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Multilanguage game support #797

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Ghabry opened this issue Mar 5, 2016 · 5 comments

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@Ghabry
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commented Mar 5, 2016

The Player should be able to load game translations on-the-fly without embedding them in the database or maps.

See also LcfTrans in the Tools repo.

Probably will be also useful for @pureexe and @whateverzone when Thai is fully supported.

Work plan (should be discussed):

  • Place translations in "translation/[Translation-Name]", file hierarchy is mirrored (RPG_RT.po, Map0001.po).
  • The Translation folder can also contain asset folders (ChipSet, Pictures, ...). They are prefered over the original ones when available
  • The Translation files will be UTF-8, no encoding issues \o/
  • Language selection on game startup, language name extracted from "Language:" in RPG_RT.po

@Ghabry Ghabry added the Enhancement label Mar 5, 2016

@Ghabry Ghabry added this to the 0.5.0 milestone Mar 5, 2016

@Ghabry Ghabry self-assigned this Mar 5, 2016

@pureexe

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commented Mar 6, 2016

WOW!!
it's great.
but i have a question. @Ghabry
How can i create translation file? (.po extension)

@whateverzone

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commented Mar 6, 2016

That's great news! Thank you a lot!
All the plans sound convenient though I have the same question as @pureexe and I also need to hear more details about these.

@Ghabry

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commented Mar 6, 2016

Don't be too excited yet. It is still in the planning phase.

You can create ".po" files with the tool "LcfTrans" which will be in our tool repository soon. Simply invoke it in the game directory and .po files are created for Database and Maps.

Po is a popular file format used to create translations, especially open source projects use it. The content is basicly

msgid "Original text"
msgstr "Translated text"

About the loading in EasyRPG Player: No work was invested into this yet. I plan this for the 0.5 release (coming this year). But this will solve all encoding problems because the files are in unicode.

@pureexe

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commented Mar 6, 2016

Thank you for describe.
I hope this feature will release soon.

@Ghabry

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commented Mar 6, 2016

Another open problem is how to handle text that is too long (more then 4 lines of text). Probably just insert more lines and the Player will handle it gracefully...

The other direction is a different issue (from 2 message commands to 1 because the translated message is shorter)... Probably some in-band-signalling "\0"-char... Will document it when I have an idea.

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