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Total translation of the simulator in Italian

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Total translation of the simulator in Italian

Postby Jacopo Mii » Fri May 02, 2014 1:26 pm

Hello to all,
I am Jacopo Mii, the first Italian to have translated the official manual of the simulator.
I would be interested in translating the entire game (not just the menu bar)
If I do that then you make my Italian official version?

Sincerely
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Re: Total translation of the simulator in Italian

Postby sa7k » Fri May 02, 2014 8:37 pm

As you correctly stated in the title FlightGear is a simulator and not a game.
At the moment the only thing that can be translated is the menu bar and only the main parts and some of the commonly added items of each airplane. Also, only translated to latin scripts. As the gui should be ported to canvas there will be in the future support for all UTF scripts.
At least that is what I have knowledge.
I helped to translate what is possible to spanish and it became the official version so I would say that whatever you contribute will be added too.
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Re: Total translation of the simulator in Italian

Postby Philosopher » Fri May 02, 2014 9:52 pm

Yeah, currently the language details aren't even exposed to Nasal, but I have a half-working (one-third actually...) patch for that,

Translating "bodies" of text (paragraphs, longer descriptions, etc.) is going to be more work to adopt, and probably incompatible with the current system, so many things will have to be improved if we want to do this. Mostly likely things that are one tag now will have to be split up into multiple tags (per language) and translations provided. This, obviously, will only happen for the most popular items (or if the developer speaks that language ~cough~ Russian ;)).

P.S. I don't know how sophisticated OSGText is - if it can ultimately handle all the basics (all scripts and diacritics, right-to-left writing patterns, etc.) and the more nice features (open-font format, kerning, maybe ligatures ;)). (A little off-topic: One problem with Unicode is that there's two or three ways to encode a single character with a diacritic...)
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Re: Total translation of the simulator in Italian

Postby Jacopo Mii » Sat May 03, 2014 5:34 am

But so it is possible translate the entire simulator in Italian or not?
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Re: Total translation of the simulator in Italian

Postby Hooray » Sat May 03, 2014 6:52 am

if you're refererring to things like the built-in help dialog, checklists and tutorials etc, those feature are currently not designed to support localization. And that also applies to GUI labels (buttons, text fields)
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Re: Total translation of the simulator in Italian

Postby Gijs » Sat May 03, 2014 8:01 am

Well, you can translate everything to Italian, but then you'll loose all the English. Currently you can have only one language. So if you don't mind not being able to update when a new version comes out, and not being able to switch between English and Italian, you could make an Italian FlightGear. Could be fine if you're required to have an Italian version, but else it's a lot of work for very little gain.

The aforementioned problems do mean that you cannot share your work though. For that we would need some (complete) multilanguage support.

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Re: Total translation of the simulator in Italian

Postby Hooray » Sat May 03, 2014 8:14 am

Gijs wrote:The aforementioned problems do mean that you cannot share your work though. For that we would need some (complete) multilanguage support.


Our existing GUI is fairly simple, but it all goes through XML and the/a property tree, which is an advantage here.This was previously discussed on the issue tracker a while ago:

So with some work, anything that uses PropertyList/XML can still be localized by using "post-processing hooks", i.e. you first load the actual file (e.g. about.xml) and then load a localized version of the same file (with just the strings replaced) into the same props.Node/SGPropertyNode. Given James' work on Nasal-based fgcommands, we can trivially overwrite fgcommands like show-dialog with our own implementation (wrapping the original fgcommand, or using a custom show-localized-dialog) that basically:

  • load a GUI dialog like about.xml
  • check if there is a matching XML file in $FG_ROOT/Translations/it/gui/dialogs/about.xml
  • if so, load it into the same tree, basically replacing those original English strings

Et voila, you'll end up with a very simple localization method without having to edit any C++ code

Alternatively, we could use the include/params construct to overwrite/replace default strings with stuff from $FG_ROOT/Translations

I don't even think that it requires much in terms of Nasal, it's probably under 100 lines of code to do it this way.
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