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Swyter

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Everything posted by Swyter

  1. I'm talking primarily about main unit and building names. You know, Greek, Latin... and all that. I don't consider plant or prop names to be in the "specific" category, specially if they are written in English. And don't worry, that's all properly translated already since a bunch of months ago. -- Edit: Just saw how everything is laid out within the XML templates. Maybe is better to classify things like Bear names as GenericName instead of SpecificName. I don't know how the engine reacts to that, but seems more logical. I guess you could call them Ursa bulgaris or whatever scientific name it has.
  2. That sounds fair. I didn't remember that the translations are cherry-picked with a custom Python script and transformed into a PO. Enhancing the PO building process to add a comment in this case seems ideal. I guess that once we have a way of signaling programmatically which strings are original denominations for units we could filter them out using the editor and batch review them in a few clicks, saving a lot of work for most of the languages which don't need to retouch them, like Spanish. Plus, there are many novice translators which mistakenly try to adapt them without asking. So it's a bit of a pain in the @#$%. -- By the way, there's a quick way of tagging strings using the Transifex API. You have to feed it with the string hash (or PO string id?), though. http://docs.transifex.com/developer/api/resource_strings
  3. Cool, fully translated to Spanish yet again. Also, looks like all the previously available comments, reviewing progress and string tags (specially the handy "specific" tag set, used with the untranslatable original denominations for units and buildings) are lost. I've started to repopulate them as I kept re-reviewing more than half of the string pools. Maybe there's a feasible programmatic way of automatically applying the "specific" tag to strings by parsing the XML trees of the unit descriptors or something. It's a lot of work to do it manually. Transifex API? Python scripts?
  4. I like you. -- Also, there are plenty of free hosted CI solutions for open source teams, I know that this is trendy right now. But please, have a bit of personality and don't do it just because everyone and their cat is doing it! First of all, you don't seem to have test cases, secondly, seems like the project is having a restructure with all the L10N fuss, Git and other things, so this looks secondary to me at most. Third, have a list of interesting services which may fit: Drone.ioTravis-ci.com
  5. Have you heard of crosscompilers? You don't have to compile the code in the target platform, MinGW works perfectly fine on Linux for dumping PE blobs which you can run headless on Wine to provide a testsuite or something using the same game/mod data. One machine to rule them all, Mac OS X is a huge nuisance if you want to do native tests. But I guess that just having the assurance of not breaking the build for that target is enough. The game is pretty unstable by itself right now.
  6. And that is because of...? Lack of interest? Strange or esoteric subset of libs? Incomplete makefile? Lack of portability? With all the fuss and competition cooking right now in the Transifex page I can't believe this is being delayed for months already. Specially if seems to work without regressions. Can anybody explain it?
  7. I'd like to have a compiled version of the engine for testing translations, even if the stability is less than desirable. The Spanish translation is in great shape. I've been personally responsible of managing and translating most of it. So I can assert that it is complete and cohesive. In fact thanks to our work we have improved the accuracy of the English strings, both grammatically and historically. So, yeah, guess what? This is ship quality.
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