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Locale maintenance (ongoing) #23

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jocker-il opened this issue Sep 6, 2015 · 17 comments
Open

Locale maintenance (ongoing) #23

jocker-il opened this issue Sep 6, 2015 · 17 comments

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@jocker-il
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I've forked your repo. and am working on the Hebrew translation we discussed. I will make a pull request later :)

@narc0tiq
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narc0tiq commented Sep 6, 2015

These needed clarification:

  • the sensor.[...].name lines appear in the settings interface (ignore the highlight in the image):
    Moar settings
  • the sensor.player_locations.surface_fragment is the "on nauvis" part of this:
    Full detail
    It's broken apart from the rest because each part of that line (player index, coordinates, surface, direction) can be turned on or off individually.

@narc0tiq narc0tiq changed the title Adding hebrew locale to EvoGui Adding hebrew locale Sep 6, 2015
@narc0tiq
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narc0tiq commented Sep 7, 2015

Aw, it didn't get auto-closed. Whatever. Thanks, Github.

@narc0tiq narc0tiq closed this as completed Sep 7, 2015
@narc0tiq
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narc0tiq commented Sep 7, 2015

Actually, I think I just added some more work for you: I just did #19 and now there's another few lines of locale as per 8dc8ed5#diff-9bc0c6f72e984ae07c9fa22b62cfdb61. I don't intend to do a release of 0.4.2 yet, so there's time to bring the he translation up to date, though I'd like to get those errors shifted out into locale.cfg before that. I'll report back here when it's ready.

@narc0tiq
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narc0tiq commented Sep 7, 2015

Figure we keep this issue open and update it whenever I add/change locale bits. That should help us keep track of things, right?

@narc0tiq narc0tiq changed the title Adding hebrew locale Hebrew locale maintenance Sep 7, 2015
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narc0tiq commented Sep 7, 2015

And with b1a68c0, I just made those errors localizable. You should be able to grab http://dev.narc.ro/factorio/mod-packages/EvoGUI_0.4.2.zip for the latest indev version with all the code in place to actually display the new locale bits.

@jocker-il
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sounds right, I agree :)

 On Monday, September 7, 2015 11:40 AM, narc0tiq <[email protected]> wrote:

Figure we keep this issue open and update it whenever I add/change locale bits. That should help us keep track of things, right?—
Reply to this email directly or view it on GitHub.

narc0tiq added a commit that referenced this issue Sep 8, 2015
Closes #20.

Updates locale yet again (mention: #23).
@narc0tiq
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narc0tiq commented Sep 8, 2015

And with #20 also finished, there's even more new locale, yay.

Notable factoid:
update_freq locale bits

Those are two separate labels on the left and right of the update frequency text entry. I named them _left and _right so you can know which is which. I'm hoping that'll help.

@jocker-il
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goes to show just how much experience you have in programing and how you think about things like RTL when brought to your attention ! thank you.

I think you should join Factorio dev team and help them develop this game better !

now, please excuse me, I have some translation work to do...

P.s. I've got the IRC open

@jocker-il
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So I decided to swap the sides of the "update... ticks" line (so it will be true RTL) and this is what I got:

image

yes I didn't translate ticks, because I don't have a word for it, but I did translate seconds - and it doesn't show... I don't know if you can make the text box dynamic in length

FYI - the info.json file doesn't have "mod name" & "version" info set - don't know if that's on purpose or not

@narc0tiq
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narc0tiq commented Sep 9, 2015

I did translate seconds - and it doesn't show...

At a guess, it doesn't like the = sign in the translated string for some reason -- notice that's gone missing, too. Let's try a phrasing more like "60 ticks is 1 second".

Also, I think the best possible translation for 'ticks' is "game updates".

the info.json file doesn't have "mod name" & "version" info set

Sure it does, it's just relying on the Makefile (https://github.com/narc0tiq/factorio-mod-makefile) to fill them in when one makes a build. That's why I recommended using the build from http://dev.narc.ro/factorio/mod-packages/.

@jocker-il
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Isn't "ticks" a time unit in that regard ?

Let's try a phrasing more like "60 ticks is 1 second"

I will try that and see how it looks

@narc0tiq
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Sure, it's a time unit. At game.speed = 1, Factorio (tries to) run 60 updates per second. Usually it succeeds, and if it doesn't, we need to slow down with it.

@jocker-il
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It's starting to make sense to me now, all the talk about those fps/ups numbers...

 Thanks for clearing that information for me. 

Can I assume "sensor.player.locations.offline_fragment" value is displayed next to the name of an offline player ?

 FYI - very good job with the MP player information. I can't wait to start using it ! Do want to know if all players have to have the mod installed ?

Sent from Samsung Mobile

-------- Original message --------
From: narc0tiq [email protected]
Date:11/09/2015 06:50 (GMT+02:00)
To: narc0tiq/evoGUI [email protected]
Cc: "The JoCKeR (IL)" [email protected]
Subject: Re: [evoGUI] Hebrew locale maintenance (#23)
Sure, it's a time unit. At game.speed = 1, Factorio (tries to) run 60 updates per second. Usually it succeeds, and if it doesn't, we need to slow down with it.


Reply to this email directly or view it on GitHub.

@narc0tiq
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Thanks for clearing that information for me.

You're very welcome! 👍

Can I assume "sensor.player.locations.offline_fragment" value is displayed next to the name of an offline player ?

Yes, exactly. It's also done in a way that if Factorio knew how to do that, it could join the fragments right-to-left, so it'll hopefully be forward-compatible with that mythical future Hebrew-supporting Factorio.

Do want to know if all players have to have the mod installed ?

Yes, and that's true for all mods, actually. It's not currently possible to make a Factorio mod that can be installed only on one peer. Scenarios can kind of do it -- they only need to exist on the computer that creates the world -- but they, of course, can't be updated after the world is created.

jocker-il pushed a commit to jocker-il/evoGUI that referenced this issue Sep 11, 2015


Translated:
- sensor.evolution_factor.settings.title
- sensor.evolution_factor.settings.extra_precision
- sensor.play_time.single_day_fragment
- sensor.play_time.multi_day_fragment
- sensor.play_time.settings.title
- sensor.play_time.settings.show_days
- sensor.play_time.settings.show_seconds
- sensor.player_locations.offline_fragment
- settings.sensors_frame.title

Updated translation for:
- settings.core_settings.title
- settings.core_settings.update_freq_left
- settings.core_settings.update_freq_right
narc0tiq added a commit that referenced this issue Sep 30, 2015
narc0tiq added a commit that referenced this issue Sep 30, 2015
Closes #18. Attn #23 (new locale added).
@narc0tiq
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I just added some new commits with more new locale, as seen at 303860...70d5188#diff-9bc0c6f72e984ae07c9fa22b62cfdb61.

The kill count format has the order such that __1__ is biter kills, __2__ is spawner kills, and __3__ the other kills. These are the picked from the fragments below, depending on whether you have exactly 1 of either, or 0 or [2..inf].

@jocker-il
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Just to update this issue, as you suggested - I've translated the kill counter fragments as per your last post.

narc0tiq added a commit that referenced this issue Nov 3, 2015
@narc0tiq
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narc0tiq commented Nov 3, 2015

As noted in 5690e13, PR #39 added some new locale bits. They're just error messages, so they can stay unlocalized for a fair while, I think; this is just a heads-up.

narc0tiq added a commit that referenced this issue Nov 5, 2015
Includes version bump to v0.4.8.
Attn: #23: more locale
jocker-il pushed a commit to jocker-il/evoGUI that referenced this issue Jun 11, 2016
added:

* sensor.player_locations.local_player
jocker-il pushed a commit to jocker-il/evoGUI that referenced this issue Jun 11, 2016
Changed:

* err_needplayername
* err_nosuchplayer
* err_noplayerdata
* err_nosensorcaption
* err_nosensorfound

- added a line space to line 24 (to be in-line with EN version of file
for easy compare in Notepad ++
jocker-il pushed a commit to jocker-il/evoGUI that referenced this issue Jul 1, 2016
I think error messages should have english text with the local text so
all that see it in error reports can understand what the error is...

This specific PR has lines 80 and above fixed to include english with
hebrew
@narc0tiq narc0tiq changed the title Hebrew locale maintenance Locale maintenance (ongoing) Aug 18, 2016
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