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#1 |
Rookie
Join Date: Jul 2010
Posts: 14
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Translate Angband 3.1.0 to other language
Hi people,
I have some doubts about to translate the game to other language: 1.- Can I translate Angband to other language? (I compile the source code) 2.- If I finish my tranlation, can i put my nick in the welcome title on load the game? 3.- Can I generate mi own Blog page with the status and other information about the translation? or Am I required to post in this forum? or Both? 4.- What would my product license translated? GPL? thank and goodbye |
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#2 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 57
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In my opinion all of those would be acceptable, and welcome.
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#3 |
Rookie
Join Date: Jul 2010
Posts: 14
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thanks Nick!!
First problem, my language has accents (for example á), but when i put in the text " it is a test á hello " y the screen I only see " it is a test hello" (white space in the "á" position) then, What object i have to modify for get all characteres that i need ? I seek in the Pref/ font-win.prf but this has not a letters. some help? |
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#4 |
Veteran
Join Date: Jun 2007
Posts: 1,391
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If you do do this, please use the "gettext" library for it. It is very easy to use and hopefully your changed could be re-integrated back into vanilla Angband for all to benefit from. (NOTE: I don't have any say in this, but "gettext" is minimally disruptive to the code, so I expect it's the approach which has the greatest chance of ever making it into Vanilla. It's also probably less work for you since it can extract strings to translate automatically.)
Basically any time you see Code:
println("Hi, this is a text!"); Code:
println(_("Hi, this is a text!")); Code:
"Hi, this is a text!" gets translated to "Hej, dette er en tekst!" |
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#5 | |
Vanilla maintainer
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Quote:
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#6 | |
NPPAngband Maintainer
Join Date: Dec 2008
Location: Stat Gain, Angband
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Quote:
I almost have the extended characters from NPP working with the current Angband code base. That could be quickly and easily added (once I get all the bugs worked out). To answer the original poster's question, over the years Angband has been translated into many languages. Japanese, Russian, and Dutch are three that have been completed. I am not sure what they did about the fonts, however. |
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#7 | |
Vanilla maintainer
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Takkaria wants to move to UTF-8 (which Wikipedia tells me is unicode...), but last I heard he didn't want to do the extended character stuff. I was planning to include the xchars in AngbandBase, but maybe I should look into UTF-8. The only issue is whether I finish it this lifetime.
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#8 | |
Hellband maintainer
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Gettext is great for static text, most of the text in Angband is dynamically generated which has to take care of declensions, word order typology and other cool stuff. T.
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#9 |
Veteran
Join Date: Jun 2007
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Gettext handles dynamic text pretty well too. (Including stuff people usually never think of until it's too late.)
It's still not trivial, but it's much better than trying to maintain a fork in a different language. EDIT: See this as an example: http://www.gnu.org/s/libc/manual/htm...functions.html |
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#10 | |
Hellband maintainer
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Just think how you would approach : message("You hit the %s with your %s for %s damage." % (target, weapon, damage)) or ( already more advanced ) message(strings.msg_you_hit % (target, weapon, damage)) It means you would have to provide ( especially for French/German ) the genus of the words and actors in the game just to support those languages or have different calls depending on the player / monster genus ( yuck ! ) There's a dutch guy on the forums sometimes that maintains a Dutch version of Angband, you can ask him more details as to why gettext by itself could be more a hindrance than a benefit. T.
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