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Simplified Chinese localization #190

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ckx000
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@ckx000 ckx000 commented Feb 16, 2025

add Simplified Chinese localization

I am following the format of other languages in the code files to proceed, and I have added an entry in Localize.cs (I guess this is where language entries are added).

Since I haven't checked the results through compilation.I'm not entirely sure if the Chinese font will display correctly in the overlays

@njthomson
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add Simplified Chinese localization

I am following the format of other languages in the code files to proceed, and I have added an entry in Localize.cs (I guess this is where language entries are added).

Since I haven't checked the results through compilation.I'm not entirely sure if the Chinese font will display correctly in the overlays

I will try this out tomorrow and let you know what I find.

@njthomson
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njthomson commented Feb 16, 2025

add Simplified Chinese localization

I am following the format of other languages in the code files to proceed, and I have added an entry in Localize.cs (I guess this is where language entries are added).

Since I haven't checked the results through compilation.I'm not entirely sure if the Chinese font will display correctly in the overlays

Looks like there are a few files with mismatched XML tags:

image

Outside of those, things looks kinda okay - though perhaps I need to add resources so those material names could be translated?

image

image

@njthomson
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njthomson commented Feb 16, 2025

@ckx000 - whilst it will cause you to have to reconcile many changes (and I apologise for that), I would like to enable simplified Chinese with machine translations first, and have your PR go after - this way we can track what you have translated already vs the new resources that have been recently added.

For more details about recent updates to my localization processes, see: https://github.com/njthomson/SrvSurvey/blob/main/SrvSurvey/Properties/_loc_readme.md

@ckx000
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ckx000 commented Feb 17, 2025

add Simplified Chinese localization
I am following the format of other languages in the code files to proceed, and I have added an entry in Localize.cs (I guess this is where language entries are added).
Since I haven't checked the results through compilation.I'm not entirely sure if the Chinese font will display correctly in the overlays

Looks like there are a few files with mismatched XML tags:

image

Outside of those, things looks kinda okay - though perhaps I need to add resources so those material names could be translated?

image

image

Indeed, there is still a lot to be done, and many areas need to add multilingual support.
I want to first try using a bilingual approach for some proprietary material names in the game to see how it looks, hoping it won't exceed the display limits.

@ckx000
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ckx000 commented Feb 17, 2025

@ckx000 - whilst it will cause you to have to reconcile many changes (and I apologise for that), I would like to enable simplified Chinese with machine translations first, and have your PR go after - this way we can track what you have translated already vs the new resources that have been recently added.

For more details about recent updates to my localization processes, see: https://github.com/njthomson/SrvSurvey/blob/main/SrvSurvey/Properties/_loc_readme.md

Of course. In fact, this should be the best approach...
You update the code first, and then I will submit the updates afterward.

Shall we close this pull then?

@njthomson
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add Simplified Chinese localization
I am following the format of other languages in the code files to proceed, and I have added an entry in Localize.cs (I guess this is where language entries are added).
Since I haven't checked the results through compilation.I'm not entirely sure if the Chinese font will display correctly in the overlays

Looks like there are a few files with mismatched XML tags:
image
Outside of those, things looks kinda okay - though perhaps I need to add resources so those material names could be translated?
image
image

Indeed, there is still a lot to be done, and many areas need to add multilingual support. I want to first try using a bilingual approach for some proprietary material names in the game to see how it looks, hoping it won't exceed the display limits.

My memory of localizing things at work is that Chinese tends to be shorter, though obviously we need to account for the widths of all languages.

I'm slowing plugging away at getting all the windows and overlays localizable, it's a quite a bit of work that will take some time to complete.

@ckx000
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ckx000 commented Feb 17, 2025

My memory of localizing things at work is that Chinese tends to be shorter, though obviously we need to account for the widths of all languages.

I'm slowing plugging away at getting all the windows and overlays localizable, it's a quite a bit of work that will take some time to complete.

Normally, that's correct..... It's just that in some places I want to use a display format like "Sinuous Tubers(蜿蜒块茎)",

Because currently, there isn't a fixed Chinese term among Chinese players for mutual communication,
I hope to use a bilingual display to provide a transition for players using SrvSurvey.

Of course, bilingual is not mandatory. I will consider the original limitations and use it as appropriate.

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ckx000 commented Feb 17, 2025

I have redone it using your new template.

Wait a moment, there's something strange in the code!

@ckx000
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ckx000 commented Feb 17, 2025

It should be fine now.

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@njthomson
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njthomson commented Feb 18, 2025

@ckx000 - these changes look good.

I must apologise again as I shifted some resources from misc.resx over to PlotSysStatus.resx and PlotGalMap.resx - however they are unchanged, so you should be able to copy & paste what you have into those new files. And strip the PlotSysStatus_ /PlotGalMap_ prefix from the resource names too.

Whilst I would like to proceed making more overlays and forms localizable, I will not change any existing .resx files until you've had a chance to update and complete this PR first.

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ckx000 commented Feb 18, 2025

Oh damn, made a mistake... Accidentally synced the branch, should have synced my main branch first..

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