on 22 March 2013, 08:21:22
Thanks!

I translated these when they were first implemented. Is it possible to update the english.lng files with the new changes and to get them up on Transifex?

http://www.foramnagaidhlig.net/temp/megaglest_data.zip
Title: Re: [done] Support for 100% translation (ingame)
Post by: tomreyn on 22 March 2013, 13:50:47
Generally this is possible, but I don't think Titi's position on including translations into the Megapack distributed with the game has changed. Keeping this in mind, do you still think it makes sense to put those on Transifex?
Title: Re: [done] Support for 100% translation (ingame)
Post by: GunChleoc on 22 March 2013, 15:19:49
There is no point in doing all this translation work if an average user is unable to install them. I have a huge localization queue and I won't spend my time on something that has no chance of seeing an official release. :(
Title: Re: [done] Support for 100% translation (ingame)
Post by: tomreyn on 22 March 2013, 21:28:14
From what I rcall, this situation has always been clearly stated, I just stressed it again so people don't spend time on it if they are not willing to risk it possibly going wasted.

I guess such translations won't go wasted, though. They could go into this "Megapack refit" which modders are working on in the mods forum. This may or may not replace Megapack some day.
And either this or another modified Megapack (should take a different name then) can (this is my personal opinion) surely go into the mod menu (where it's still easily accessible to the average player).
Title: Re: [done] Support for 100% translation (ingame)
Post by: GunChleoc on 23 March 2013, 08:19:13
I actually did that translation right after the feature was implemented, before the discussion started that it was not to be used. The Glest forks were my first bigger localisation project and my first release, so I tend to get a bit emotional about it.

Also, Gaelic has been struggling against certain English monolinguals for a 1000 years now, so for me the issue is a political rather than a practical one. Hence the conflict I guess :P

I once suggested we could have two separate language options in the game, one for the interface and one for the techs. Then players could switch to a common language (not necessarily English!) for their multiplayer games. Game language could be agreed on in the lobby. I've just have another idea: When somebody sets up a multiplayer game, tech language is defined there, and people can then see which language the game is in in the list of games that are running. I've seen this before somewhere, so it it technically doable, if the devs have the time and want to implement this.