aliens

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - sjamaan

Pages: [1]
1
Translations / Re: Translation tools
« on: September 22, 2013, 12:11:54 am »
Most translation formats are pretty similar, they all come down to matching IDs to strings (or stuff like gettext which matches strings to strings :P) sometimes with context comments.

True that! :)

That was the end goal of all this. ;) We've had support for templating and pluralization for a while

I wasn't aware of that, thanks for the heads up (somehow I thought the templating was ad-hoc one-off stuff).


I'm also working on getting rid of hardcoded language graphics and the like to make translation much simpler.

Anyways I'll try to get it set up this weekend so you can test it around and if it proves useful we'll switch to it.

Awesome! Thanks a lot! Especially getting rid of the hardcoded graphics is a big improvement.

2
Translations / Re: Translation tools
« on: September 21, 2013, 01:57:31 pm »
If new strings will appears automagically after adding in code and they will have original English context (like in Gettext or XLIFF) it would be OK for me.

The main problem I've found in practice with (traditional) gettext is that it won't allow context-dependent translations.  So if the same English word or short string is used in an entirely different context, you cannot have two distinct translations. It appears that GNU's version of gettext has a pgettext() macro which allows the user to distinguish between contexts so maybe that's acceptable. It might cause portability problems, though, since it's not "standard" (for example, my NetBSD system does not have it (all BSD systems use Citrus gettext), nor would a Solaris system (it uses a proprietary Sun implementation), but it's probably possible to link OpenXCOM against GNU gettext on all these systems). I also don't know how many of the GUI frontends for gettext support contexts. Another problem with gettext is the way translations are done using C printf-format strings; it's sometimes difficult to see exactly which placeholder corresponds to what variable. This can be solved using position-swapping and xgettext comments, but it feels a bit kludgy and requires great care on the part of the programmer, to assist the translators as much as he can.

I'm not familiar with XLIFF at all, but from afar it sounds like a slightly better format (with support for translation status; translated, not translated, needs review), at the disadvantage of being a bit newer, so  the tool support may be somewhat less mature. OTOH, there's Pootle and Virtaal, both of which support multiple formats. And the GetLocalisation tool you mentioned supports both formats as well, and it sounds very good; integration with Github is very nice. If you use XLIFF, I guess you'll need to start looking for a library that can use the format, whereas gettext is a format and library rolled into one.

If you're going to overhaul the translation strings, it would be great if you could start using more placeholders/templates. For example, STR_WE_CAN_NOW_RESEARCH should probably use a placeholder for the thing to research, so it can be translated to Dutch as "Onderzoek naar %s is nu mogelijk". Note that this is not inherent to the technical translation system in use, but to the way the code constructs "sentences" out of translatable strings; it's always better to work with larger preconstructed "template" strings which can be translated as a whole rather than assembling them together in code. I think this has already improved, since I saw a few old assembled strings while I was translating to Dutch, which had been since replaced by better preconstructed template strings.

Finally, there are some problems with grammatical gender of words, which may cause trouble in other languages than Dutch and English, and of course, pluralisation can cause issues even in English if not handled carefully (gettext has some pluralisation facilities which may be of help here). These are fundamental problems with the current translation system, which any new system should address if it's worth overhauling the code for.

3
Translations / Re: Dutch translation
« on: September 11, 2013, 08:19:36 pm »
Here you go:

Awesome! Thanks a lot.  Could you also accept the pull request?

4
Translations / Re: Dutch translation
« on: September 11, 2013, 08:16:56 pm »
"-DEZE CONVENTIONELE LASERSTRAAL WORDT GEVOED DOOR EEN ANTI-MATERIE REACTIE. "

What?! :\
I though lasers were concentrated beams of light... XD

They are. It's "just" using an anti-matter energy source. Why? Because we can, of course!  ;)

5
Translations / Re: Dutch translation
« on: September 11, 2013, 01:39:25 am »
I managed to find an acceptable translation for Ethereals: "Etheriƫrs". And an Ethereal soldier is still "Etherische soldaat", which actually sounds like it could be a true Dutch word.

Unfortunately, I was unable to coax The Gimp into opening the Dutch.geo image file in a way that it was recognisable, so this is still the original.

Anyway, I've made a pull request (https://github.com/SupSuper/OpenXcom/pull/629), so hopefully we can all play the game in Dutch soon!

6
Translations / Re: Dutch translation
« on: September 03, 2013, 12:01:32 am »
I would call them Ethereal, because it's how I know them from the beginning... I think you have to ask someone who doesn't know the game :)

Well, that won't do for a *proper* translation.  I have a few others that are pretty horrible too right now. You can follow along at https://github.com/sjamaan/OpenXcom - not that much has been added yet, I first wanted to get a feel for your translations and try to improve upon them.

This all does sound horribly cheesy ;)

7
Translations / Re: Dutch translation
« on: September 02, 2013, 09:59:26 pm »
I'm wondering what a good translation of "ethereal" is.  There's a Dutch word for, for example "ethereal oils"/"essential oils" which is "etherische olie". See also https://nl.wikipedia.org/wiki/Etherisch

I was thinking about "etherische" as in "dit is een sectoide, dat is een etherische en dat is een slangeman".  A bit like we might call a Russian "een russische", but I think it's strange to use words like this because it seems something needs to follow it.  Ie, "een russische man".  You'd generally use a shorter, "terminated" word like "een rus" when that's what you're talking about. There ought to be a shorter term like that for ethereals, perhaps simply "een ether"?  What do y'all think?

What would we call these beings when an invasion would truly be happening?

8
Translations / Re: Dutch translation
« on: September 02, 2013, 09:02:48 pm »
I've added a partial Dutch translation to the repository, I had a newer version with more labels translated on my work laptop, but after a laptop swap I didn't think of making a backup of the file. Oh well.
Note that I sometimes skipped a series of labels and then continued with another series further down in the file.

Thanks, man!  I'll take it up from here

9
Builds & Ports / NetBSD (pkgsrc) port
« on: August 30, 2013, 10:01:28 pm »
Finished a package for NetBSD a while ago, as a "Work In Progress" (community-driven) pkgsrc package.

Pkgsrc ("package source") is a cross-platform framework for building packages, originating in the NetBSD project, but it can be (and has been) used on many platforms like OS X, Linux, Solaris, AIX and the other BSDs.

There were no issues at all in packaging this software. Kudos to the developers for producing such a high-quality codebase (and a fantastic job in general in faithfully reproducing this great game!)

See https://pkgsrc.se/wip/openxcom for more info on the package.

10
Translations / Re: Dutch translation
« on: August 30, 2013, 09:53:37 pm »
Why not simply add it to the repo?

+1 to that.  I'd like to take a stab at the translations.  I don't mind starting from scratch, but it would be a shame if your work would go to waste.

Pages: [1]