"For the record," I'm not a programmer. So I don't know how this could be implemented in practice.
Here are a few ideas I would like to see to help me with the translation.
With the current method, once t_game gets its translation, you don't know which sentences you could fall on.
The only way to find out is to play. Only then you can translate what you see on the screen. And again, it's enough not to write exactly the same thing so that it doesn't show.
However, with the method the team uses with OmegaT, all you have to do is translate a sentence so that when it is repeated, you don't have to transcribe it again.
So, as it is "enough" to translate what is written, the player who is faced with that sentence will more easily understand what is written, even if the translator hasn't yet seen that in a game.
As far as dedicated folders are concerned, each language would be entitled to an "FR" folder, within the "translate" folder.
It would be enough to put the files to be translated EXACTLY as they are installed in the "base" folder and it would translate automatically.
If several languages are available, the player could choose which one to launch.
Note : The idea for the MOD file came from this topic http://www.capitalism2.com/forum/viewto ... =22&t=7393
Poll : To simplify the translation process
- David
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Re: Poll : To simplify the translation process
Update: the dev team will implement the above suggestion in the upcoming version 6.5.00.paulwoman wrote: ↑Sun May 24, 2020 5:08 pm Note : The idea for the MOD file came from this topic http://www.capitalism2.com/forum/viewto ... =22&t=7393