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Language translator updates/fixes #509
Language translator updates/fixes #509
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…n class not static anymore
List of things I tried (issues listed later):
That's everything I could find that had text to translate (did I miss anything?)... Issues:
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Comparing to current
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The advisor text update looked like a real bug, unless it is reset somewhere, it would fail adding same keys over again with an exception. One had to remove the existing keys first, and that code was not there in |
The one thing I've not tested is changing language at main menu, then loading game. Each time I changed language in main menu, tested mod options from main menu, then reset to English then loaded game, and then started changing language in-game to test UI stuff. So I'll repeat my tests but this time changing language from main menu to see if I can replicate the issues @krzychu124 was having in |
Ok, just replicated the tutorial text issue that @krzychu124 was having. Steps to reproduce:
So it seems that, in If you don't change the language at main menu, then subsequent in-game language changes don't update the tutorial panels. EDIT: That was the only difference I noticed from earlier testing. I will now retest the PR version to see what happens with same steps. |
Just tested the PR again, and got the tutorial text working using same steps as comment above!
So it seems you've inverted the problem compared to The Hungarian (Magyar) language seems to be appearing in mod options again (at least in-game). I will do some testing to see if it's there when I access them via main menu. EDIT: It's there in main menu; not sure why it wasn't appearing before :/ I re-tested the "unlimited speed" caption on speeds panel in the PR build - it shows "No limit" English text for some languages (tested German, Chinese, Polish). When I switched to Magyar (Hungarian) it showed correct translation. So I assume we're just missing translations for the other languages.
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See notes listed above.
Ok, until we have determined the translation tool to use, be it Crowdin or something else, or an offline tool, i am not going to address any missing translations. Only those things which are broken by coding or can be fixed by coding. |
Did you manage to sort the issue with the tutorial text? |
The tutorial panel is not refreshed that is why it seems like it doesn't change language, and honestly it shouldn't because it is already on screen. If we want it to change language the moment we change TM:PE language, we have to reactivate the tutorial on the same page again. If you click anything in TM:PE menu, the new language is shown. TM:PE button changes its text, i added an update call for that 4 days ago. No action taken |
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Added some feedback above below.
Tested in game and it works great. The pre-existing issues are still there, but IMO we can fix up most of that stuff over time as we overhaul bits of UI. Can confirm that missing translations now show in English rather than locale keys which is a good enhancement for end users. Changing languages also seems faster than the old implementation too :) I don't know if it's possible, but I suspect there are lots of dead strings in the lang file that aren't used any more (eg. stuff from much earlier versions of the mod). Is there a way to identify obsolete strings and/or cull them? |
One way to find dead strings would be to filter all source files for |
I think it's worth doing, as this is ideal point to do it. That way we know we're stating with new format and also a cleaned set of translations. It would likely also be a good point, seeing all those keys, to do the switch to better key format? |
Switching key format is a tedious task, it needs searching for every key and deciding where it'll go and what name it gets. Decide on format and do at least those from TTL, screaming for a rename |
102 unique strings
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4e5b682
to
faa1fdc
Compare
@aubergine10 the stuff's ready for testing |
Looking good from quick glance. I need to do some more testing and will report back any issues I find. |
what are the outstanding issues? I am not fixing pre-existing issues. We've fixed the string names and missing translations issues. And some testing was done too. What we do with it now? Can we deliver or fix and deliver? |
These can be discovered visually by looking into exported Excel tables. English column should never be empty, because it will be shown if the other language column is empty. If both other language and English columns were empty, you will get the key back, sometimes even with that ¶ (pilcrow) sign. |
Fixed issue with junction restrictions tooltip (was missing |
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LGTM 👍
In ModConflicts "Checkbox:Ignore disabled mods" I think one can do some simple Excel filter highlighting cells in every line if cell in column A has same value. I can do it later today, unless you feel like doing it sooner. |
String "Toolip:Toggle main menu" has a typo in the key. |
They are easy to spot so I'll just edit the csv files |
Looks like changing options on crowdin solved it - just rebuilt and the duplicates seem to be removed. Pushed a commit with latest versions, also removed old lang files. Let me know if there are any remaining issues. |
I am very happy with how it turned out. |
I think merge, it's had lots of testing. |
Yeah, I've tested it yesterday and surprisingly I didn't spotted any issue 😉 |
And delete one superfluous "full stop"
Fixes #493
Resources/Translations
in the file tree