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Messages - Elevator

#1
Translations / Re: New keyed translations format
March 23, 2019, 12:53:14 PM
QuotePlurale tantum - a noun that appears only in the plural form and does not have a singular variant for referring to a single object, (in czech) door, scissors, pants, etc.
I agree with @morticinus. Russian language works the same way.
#2
QuoteFirst of all, the LanguageWorker of your language(?) must be include in the game's code.
Before you send your class to developers you may want to test your LanguageWorker in runtime.
This can be done by creating a mod for the game.
I've created a LanguageWorker mod for Russian language, you may use it as a template for your one:
https://github.com/Elevator89/RimWorld-LanguageWorker_Russian
#3
CompNeurotrainer.TransformLabel() also generates an incorrect phrase in Russian.
#4
I had a conversation with another developer, Piotr (ison), about such places with formatting issues. I have listed several cases:

  • HealthCardUtility.DrawOverviewTab(). The line is: "text = text + pawn.def.label + ", " + "AgeIndicator".Translate(pawn.ageTracker.AgeNumberString);")
  • Tradeable_Pawn.Label (getter)
  • Pawn.GetTooltip() (mentioned here)
  • IncidentWorker_PsychicDrone.DoConditionAndLetter()
  • Hediff_Injury.LabelInBrackets (getter)
This list is not complete. Potentially every string concatenation operation can cause translation issues. My suggestion was to move such lines to Keyed translation as template strings. Ison's argument was that in this case it will be easy for translators to make a mistake. I partially agree with that position, but nevertheless it would be much better for translation if at least templates for punctuationless phrases (e.g. "bear paw" or "male human") were localizable.
#5
The issue is still actual. I can provide a list of places in code that make translation difficult.
#6
This issue is not fixed and remains actual.
#7
Translations / Gender-separate namer rulepacks
November 02, 2018, 09:30:46 AM
There is only one name generation rulepack ror tribals: "NamerPersonTribal".
It would be much better to have separate rulepacks for male and female colonists, just like how it works with animals: "NamerAnimalGenericFemale", "NamerAnimalGenericMale".
#8
Bugs / Re: [1.0] Unlocalizable "Cause:" string
October 19, 2018, 05:44:59 AM
You post contains more information than mine.
Too bad developers don't seem to read Bugs and Translation boards often.
#9
Bugs / [1.0] Unlocalizable "Cause:" string
October 18, 2018, 05:25:48 PM
There is a message in Health card that describes the reason of an injury. "Cause:" sting there is not localizable, because it is hard-coded in the game. See RimWorld.HealthCardUtility.GetTooltip()

[attachment deleted due to age]
#10
Translations / Whitespaces in "gender ?" operands
October 10, 2018, 06:37:26 AM
It would also be great if conditional expressions worked with whitespaces.

Currently
{PAWN_gender ? ваш бывший поселенец : ваша бывшая поселенка}
transfroms to "вашбывшийпоселенец", which doesn't look good.

One of possible solutions could be using quotation marks like this:
{PAWN_gender ? "ваш бывший поселенец" : "ваша бывшая поселенка"}
so that anaylyzer will treat text between qoutation marks as a solid string.

I know that I can write like:
{PAWN_gender ? ваш : ваша} {PAWN_gender ? бывший : бывшая } {PAWN_gender ? поселенец : поселенка}
, but it doesn't seem convenient at all.
#11
Translations / "gender ?" operator in ThoughtDef
October 10, 2018, 06:36:14 AM
It would be great if conditional formatting worked with ThoughtDef objects. In this case translators can write like that:
<DivorcedMe.stages.divorced_me.label>{0_gender ? развёлся : развелась} со мной</DivorcedMe.stages.divorced_me.label>
instead of:
<DivorcedMe.stages.divorced_me.label>развелся(ась) со мной</DivorcedMe.stages.divorced_me.label>
This will provide cleaner thought messages and help to improve translations to different languages.
#12
The current implementation of GenText.ToCommaList() provides incorrect punctuation for Russian language (and possibly for some other ones). In Russian there should be no comma before "and", so enumerations should look like: "Torso, neck, left shoulder and right shoulder"
Could you please add ToCommaList(IEnumerable<string> items, bool useAnd) virtual method to LanguageWorker base class? It may be called from GenText.ToCommaList() and could be overriden in subclasses.

Btw, SitePartWorker_Turrets.GetThreatsInfo() also uses "AndLower" keyed value for the same purpose. I believe this method could be refactored to use  GenText.ToCommaList() like it is done in all other contexts in the game.
#13
Translations / Re: New keyed translations format
September 18, 2018, 10:01:45 AM
It would also be great if conditional expressions worked with whitespaces.

Currently
{PAWN_gender ? ваш бывший поселенец : ваша бывшая поселенка}
transfroms to "вашбывшийпоселенец", which doesn't look good.

One of possible solutions could be using quotation marks like this:
{PAWN_gender ? "ваш бывший поселенец" : "ваша бывшая поселенка"}
so that anaylyzer will treat text between qoutation marks as a solid string.

I know that I can write like:
{PAWN_gender ? ваш : ваша} {PAWN_gender ? бывший : бывшая } {PAWN_gender ? поселенец : поселенка}
, but it doesn't seem convenient at all.
#14
Translations / Re: New keyed translations format
September 18, 2018, 08:33:58 AM
It would be great if conditional formatting worked with ThoughtDef objects. In this case translators can write like that:
<DivorcedMe.stages.divorced_me.label>{0_gender ? развёлся : развелась} со мной</DivorcedMe.stages.divorced_me.label>
instead of:
<DivorcedMe.stages.divorced_me.label>развелся(ась) со мной</DivorcedMe.stages.divorced_me.label>
This will provide cleaner thought messages and help to improve translations to different languages.
#15
It would be great for translation projects (not only for Russian language) if this formatting issue was fixed. I believe it will not require a lot of development efforts.