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Author Topic: German in the code  (Read 78662 times)

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Offline An_dz

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Re: German in the code
« Reply #385 on: April 13, 2017, 03:55:16 AM »
I don't see why koord should be world_coord I think coord is enough as it's obvious it's the coordinates on the world.

Offline Vladki cz

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Re: German in the code
« Reply #386 on: April 13, 2017, 06:17:14 AM »
Wolke literally means cloud, but I've not seen any other clouds than smoke in the game. Just wondering if there is a feature that I don't know about...




Offline Leartin at

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Re: German in the code
« Reply #387 on: April 13, 2017, 07:04:19 AM »
Wolke literally means cloud, but I've not seen any other clouds than smoke in the game. Just wondering if there is a feature that I don't know about...
Aren't there clouds in p96c? :P

Without checking, I'd assume it's because smoke/Rauch is uncountable, while cloud/Wolke is countable. It's just linguistics, but it makes a lot more sense for a steam locomotive to spawn "a cloud" ever so often, rather than "a smoke". Or "Eine Wolke" rather than "Einen Rauch".

Offline prissi

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Re: German in the code
« Reply #388 on: April 13, 2017, 07:18:56 AM »
There was smoke for synchronised (sync_step) and asynchronous (step) smoke in old games. Now they are all smoke.

Offline userfriendly

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Re: German in the code
« Reply #389 on: December 04, 2017, 10:20:44 PM »
Translate karte_t to map_t. Proposed patch attached and a GitHub PR for reference: https://github.com/user-friendly/simutrans/pull/1
The patch is quite big, but there are no compiler errors (clang version 4.0.1-6).

Offline Ters

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Re: German in the code
« Reply #390 on: December 05, 2017, 06:58:06 AM »
karte_t is supposed to become world_t, not map_t.

Offline Dwachs

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Re: German in the code
« Reply #391 on: December 05, 2017, 01:09:39 PM »
karte_t is the universe: it not only contains the map, it manages all the objects in the gam, it runs the game loop, etc. So neither translation world_t or map_t is right imho.

Offline jamespetts gb

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Re: German in the code
« Reply #392 on: December 05, 2017, 02:43:39 PM »
Is "world" really different from "universe" in this context?

Offline Ters

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Re: German in the code
« Reply #393 on: December 05, 2017, 05:54:26 PM »
There might be multiple worlds in one universe. There can only be one world in karte_t.

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Re: German in the code
« Reply #394 on: December 05, 2017, 05:58:44 PM »
Ok guys, I'm gonna stay out of the discussion, because it doesn't really matter to me. Either will work, I just want to translate the source to English (not that I don't like German!).
I'm willing to work and this seems like it can be done relatively easy, so if you have a list of words that everybody came to a consensus on, I'll gladly work on translating these, providing one patch per word.

Offline Ters

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Re: German in the code
« Reply #395 on: December 05, 2017, 06:01:39 PM »
The hardest problem in the field of computer science is what to call things.

Offline jamespetts gb

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Re: German in the code
« Reply #396 on: December 05, 2017, 06:40:06 PM »
There might be multiple worlds in one universe. There can only be one world in karte_t.

But there are not multiple worlds in the Simutrans universe, hence asking whether the difference is significant in this context.

Edit: Also, universe_t would be a lot to have to type many times when writing code.

Offline Ters

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Re: German in the code
« Reply #397 on: December 05, 2017, 07:30:43 PM »
But there are not multiple worlds in the Simutrans universe

So savegame_frame_t sees the Simutrans multiverse, then?

Offline jamespetts gb

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Re: German in the code
« Reply #398 on: December 05, 2017, 07:34:58 PM »
So savegame_frame_t sees the Simutrans multiverse, then?

Possibly. I wonder how many multiverses that there are?

(But this is not quite the same, as there is only ever one karte_t object in existence at the same time. Indeed, I believe that it is now static).

Offline Ters

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Re: German in the code
« Reply #399 on: December 05, 2017, 09:04:19 PM »
(But this is not quite the same, as there is only ever one karte_t object in existence at the same time. Indeed, I believe that it is now static).

It was turned from a global to a singleton, which is just putting fancy wrapping paper on it.

Offline jamespetts gb

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Re: German in the code
« Reply #400 on: December 05, 2017, 09:17:17 PM »
It was turned from a global to a singleton, which is just putting fancy wrapping paper on it.

I like wrapping paper. Does it also have a bow?

Offline Ters

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Re: German in the code
« Reply #401 on: December 06, 2017, 06:52:12 AM »
Apparently, yes.

Offline Leartin at

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Re: German in the code
« Reply #402 on: December 06, 2017, 08:44:18 AM »
Just call it "verse_t" - you wouldn't have to fight over whether it's multi- or uni-; it's short enough, and it sounds poetic :)

Offline prissi

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Re: German in the code
« Reply #403 on: December 06, 2017, 02:06:38 PM »
Although my first though would be poetic. Also, since world is English, maybe rather focus on the real German words ...

Offline Ters

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Re: German in the code
« Reply #404 on: December 06, 2017, 05:57:08 PM »
The files containing karte_t are already called simworld by the way.

Offline Dwachs

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Re: German in the code
« Reply #405 on: December 07, 2017, 10:15:52 AM »
Then let us translate karte_t to world_t and move on.

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Re: German in the code
« Reply #406 on: December 07, 2017, 04:23:17 PM »
Translate karte_t to world_t. Proposed patch attached and a GitHub PR for reference: https://github.com/user-friendly/simutrans/pull/2
No compiler errors (clang version 4.0.1-6).

Offline ACarlotti

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Re: German in the code
« Reply #407 on: August 15, 2018, 02:32:01 PM »
I've produced a series of patches to complete the translation of komp->comp and komponente->component (and fix a nearby typo). (This has been partly translated in Standard but completely translated in Extended.)

1. Fix comment typo
2. Translate komp->comp in documentation.
3. Translate gui_komponente.(c|hh)
4. Finish translating komp->comp

Offline prissi

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Re: German in the code
« Reply #408 on: August 26, 2018, 01:38:04 PM »
Since there are some patches pending, this will be done when those have been incorporated, at least the big patch.

Offline ACarlotti

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Re: German in the code
« Reply #409 on: April 10, 2019, 12:49:11 AM »
Would this now be an appropriate time for the komp->comp patches? (I have an updated version that reflects recent changes).

On a (semi-)related note, I've been comparing some of the translation changesets in Standard and Extended recently. The attached diff arose mostly from looking at the translation of 'spieler', and is made mostly of typo fixes and variable renames. These are drawn largely from changes in Extended, where the version in Extended seemed better. (Conversely, where the version in Standard is as good as Extended, I've copied the Standard version for Extended). Is there any reason not to incorporate these?

Offline prissi

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Re: German in the code
« Reply #410 on: April 10, 2019, 06:16:09 AM »
This seems only comments and some underscore removal in names, so it makes sense to do this.