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  1. #31
    Quote Originally Posted by Trenloe View Post
    Answered in post #8 with link to documentation!
    I definitely need to find a new brain on eBay, ot a least a new set of eyes

    Thanks to both.

    So, what I was saying is maybe for localization, language pack guidelines, not to set those to 100 (loaded last, take precedence over anything) to leave some room for GM to do their own things without too much hassle.

    Maybe something like anything regular will stay in the 89 percentiles, localization at 90, and anything above for personal home-brewed work?

  2. #32

    Join Date
    Jul 2010
    Location
    Germany, Frankfurt
    Posts
    155
    I would propose to have the different language string resouce files in sub directories for each supported language within the rulesets or extensions itself. E.g. "PFRPG/strings/us (contains the default) ,PFRPG/strings/de , PFRPG/strings/fr, PFRPG/strings/it ...).
    So the extension to change the language just switches the path to the strings resources to another subfolder for all string resources, also for all the other extensions which were activated with the ruleset.

  3. #33

    Join Date
    Jul 2010
    Location
    Germany, Frankfurt
    Posts
    155
    In the last days i was working on a localization for the PFRPG ruleset into my native language (german). It was a little bit annoying that the UTF-8 encoding is still not implemented yet for FG3. This issue is under the top 15 wishes in the feature wishlist of FG3 and at the latest it sould be implemented if a standard localization mechanism should be established.
    By the way, i noticed that there are still some "hardcoded" strings without string resources in some (all?) lua files (data_common.lua, manager_chat.lua ...).
    It would be cool if that strings also could be outsourced to xml string resources as soon as possible.

    To do the translation i wrote a script which created a .po file (GNU gettext mechanism) to be able to make use of a localization editor like poEdit.
    For XML there is also a standard mechanism for localization, called XLIFF.
    Maybe it would be a good idea to implement this functionlity for the strings resources so the community can make use of XLIFF editors.

    Here is a description of XLIFF:
    https://www.maxprograms.com/articles/xliff.html

  4. #34
    Quote Originally Posted by drvolk View Post
    By the way, i noticed that there are still some "hardcoded" strings without string resources in some (all?) lua files (data_common.lua, manager_chat.lua ...).
    It would be cool if that strings also could be outsourced to xml string resources as soon as possible.
    If you could point out which strings exactly, it might help Moon Wizard outsourcing them out.

  5. #35

    Join Date
    Jul 2010
    Location
    Germany, Frankfurt
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    Within the attached "PFRPG localization to german" extension i implemented a workaround to "reinitialize" the Lua hash tables in the data_common.lua file , which contains for example the strings which were shown as "Skills" in the character sheet.

    I can try to make a list of all other "strings" without a corresponding string resource, but this could take a while because i have to scan all lua files für such strings ...

    UPDATE:
    a file with all string constants assigned with "=" operator from lua code now is also attached.
    Last edited by drvolk; February 25th, 2014 at 12:35.

  6. #36
    Hallo at all,

    I just found this and skimmed through the posts above. Therefore I just found that the extension of drvolk and did not know, that some else is working on this.

    I am a user of the "Drachenzwinge" a German role playing community. I've started a translation for DnD 3.5 and Pathfinder after I saw the possibilities in the new ruleset with the string-folder. This translation is build as an extension, that also includes graphics (sidebar and tabs). The extension contains the string-xml-files of core and 3.5e, nearly every entry is translated. With a little dressing - shortening of too long words in German - it will be finished. At least as fare I can go until now. This means: It is not a 100% translation because of several reasons:

    1. There are to variables which can not be translated without loosing ruleset functions. That are "ps_default_groupability" and "ps_default_groupsave". After translation the ruleset can not find a match, for example "Stärke" does not match "strength". And so the rolling does not work properly. [I already tested manipulation the data_common.lua, but I could not fix it.]
    2. Some chat massages are not build with variables out of the string-folder. (as drvolk already noticed)

    @drvolk: That is a nice extension and I tested also the manipulation of the data_common.lua. But there are the same problems with ruleset functions I found. So with your extension the ruleset is also broken, like my testing extension. For example the roles out of the partysheet (Ability and Save) is not working properly.

    The translation extension is not completed. But soon it will go to beta-testing.

    So fare to the background. Now to the questions:

    1. Can I use edited graphics for the sidebar or do I have to draw complete new icons by my self?
    2. I think the internationalization is still in progress so that one day all stings that are visualised on screen are either in the string-folders (easiest way) or in a graphic. Is this correct?
    3. If so (2.) than will there be a complete separation between background names of abilities, skills and so on and the shown strings on the screen? (in the background of a ruleset every thing is working in English and on the screen it will be show in a specific language)

    @drvolk:
    1. Are you a member of the Drachenzwinge?
    2. Can you in principle envisage that we work together on an extension?

    With best regards

    Lule

  7. #37
    For the graphics, you might look at this: https://www.fantasygrounds.com/forum...hield%29-Icons

    It will give you the source files. But you'll probably need to change the fonts, since they are English specific and doesn't handle much outside pure ascii.

  8. #38
    Quote Originally Posted by Blacky View Post
    For the graphics, you might look at this: https://www.fantasygrounds.com/forum...hield%29-Icons

    It will give you the source files. But you'll probably need to change the fonts, since they are English specific and doesn't handle much outside pure ascii.
    Thank you!

  9. #39

    Join Date
    Jul 2010
    Location
    Germany, Frankfurt
    Posts
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    Hi Lule,

    i have also an account for the "Drachenzwinge" forum but i use it more as "readonly" member at the moment.

    Of course i am willing work together with you and other people to realize a translation for FG3 and Pathfinder or D&D 3.5.
    I did allready noticed the problems with the ruleset is broken, and i am working now on patches for all the lua scripts which are using strings which could be displayed or parsed and so on (it is done by a python script, the scripting language i am trying to learn more about ...).
    It is a little bit triggi because you have to recognize if a string is just a "constant" or realy a "displayable" text. Also some translateable texts are used within regualar expressions and so on and so on ...

    We could share our work and trying to bring it to common source. We could plan the tasks which should be done together and divide the work among us. How we should proceed ?

  10. #40
    Hi drvolk,

    first of all, I like to wait for an answer to the questions above from a developer of FG. The way you are trying is possible but a lot of work and must be done for every new version of the ruleset. The main problem is that there are some variables where the name = the name in the db.xml of a campain. With changing that some parts of the ruleset do not know where the data is stored. So the best way for any translation would be an intern name which is used in the db.xml and in the background of the ruleset and an extrenal name which is shown on the screen. That is a lot of work to do for the developer(s) of the ruleset. So I hope that there will be a progress step by step in the separation of the code.

    As soon as I have the beta version of the extension I am working an, I can share it with you. But there is still the problem with skills in the charsheet for example. There is no easy way of translation that does not corrupt the functioning of the ruleset.

    The best way for contact is: Please send me a PM in the FG Forum so that we can try to find appointment for a meeting on the TS-server of the DZ.

    I am familiar with the FG-lua und FG-xml but not with phyton, as I am developing and maintaining together with other members of the DZ a ruleset for "The Dark Eye", a German roleplaying game system. I think you know that system. This project started long ago basing on the D20-ruleset and later on DnD-rulesets. Than the former developer stopped this project due to private reasons. With FG-Version 2.9.0 there the ruleset was not working properly any more. So a few members of the DZ decided to go one with the development and maintenance. The next big step is version 1.3.0 of this ruleset, which can hopefully released until summer. We are discussing if we change with 1.4.0 to layering on core. But if we do that, we will design the ruleset completely new.

    Regards

    Lule

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