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Found 5 results

  1. Where you from? and what meeans your nickname? And may be your GTM(optional) ( I do it because the people ask me things at 3:am or request me at that time) the other question is for mother lenguage in my case is Spanish, and at last my nick name, for me is more easy remember a nickname in the forum if I know what mean, obviusly all call me Lion. Im From Honduras. My nick ñame is Lion= the animal kanzen= Perfect in Japanese. My GTM hour is -6 GTM
  2. The Big Question A. How would you call the population limit of a specific player that can be extended during a game? B. How would you call the population limit of any player that cannot be extended during a game? Rules: The answer for A and B must be different. Feel free to provide multiple answers. Generally, the fewer and shorter the words, the better. Extra points if your choice for A cannot be misunderstood for B, your choice for B cannot misunderstood for A, and none of your choices can be misunderstood for a different concept (e.g. the sum of the A or B limits of all players during a game, or the maximum B limit of 0 A.D. itself). Explain! Explain! I’ve recently started working on an English Style Guide for 0 A.D. The goal is to provide developers with guidelines to follow when writting user-facing texts, so that game texts gain consistency providing a slightly better experience for players and a significantly better experience for translators. So I am reviewing translator reports about English strings, and trying to build the English Style Guide as I improve the affected English strings. I believe some of the core principles of English style guides for software are: Use unambiguous words to refer to a concept. Always the same words to refer to the same concept. Never use the same words to refer to two different concepts. And there is one clear case where the current texts of 0 A.D. break all of these rules: the population limit. (Thanks to @GunChleoc for bringing it up on Transifex) See, 0 A.D. does not have a single population limit. We have two different population limits: A. The population limit of a specific player during a game, that can be extended by building houses, researching technologies, and so on. B. The population limit of any player during a specific game, the one that no player can surpass regardless of houses built, technologies researched, and so on. And the terminology that we use in 0 A.D. to refer to them is often ambiguous, with different words used in different parts of the game, and with the same words use to refer to both types of population limit in different parts of the game. Used words include: population limit, population cap, maximum population, maximum population limit. So I wish your feedback in finding the right terminology to handle these concepts in the game texts. I propose to keep this topic open until someone proposes a clear winner or, if there is no clear winner some time from now, to create a poll to choose one. I would rather not rush the choice, but I wish to have this settled by the time I finish dealing with the rest of the issues raised by translators on Transifex (in maybe a few months). Advice Be creative. Check what other similar games use. Have a thesaurus at hand.
  3. Hello everyone, Our translation (French in my case) approaching 100 %, I now check the consistency of terms. Many do not go (such as lobby, gather , civic center ...) as it received multiple translations (according to different translators). These 'problems' are a minority, but of having been reviewed, these translations are locked. In order to equalize our translation, I would like to become a reviewer (being the main translator "French" from 9% to 89% , I think be "legitimate"), and I wonder who to this request: Gallaecio, sanderd17 and Leper are Gallaecio/0 AD project coordinator, but Gildaas is coordinator of the French translation ... Can anyone tell me who to contact to become a reviewer ? Incidentally, the translation ending locked by the review, can we (French translators, or other), open specific topics to discuss our translations (in our respective languages) the best terms to use? (transifex does not seem appropriate to create a discussion between members of a translation) Thank and good evening.
  4. I decided to start working on image internationalization and localization. This is mostly important for those languages that translate game names, however, any image might need to be somehow modified for a certain locale. The approach I plan to follow is that of The Battle for Wesnoth. In The Battle for Wesnoth, any image can be translated. When the game loads an image, it first checks if within the folder where the image is there is a localization folder with a localized version of that image for the current locale. For example, if the current locale is "gl", and you have a file in "folder/image.png" and a localized version in "folder/localization/gl/image.png", when the game is required to load "folder/image.png" it first checks if "folder/localization/gl/image.png" exists, and since it does exist, it loads "folder/localization/gl/image.png" instead of "folder/image.png". Simple To help translators to keep images up to date, they have a system which basically generates checksums of translated and original images, and if developers update an original image, translators can check in a file that the original image was modified after they localized it the last time, so they know they might need to update the localized image. Another important part of the image localization is explaining to translators how to localize specific types of images. It is important to supply translator with either source versions (for example, in Gimp format) of images, or with detailed steps to generate certain images from scratch. Here is where there is not much I can do, and I need your help. Can anyone point me to an editable version of "public/art/textures/ui/pregame/shell/logo/0ad_logo.png", "public/art/textures/ui/pregame/shell/logo/fundraiserlogo.png" and "public/art/textures/ui/pregame/shell/logo/product.dds" if there is one? What font are we using for "A.D." in "0 A.D." or for "Empires Ascendant"? How are DDS images compressed? (if I save a version modified with Gimp uncompressed it takes 3 times as much space as the original one).
  5. Currently, unit template files have a translatable field called Tooltip. This field, as far as I’ve seen, may contain the following information: • Unit classes (recently prefixed by ‘Classes:’). • Units that this unit counters (prefixed by ‘Counters:’). • Units that counter this unit (prefixed by ‘Countered by:’). • Unit description. In the XML, these are differenciated by line breaks. What would you think about providing separated fields for each one of these? • DisplayClasses (as opposed to the class names used in the game logic) • Counters • CounteredBy • Description Pros would be: • Easier to keep consistency between tooltips. • Ability to use a different font or text style on different elements. • Ability to reorder the elements in the interface easily, without changing all XML files, nor affecting translations. • Ability to show a different combination of these bits of information in different contexts. • Easier for translator, as they would only need to translate the "Prefix: <data>" strings once, and the rest of the strings will have a decreased size. And I honestly cannot think of cons here. Also, if you agree, should I let you do this yourselves in master, or should I do this myself in my i18n branch? Or should I maybe write a patch against master only for this?