> Hummm... 
> True that we only localise the message body, not the args.

Don't forget JLP's post about argument positions - we can't just use a
printf like system is seems.

> > like printf(gettext.localize(<message>), <arguments>).
> 
> Why bother with the actual string? Might as well only have a "String Number" 
> and save storing all those characters. Load up the string when outputting.

However you prefer to implement it.

> And what would you do for player uploaded messages?

I think we just ignore them for the moment. It's not a problem that is
really solvable. If you really wanted you could run them through an
automatic translator :)

Mostly people will play on servers with people who speak their own
language, this may not be english :)

> > It would also allow two players of different languages to share an
> > account.
> 
> Really? Why would that be helpful?

Or the same player to switch between languages?

> > I'm not sure if I like this method or not, it would be trivial for me to
> > implement in tpserver-py, but it might be much harder to tpserver-cpp.
> 
> Not really too hard.

*** 
So using a filter is a good idea? 
***

Mithro

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