Raydium 3D Game Engine

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PostPosted: Mon Jul 03, 2006 10:11 am 
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I want to translate mania drive.
What method should i use?
gettext?
And how can i manage different bitmaps according the language?
I suppose all this should be included in a new group of raydium functions,right?


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PostPosted: Fri Jul 07, 2006 10:06 am 
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Not sure that it's the job of Raydium to handle i18n. There's currently no support for this,so we should try using gettext in ManiaDrive (another dependency :) ).

Wich textures are language dependent ?


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PostPosted: Sat Jul 08, 2006 9:43 am 
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because "Goal"(english) and "Meta"(spanish) and "But"(french) should be displayed correctly in the texture according the language selected, i think.
Just an example.
I think a good method to manage the language dependent texture should be in separate folders for each language, and the common textures should be in the parent of that folders.

Code:
app folder
------------texture folder
               -----------------ES
                                EN
                                FR
                                IT
                                ...

[/quote]


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PostPosted: Sat Jul 08, 2006 11:04 am 
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Are you talking about checkpoints, start and finish barriers textures ?
If yes, I think we can keep this as is. If the whole GUI is translated, it's a very small problem, no ? :)


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PostPosted: Sat Jul 08, 2006 6:11 pm 
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i know is a bit of work, but i want to translate ALL mania drive to spanish (real text and textures).
And i would like to begin with this a way to implement multilanguage support in raydium (also related to locale textures)


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PostPosted: Sat Jul 08, 2006 6:49 pm 
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I really think that translating these three textures (that nobody reads) will only make things more complex (think about new environnements). But, hey, as you want ! :)


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PostPosted: Mon Jul 10, 2006 9:37 am 
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for menu, why not use xml files ?(if it's possible) and write the file name in a config file !


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PostPosted: Mon Jul 10, 2006 12:04 pm 
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i don't get it, batcox.
Can you explain a bit more your idea?


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PostPosted: Thu Jul 13, 2006 6:32 pm 
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Well i have a problem with the translation.
I'm using gettext for the simple text translation.

In mania_drive_es.c (a copy of the regular one) i have added the
Code:
#include <libintl.h>

and the
Code:
setlocale (LC_ALL, "");
bindtextdomain ("mania_drive", "./po");
textdomain ("mania_drive");


The translatable strings are using gettext( to avoid problems with _(

Well, then i execute
Code:
$ xgettext -d mania_drive -s -o po/mania_drive.pot mania_drive_es.c

And it generated mania_drive.pot in the po folder. Then i go to that folder and do a
Code:
msginit -l es

With that i get the es.po file. Then i edit that file manually and add the spanish translations.
After that, i do
Code:
msgfmt es.po

To generate the final messages.mo

At this point, i launch the game like usual
Code:
./odyncomp.sh mania_drive_es.c

But the words are still in english...
Someone with experience in gettext can tell me where is my error?


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PostPosted: Sun Jul 30, 2006 4:48 pm 
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just a refresh to this thread, i don't want this go down and be forgot.
I need a bit of help to continue with the spanish translation. I need that someone fix my current work about this.


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PostPosted: Sun Jul 30, 2006 5:37 pm 
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I'm not sure it's here you can found a support for gettext. You should try gettext mailing list if regular doc is not sufficient, no ?


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PostPosted: Sat Oct 14, 2006 8:27 am 
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I have commit 2 scripts for prepare the internationalization.
They create a locale folder and inside, all the files for each language.
Currently only spanish, french and italian are default.

Next step is to prepare the mania_drive.c internationalizated file, but...
Should i make a new files, like mania_drive_i18n.c, or you prefer to maintaing just one, the usual, file?

Until i upload the file (whatever its name) the scripts should not be used.


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