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

Attachment: signature.asc
Description: This is a digitally signed message part.

_______________________________________________
tp-devel mailing list
[email protected]
http://www.thousandparsec.net/tp/mailman.php/listinfo/tp-devel

Reply via email to