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Messages - b606

#1
Translations / Re: Need some help with rulepaks
November 25, 2020, 12:24:41 PM
Checked with the grammar log turned ON:
For a melee combat the PawnKind is not listed in the CONSTANTS, so what I said above would not apply.

INCLUDES
Damage_Flame
Combat_ExplosionImpact
Combat_WoundIncludes
Combat_MeleeDamageIncludes
Combat_MeleeIncludes
CONSTANTS
recipient_part0_destroyed              False
recipient_part0_gender                 Male
recipient_part_damaged0_outside        True
recipient_part_damaged0_gender         Male
recipient_part_count                   1
recipient_part_destroyed_count         0
recipient_part_damaged_count           1
deflected                              False
INITIATOR_faction                      Ancients
INITIATOR_flesh                        Normal
INITIATOR_gender                       Male
RECIPIENT_faction                      Ancients
RECIPIENT_flesh                        Normal
RECIPIENT_gender                       Male
#2
Translations / Re: Need some help with rulepaks
November 25, 2020, 12:13:14 PM
Yes that is tricky. If I understand correctly, what you need in the rulepacks are rules for RECIPIENT_definite (testing for animal or not). Something similar to:
<li>my_definite(PawnKindDef==Human)->[PAWN_definite]</li>
<li>my_definite(PawnKindDef!=Human)->het [PAWN_label]</li>

The prefix "PAWN" needs to be adapted, and you might need to check if "PawnKindDef" is the correct one and that it is disponible as a constant. PAWN_gender stays the same as it is now.
#3
Translations / Re: Need some help with rulepaks
November 24, 2020, 10:22:50 AM
Hi,
As far as I know, the animal in vanilla languageWorker and and grammarresolver always get the physical gender. That is why I developped patches to deal with that for French and Spanish. Some features are listed here https://github.com/b606/RimWorld-LanguageWorker_Spanish. If you want, we can define one custom languageworker for Dutch where all animal gender should be neuter (PS: how about tamed and named animal ? ex a female cat named Kitty: would it be neuter or female ?).
#4
Mods / Re: Is it possible to develop mods on Linux?
November 18, 2020, 12:20:22 PM
I have <TargetFrameworkVersion>v4.0</TargetFrameworkVersion>. you might try to copy my project setting.
Which version of Linux do you have ? If it is LMDE, we should be on the same version.
#5
Mods / Re: Is it possible to develop mods on Linux?
November 17, 2020, 10:20:08 AM
This one is developped on debian stable https://github.com/b606/RimWorld-LanguageWorker_French, and mono/monodevelop are still working well. Basically I followed the instruction here without any special trick :
https://www.monodevelop.com/download/#fndtn-download-lin-debian

My only concern is that monodevelop is a cpu hog and I never managed to set RIMWORLD_MOD_DEBUG=??? correctly in order to use the monodevelop built-in soft-debugger.
#6
Translations / Re: Official: Francais
September 28, 2020, 11:44:07 AM
PS: the French translation uses "X_gender" 5489 times in 67 files  ;)
#7
Translations / Re: Official: Francais
September 28, 2020, 11:38:15 AM
Hi zerstrick,
Sorry for the late answer. The problem is that ANIMAL_gender does not fit the grammatically correct gender. But, the RimWorld Grammar Utility does not take care of that because in english they are all neutral.

My solution is to develop a LanguageWorker mod that patches the RW Grammar Utility RuleForPawn function when an ANIMAL_gender is incorrect (some male only, some female only), mostly because this is the central place and I also needed to add some other patches. I can help to develop such a mod if you want (on my spare time and some help on spanish grammar). Just drop an ACK here.

Otherwise, another solution that might work without compiling a C# mod is to define custom rules for each animal kind where required, something like:

<li>PAWN_grammar_gender(PAWN_kind==Tortoise)->Female</li>
<li>PAWN_grammar_gender(PAWN_kind==Gazelle)->Female</li>
<li>PAWN_grammar_gender(PAWN_kind==XXX)->Male</li>
etc...
<!-- else -->
<li>PAWN_grammar_gender->PAWN_gender</li>


and use "PAWN_grammar_gender" in the different DefInjected *.xml. The prefix "PAWN_..." needs to be adapted each time (INITIATOR_.../RECIPIENT_..., ANIMAL_... and so on). I did not tested that one because "lots of editing".

Best regards.


#8
Translations / Re: Official: Francais
June 05, 2020, 06:51:39 AM
Re-bonjour,
J'ai fait les modifs en reprenant "en période de latence, c'est à dire dont les symptômes ne sont pas encore visibles" pour que ce soit le plus précis possible.

Merci !
#9
Translations / Re: Official: Francais
June 04, 2020, 07:20:27 AM
Bonjour Jean, et merci de l'info.

J'ai vu rapidement mais n'a pas eu le temps de réflechir sérieusement à la traduction. Je suppose que ", même celles qui ne sont pas encore découvertes" devrait être supprimé car mal placé et en contre-sens, mais pas sûr si le concept de "latence" existe dans le jeu. L'anglais "even those that are not yet discovered." est ambigü.

Dans Core/DefInjected/ThingDef/Penoxycyline.xml

  <!-- EN: A drug for preventing infections before they take hold.
Blocks malaria, sleeping sickness, plague. Must be taken every
five days to remain effective.\n\nThis drug only prevents new
infections. It does not cure existing infections - even those that
are not yet discovered. -->
  <Penoxycyline.description>Un médicament qui prévient diverses
infections. Bloque la malaria, la maladie du sommeil et la peste.
À prendre tous les cinq jours. Remarque : Ce médicament ne
guérit pas les infections existantes, il empêche seulement les
nouvelles infections, même celles qui ne sont pas encore
découvertes.</Penoxycyline.description>


Et dans Core/DefInjected/HediffDef/Penoxycyline.xml

  <!-- EN: Penoxycyline-induced immunity to certain illnesses.
This only blocks new infections; it does nothing for those who
are already infected, even if their infection is dormant. -->
  <PenoxycylineHigh.description>Immunité induite par la
penoxycyline à certaines maladies. Cela bloque uniquement les
nouvelles infections; cela n'a pas d'effet pour ceux qui sont déjà
infectés, même si leur infection n'est pas encore déclarée.
</PenoxycylineHigh.description>


PS: "reformater le PC", je compatis et en même temps, une petite note de nostalgie. La dernière fois que j'ai fait çà c'était à l'installation de l'OS il y a 3-4 ans.
#10
Releases / [1.1] Optimized French Translation
May 06, 2020, 04:04:20 PM
LanguageWorker_French Mod and the French translation of EdB Prepare Carefully are released on Steam and also available from GitHub.

LanguageWorker_French Mod

Optimisation de la traduction française dans RimWorld.  clip intro
Textes plus agréables à lire : élisions, majuscules, genres, pluriels, les exceptions grammaticales.
Correctifs du générateur de texte : RulesForPawn, RulesForDef, RulesForBodyParts.

Les modifications faites par ce mod concernent essentiellement la qualité de la traduction, qui sont impossibles à faire sans modifier le code C# du jeu. Ce mod est donc un complément du travail des traducteurs de Ludeon/RimWorld-fr.

Le mod est focalisé sur les accords de mots, les règles de grammaire ou de typographie etc. Si vous avez l'œil averti, vous apprecierez les changements par-ci par-là. Des captures d'écran les illustrent dans le Wiki du mod. N'hésitez pas à remonter les suggestions, les problèmes ou bugs sur ce site.

Merci à :
Elevator89 pour le code initial, à Adirelle pour les premiers Regex, Pardeike pour libHarmony, et kiliak pour les tests.

Téléchargement
GitHub, Steam

EdB Prepare Carefully [Français]

GitHub, Steam
Dépendance : EdBPrepareCarefully (Auteur original : edbmods)
edbmods GitHub, edbmods Steam

Pour m'encourager
- une petite pouce approbatrice
- j'adore aussi le kofi

#11
Translations / Re: Official: Francais
May 03, 2020, 04:52:12 AM
C'est un anglicisme informatique https://fr.wiktionary.org/wiki/assembly qui, à mon avis n'a pas de traduction. Sinon si çà gêne trop je peux changer l'image.

Si un artiste peut me proposer une meilleur image, je suis aussi preneur.

Bon jeu à tous !
#12
The actual RimWorld code let the rulepack resolver do the job but it is not sufficient because the step after the rulepack, the semantic is lost and the stock c# ToTitleCase does not make it.

Name generator capitalizes nick names but not surnames, I suppose on purpose.

Something like <li>WordImperial(p=4)->[SylB_Cap][SylB][SylB]</li> with provided capitalized syllables in the RulePacks*.xml did not work, at least last time I checked (The strings might be lowercased somewhere).

There are at least 8 semantics (people/proper names, action and business names, art titles, generic quest titles etc. which drill down to three categories of the grammatical rules for french). The language worker can detect these with a complex callstack analysis (as I did), or else extra annotations in the translations files (postprocessed in the languageworker such as the russians did), but a proper function(s) in the codebase would be easier.
#13
Translations / Re: Official: Francais
May 02, 2020, 11:00:22 AM
Un mod qui optimise le français dans RimWorld est disponible sur Steam et GitHub (téléchargez et installez dans le répertoire de Mods) :



Le wiki sur github vous donne des captures d'écrans des améliorations notables.
Vous pouvez remonter les problèmes et les propositions ici ou sur Github.

Note: vous avez aussi EdB Prepare Carefully - français sur steam

Bon jeu à tous !
#14
Yes, from Step 2, it does add them back with TODOs (I checked again now with 1.1.2618 rev720). Steps 1 to 3 were made after commiting the proposed cleaning and game restart. Something is weird and let us summarize:

- From my side: debian stable + backports, linux 4.19.0-8-amd64, git version 2.20.1. RimWorld game "unstable" (now 1.1.2618 rev720) from steam v1.0.0.59-4, no mods. If needed (I thought about some line ending problem), .gitattributes:

*       text=auto
*.xml   text eol=lf whitespace=-trailing-space
*.txt   text eol=lf whitespace=-trailing-space
*.png   -text


- The problem started appearing one or two days before the original post, first with two QuestScripts, then to all six files as confirmed by Ragnar. No other files are concerned.

- Cynapse could reproduce "Hospitality_Util_Worker.root.nodes.Equal-0.node.nodes.Sequence-1.nodes.Set-2.value.slateRef" but not the others.

- If you leave the TODO in the tags, the loop stops. It only continues on and on when one tries to fill in with the translated texts from the <!-- EN... comments. So question from translator POV: should we leave the tags with TODO or translate them ?

- Does the game really need these InfoPartTip.slateRef> and Letter.label.slateRef> that the cleaning tool does not want ? (I'm joking :-) )
#15
Translations / Re: Official: Francais
April 25, 2020, 11:42:27 AM
Bonjour,
Merci pour les corrections !
Pouvez-vous créer un fork de RimWorld-fr sur Github et mettre vos fichiers là-bas en Pull Request ? Ça sera plus facile à intégrer car, comme le texte est généré aléatoirement (on ne voit le résultat que quand on est vraiment dans le jeu), on tombe toujours sur un truc qui ne colle pas trop par-ci par là et l'échange de fichiers est facilité avec GitHub.
Si vous avez besoin d'aide pour cela, n'hésitez surtout pas à demander.