Hi all. I18n and L10n, fun.
On Tue, 17 Jul 2007, Tim Ansell wrote: > Hello, > > I've been wondering about Internationalisation/Localisation of Thousand > Parsec. Non-english speaking countries have a huge number of people who > are interested in games like Thousand Parsec (look at the popularity of > the Czech based Outer Space). It would be great to get some of those people involved. > There are really two parts to doing this, > - Client internationalisation > - Server messages internationalisation > > The first part should be mostly solved by using what ever preferred > method is for your programming language (IE Gettext or similar). Yes. Clients *SHOULD* do this already. If not, you should at least think about it. > The second is a little more tricky. As messages are unique to the > servers, they need a way to provide different languages to the client. Not just unique to the server, unique to the ruleset. > Servers should be able to advertise the languages they support and the > client needs to have a way to tell the server to use a language. Yes. The bottleneck (the most limited choice) of languages will most probably be the rulesets. > I was > thinking that something like using the same framework as the "filters" > might work? Well..... filters are applied on a per-connection basis. EOT happens without having connections, and EOT processing needs to know the languages to use for messages, etc. So I don't think using the filters will work. It needs to be associated with the player directly. > What do others think? Another issue is how will players using different languages communicate? In particular for diplomacy, etc. I note that the same issue also applies to AI clients. > Mithro Later Lee
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