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Offline Ranran

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Information regarding new translatable texts
« on: November 05, 2020, 04:08:38 PM »
Here's some translation-related information that will be added in the upcoming patch.

A lot of translatable text is added by incorporating from standard and GUI overhaul.
It has not been implemented yet. Therefore, it is subject to change. It will be updated from time to time.
I'm not an English speaker, so proofreading English is very helpful.

In addition, you can point out more suitable expressions by checking its operation and placement in the game.

The font size is now variable. However, on the other hand, some button sizes are fixed depending on the theme, and some are flexible. Even if it is flexible, placing long text there can break the overall layout. It may be better to check the location of the text and use the shortest term possible if necessary.
These can be problems in common with simutrans. However, some layout issues may need to be modified in the code.


Those added by standard need to edit the translation via the standard simutranslator, so we need to import it into extended. But that means we can't have different translations for the same translatable term, standard and extended. (This was raised in another thread in the past.)

Importing from standard may overwrite appropriate changes or add unwanted terminology.
Therefore, I think it is better not to import from the standard in a well-maintained language.
Some help texts will also be added (for example depot list), but at first glance it seems that those help texts have not been added in standard yet.

Missing help texts:
-depotlist.txt
-load_font.txt
-vehiclelist.txt
These three are from standard
-signalboxlist.txt
The last one is extended unique

Help texts that may need to be reviewed:
-display.txt
Display setting dialog is split by tabs and many options are added.



Perhaps the most translated text added this time is the display setting tab. Check this carefully.
The difference between standard and extended is that tooltip help text is placed on the label. So the newly added button also needs helptext, but I don't speak English so it's possible that weird English is written now.

I integrated the tabs as suggested in another thread. As a result, I added the label with the tree structure in mind to make it easier to see. The number of lines increases compared to standard. I don't know if map scroll is the correct expression. I couldn't decide which was more suitable for Map scrolling.
Check for changes in visibility and text. I would appreciate any feedback on this.


New terms from standard (1):
Code: [Select]
Show finances for transport type
Copy to clipboard
Start this as a server
Map number: %d
Maximize height levels
Select display font
font size
Only full Unicode fonts
Select a theme for display
Theme selector
vh_title
dp_title
Show finances for transport type
<h1>Error</h1><p><strong>
contains the following doubled objects:</strong><p>
I think it's okay to use the standard translations as they are.
These are mainly on the added window.
Show finances for transport type is on the finance window.
The last two are warning display when start up the game.


New terms from standard (2), for display setting dialog :
Code: [Select]
GUI settings
map view
Num pad keys always move map
Simple drawing
transparencies
traffic settings
Convoi following mode
If you are using a debug build, you can see a button labeled "Simple drawing". This is just a debug button from the standard.


New terms from standard (3), for sound setting dialog :
Code: [Select]
TOOL_SOUND
AMBIENT_SOUND
CROSSING_SOUND
FACTORY_SOUND
TRAFFIC_SOUND
CASH_SOUND
Sound range:

New terms Extended unique (1):
Code: [Select]
sb_title
sb_type
sb_connected
by_region
All regions
All freight types
Trailers
Allowed regions:
fl_btn_demand
fl_btn_region
Vehicle not found
One vehicle found
%u vehicles found
<p>Continue by ESC, SPACE, or BACKSPACE.<br>
*sb = signalbox
mainly on the list dialogs.
The last one is warning display when start up the game.


New terms Extended unique (2): for display setting dialog
Code: [Select]
tooltip/coverage
Grid
Brightness
Map scroll
Station display
always show all
only error convoys
only active player's
never show
mouseover
Convoy tooltips
Nameplates
Loading bar
Tooltip
Money message
The line name or convoy name is displayed above the convoy.
A loading rate bar is displayed above the convoy.
Income display displayed when convoy arrives at the stop.
Divided by class
Waiting bars are displayed separately for each class.
Unified
Divided by category
Divided by goods
Select the behavior of the camera when the following convoy enters the tunnel.
do nothing

Some text has replaced the old text and is already in the tab file.
« Last Edit: December 05, 2020, 02:48:41 PM by Ranran »

Offline prissi

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Re: Information regarding new translatable texts
« Reply #1 on: November 06, 2020, 12:04:28 AM »
If you check out the svn, it contains a file "base.tab" below trunk, which contains almost all changes of translations between version.

Offline jamespetts

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Re: Information regarding new translatable texts
« Reply #2 on: November 08, 2020, 05:10:42 PM »
Thank you both - that is helpful. I believe that Simutranslator merges Standard's translations for Extended and thus only Extended specific texts need to be uploaded to it - can I confirm that this is still the case?

In any event, it is very helpful to have a list of texts that need translating. I can start on the English translations once the patch has been incorporated.

Offline prissi

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Re: Information regarding new translatable texts
« Reply #3 on: November 09, 2020, 12:45:33 PM »
I upload the text manually, there is no automatism (unfourtunately).

Offline Ranran

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Re: Information regarding new translatable texts
« Reply #4 on: November 11, 2020, 10:25:32 AM »
It should be noted that many of the terms added in standard are not used in extended.
Most of the things that aren't listed seem to be unused words.
For example, if you compare the display setting dialog, you can see that there are many unused terms.
I have integrated the notation because there are many similar options.
There are cases where it is better to use terms that already exist in extended. (Vehicle list, etc. - the (new) Vehicle list has not been updated yet and remains incomplete.)

However, there are so many changes that I may have missed it from the list. If you find it, it would be greatly appreciated if you could report it.

After all, it is difficult to make a correct translation without knowing where and under what circumstances the translated word is used.
I don't speak English so it needs to be checked. Those that are used as they are without changing from the standard probably do not need to be changed. dp_title etc. But as James pointed out, the "Freight" tab name didn't fit.

Offline jamespetts

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Re: Information regarding new translatable texts
« Reply #5 on: December 09, 2020, 08:42:23 PM »
Thank you very much for this. I have now incorporated the English translation texts into en.tab as follows:

Code: [Select]
fl_btn_storage
Storage
fl_btn_operation
Operation rate
Show finances for transport type
Show finances for transport type
Copy to clipboard
Copy to clipboard
Start this as a server
Start this game as a server
Map number: %d
Map number: %d
Maximize height levels
Maximize height levels
Select display font
Select a font
font size
font size
Only full Unicode fonts
Only show full Unicode fonts
Select a theme for display
Select a theme
Theme selector
Theme selector
vh_title
Available vehicle list
dp_title
Depot list
sb_title
Signal box list
Show finances for transport type
Show finances for transport type
<h1>Error</h1><p><strong>
<h1>Error</h1><p><strong>
contains the following doubled objects:</strong><p>
contains the following doubled objects:</strong><p>
show HQ
Show HQ
GUI settings
GUI settings
map view
Map view
Num pad keys always move map
Numpad keys always move map
Simple drawing
Simple drawing
transparencies
Transparency settings
traffic settings
Vehicle display settings
Convoi following mode
Vehicle following mode
TOOL_SOUND
Interaction sounds
AMBIENT_SOUND
Ambient sounds
CROSSING_SOUND
Level crossing sounds
FACTORY_SOUND
Industry sounds
TRAFFIC_SOUND
Vehicle sounds
CASH_SOUND
Revenue sounds
Sound range:
Sound range:
mute sound
Mute sound
sb_type
Type
sb_connected
Signals in use
by_region
Region
All regions
All regions
All freight types
All freight types
Trailers
unpowered
Allowed regions:
Allowed regions:
fl_btn_demand
Demand
fl_btn_region
Region
Vehicle not found
No vehicles found
One vehicle found
One vehicle found
%u vehicles found
%u vehicles found
<p>Continue by ESC, SPACE, or BACKSPACE.<br>
<p>Continue by pressing ESC, SPACE, or BACKSPACE.<br>
tooltip/coverage
Tooltips/overlays
Grid
Grid
Brightness
Brightness
Map scroll
Map scrolling
Station display
Stop/station display
always show all
Always show all
never show
Never show
Nameplates
Names
Loading bar
Loading bar
Tooltip
Tooltip
Money message
Revenue just earned
The line name or convoy name is displayed above the convoy.
The line name or convoy name is displayed above the convoy.
A loading rate bar is displayed above the convoy.
A bar is displayed above the convoy showing how full that it is.
Income display displayed when convoy arrives at the stop.
The amount of revenue that this convoy has just earned is shown whenever it arrives at a stop.
Divided by class
Divided by class
Waiting bars are displayed separately for each class.
Waiting bars are displayed separately for each class.
Unified
Unified
Divided by category
Divided by category of goods
Divided by goods
Divided by type of goods
Select the behavior of the camera when the following convoy enters the tunnel.
Select the behavior of the camera when a convoy being followed convoy enters a tunnel.
do nothing
Do nothing
waytype
Transport mode
convoys stored
Convoys stored
vehicles stored
Vehicles stored