Author Topic: Please add a mod translation system  (Read 1611 times)

Omega

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Please add a mod translation system
« on: 3 September 2011, 06:27:18 »
[Edit (tomreyn): Since this is a feature request, I moved it here where feature requests belong. Omega's post responds to a post by softcoder.]

Actually, not all of those are "built in". Resources (eg, food) are mod specific, and could only be translated with a mod translation system, which does not exist in MegaGlest. Technically, you could create a mod in a different language (though don't expect many players unless you release multiple languages, as english is a majority language here, by far). Perhaps MG should consider implementing such a feature, as GAE has? In GAE, every command can be translated with the name parameter (eg, if your airship's attack command has the name value of "airship_attack", then in the faction language file, that's your keyword). As well, GAE lets all resources, unit names, level names, attack types, armor types, faction names, techtree names, etc be translated.

The translation also has a secondary purpose, as it allows tooltips (by adding the "tip" attribute to name elements), allows modders better control over casing (eg, MG cannot have a unit named "MIRV", as it will display as a very ugly "Mirv". Language files allow modders to fix this issue), allows modders to easily change the name of something without referencing it in a dozen places (eg, if you want to change the name of a unit, or perhaps fix some spelling in its name, you change ONE value in the language file instead of changing every instance it appears in the XMLs), and also allows others to expand translations to your mods (if you release a full english translation, even if many things appear unchanged (you might have a string that says "Airship=Airship"), others who don't know how to make mods can still easily make a translation for you.

Win. Win. Win. Win.
« Last Edit: 18 June 2016, 15:17:48 by filux »
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titi

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Re: Please add a mod translation system
« Reply #1 on: 4 September 2011, 19:32:28 »
I don't think translating these things is a really good idea, in fact I think its a bad idea.
All things player talk about while playing must have a unique(english) name! This ensures they talk about the same things
A clear NO from me for this idea!

( I think its not the first time this is discussed )

« Last Edit: 5 September 2011, 09:18:02 by titi »
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Omega

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Re: Please add a mod translation system
« Reply #2 on: 4 September 2011, 20:04:31 »
I don't think translating these things is a really good idea, in fact I think its a bad idea.
All things player talk about while playing must have a unique(english) name! This enshures they talk about the same things
A clear NO from me for this idea!

( I think its not the first time this is discussed )
You seem to be sadly very misinformed. All things DO have a unique english name, as one would expect the mod would be made in english (after all, all XML values, etc are in english). Only the parts seen in game are translated in the exact same manner as the regular translations you have. Are you honestly telling me that you oppose making the game open to more people (as well as giving the modder more control of the english naming) just because they won't be able to tell what they're talking about?! I don't exactly see you complaining when someone here posts an entire flipping post in German, even though I haven't a clue what the heck they said. According to wikipedia 1/3 of Germans don't speak a foreign language of any kind, so that means that the game is "half translated" for 33% of your own countrymen. Your opposition is moot, you're opposing for no clear reason and obviously have not tried the concept.

I suggest you take a look at the default magitech which comes with GAE, as it is fully translated with tooltips in both english and spanish.

As well, even for a mod that only has an english language file (even if simply because nobody has bothered to, yet), this allows far, far more customization in the way a modder has control over the casing and can easily change terms in one centralized location.

If you don't have a good reason to oppose; DON'T! You speak english, so it doesn't affect you as much, but bear in mind that only roughly 17.65% of the world's population can speak English as a first or second language. Glest's menus and error messages may be translatable, but the mods are not. A sword is not a "sword" in French (apparently it's "épée"; not to mention "espada" in Spanish, "Schwert" in German, and "spada" in Italian). Stop eliminating people based on the language they speak.
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titi

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Re: Please add a mod translation system
« Reply #3 on: 5 September 2011, 09:29:49 »
I know that its much better with translation if you look at singleplayer, but for multiplayer I must oppose. I one teammate says to you "attack the dragons with Battlemachines arrow attack" you will not know what he is talking about when you only see:

Fassroboter = battlemachine
Raketenattacke = arrow attack
Drachen = dragon

You will be completly confused because you don't have the units he is talking about! If we would start with this I will for sure never use german translations again to play and I think many other players too.
I will for sure change my mind the day we need special german master server to handle all the games :-D . But at the moment with this little amount of players, I say no, no way.
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will

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Re: Please add a mod translation system
« Reply #4 on: 5 September 2011, 09:47:57 »
Translatable names perhaps are a bad idea for reasons Titi mentioned.

But that you can't have uppercase names like MIRV and such is an annoying limitation that has bitten the sci-fi mod and likely others.  I hope that is fixed.

Also, being able to specify the display-name of a resource in it's xml would save a lot of renaming efforts with renaming files and xml entries just because the modder wants to tweak the resource name.

titi

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Re: Please add a mod translation system
« Reply #5 on: 5 September 2011, 15:07:21 »
yes, thats a good point willvarfar!
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