OpenXcom Forum

Contributions => Programming => Topic started by: werbfred on August 29, 2014, 10:09:57 pm

Title: Unfinished translation and fallbacks
Post by: werbfred on August 29, 2014, 10:09:57 pm
What would you think of making it possible to choose a secondary language as fallback when no translation string is available?

Actually only english/american is fully available, and you get a lot of awfull STR_XXX_XXX strings, if the string does has not been translated. This is the case for most MODs. Choosing a fallback language could be optional for those that like the fancy STR_XXX_XXX strings  8), or those who want to participate in translating the GUI. Myself started working on translating to french a few MODs and hope to be able to submit my participation to MODders.

Otherwise.... great job !
Title: Re: Unfinished translation and fallbacks
Post by: Piotr Karol Żółtowski (Piter432) on August 30, 2014, 12:18:09 am
It will be nice, but I don't know it's possible to code it :P
Title: Re: Unfinished translation and fallbacks
Post by: Yankes on August 30, 2014, 12:39:24 am
It's possible. And it will probably dont need lot of code to do it.
Title: Re: Unfinished translation and fallbacks
Post by: moriarty on August 30, 2014, 07:52:29 am
I support the suggestion. Something like "if the string isn't defined for current active language, use the language I designate as "secondary", if that's not there either, use en-US string (as that is probably closest to a "default" language), if that doesn't exist either, use whatever is there" ;)
Title: Re: Unfinished translation and fallbacks
Post by: Solarius Scorch on August 30, 2014, 06:00:57 pm
Falko's modtester tool (https://falkooxc.pythonanywhere.com/) has a feature that automatically copies strings from EN to US or vice versa if one of them is missing.