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Compilating translations
#1
Now for translating game we're using a po4a, which binaries are only available for Linux, and compilation for Windows is very complicated or even impossible (i've tried, stucked when compiling dependencies), so Windows users cannot compile translations for a game.
We should think about new translation system, or somehow make binaries po4a for Windows.
Any ideas?
Spoiler :
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#2
Change a translational tool? (Much work with changing the format of the files probably)
Provide packages and make that they are downloaded during compilation? (Translators won't have a possibility to test their translations in a Windows environment)
Let's try to compile it together? <3 (Probably won't work)

Nothing else comes to my mind.
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#3
(01-07-2015, 07:31 PM)Simbax Wrote: Much work with changing the format of the files probably
Do you mean with or without? gettext file format is pretty popular, it should be possible to find a tool that supports it.

(01-07-2015, 07:31 PM)Simbax Wrote: Provide packages and make that they are downloaded during compilation?
That's not really a good option

(01-07-2015, 07:31 PM)Simbax Wrote: Translators won't have a possibility to test their translations in a Windows environment
We'll probably set up Pootle or some other tool that works like that
#4
I don't know how translations work (it's not my job anyway). I only know that po4a doesn't work on Windows which is not good for a "multiplatform, open source" game in my opinion.

I just want to allow Windows users to compile the whole game and the only thing they can't "compile" right now are translations or whatever po4a is for.
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#5
Have we tried that?
http://ftp.ftp.cygwinports.org/pub/cygwi...ease/po4a/
#6
We now use Python instead of po4a, so this thread can be closed.
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