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Re: [Enigma-devel] Scottish Gaelic translation


From: Fòram na Gàidhlig
Subject: Re: [Enigma-devel] Scottish Gaelic translation
Date: Thu, 20 Feb 2014 15:03:41 +0000
User-agent: Mozilla/5.0 (Windows NT 6.1; WOW64; rv:24.0) Gecko/20100101 Thunderbird/24.3.0

Oh, I see. Thanks for the explanation :)


20/02/2014 13:39, sgrìobh Erich Schubert:
Hello,
No, the Debian/Ubuntu packages contain distribution specific changes
that aren't committed to trunk.
(And I don't have write access to enigma trunk anyway; I'm happy with
sharing the one patch a year by email.)

In particular the language choosing bug is only a "hotfix", a hack
that needs to be solved more cleanly.
It might break Windows when applied, so it's not ready for trunk.

Regards,
Erich

On Thu, Feb 20, 2014 at 12:59 PM, Fòram na Gàidhlig
<address@hidden> wrote:
Sorry, something must have been wrong in the settings so this didn't go to
the list.

First of all, thank you for your fast reply.

I do have a partner in crime who could take over if I get run over by a bus.
Check his homepage: http://www.igaidhlig.net/

If we should be unable to support the translation anymore, say 20 years in
the future, you could always remove the translation then. Also, a bomb might
drop on the key developers and stop all improvements to the code, so let's
just give up coding anything for this game right now, shall we?

Frankly, this is the first time I have run into this kind of rejection from
a FOSS project. Or should I use a stronger word, be somewhat dramatic and
say discrimination?

I apologize for my sarcasm, but I didn't expect to have to tilt at windmills
for this - minority languages have to tilt at too many of them as it is. I
also know that you meant no offense, but with issues like this it is hard
for me to keep my cool. I guess most majority language speakers have no idea
what it feels like, and why should they ;)


As to the problem with switching languages, I built this from trunk today:

svn://svn.code.sf.net/p/enigma-game/source/trunk

Shouldn't the fixes that have been done for the latest packages also be in
trunk?



20/02/2014 10:21, sgrìobh Erich Schubert:

Hello,
Please send your mail to the list, if you want everybody to read it...

I don't doubt that you can translate it.
The concern is that in 2 years, for some future version of enigma, you
may be gone, and nobody updates the translation anymore.
It's about the *pool size* of possible translators. You may be very
dedicated, but who is your backup?

Switching languages on Linux often does not work (see the bug reports
in Debian, Ubuntu; fixed in the latest package, as well as mails here
on the list this year).
The reason is that the locales are usually named "de_DE.UTF-8" on
Linux, and the UI tries to choose "de_DE", which would be the old,
non-UTF-8-locale (and may not be available on the system at all).

Regards,
Erich


On Thu, Feb 20, 2014 at 10:35 AM, Fòram na Gàidhlig
<address@hidden> wrote:

Well, although it does help to have a big translation team, the success
of a
translation does not depend on the number of its speakers, but on the
dedication of its translators. If you dont think I can do it, have a look
at
my portfolio ;)

http://www.foramnagaidhlig.net/index.php?sid=&page=148

I translated all those games except for Freeciv and Scrabble 3D, and I

have
a few more projects in the works that are waiting for release.

The most important thing is to get the interface done, then I will slowly
work my way through the levels. On OpenTTD, they have a minimum of
phrases
that need to be done before a translation is officially included. Maybe
this
would be a better criterion than the number of speakers? With Enigma, the
difficulty with that is at the moment that the language data are in a
source
code file rather than a config file, so translators of languages that
aren't
official included need to be able to compile the project before they can


test their translation.

I have compiled in Ubuntu from trunk, but changing to a different
language
does not work. The setting changes in the options menu and is remembered,
but the interface language stays in English. Is this a new bug you're
struggling with?


If puzzles contain puns, the best thing to go would be to include a
comment
in the .pot file for the translators. When translators know, they can get
creative. If it doesn't work in their language, they can leave it in
English. The existence of one untranslatable level shouldn't keep us from
translating all the rest.




20/02/2014 08:17, sgrìobh Erich Schubert:

Hi,
Maybe such languages can be distributed as add-on packages?
Shouldn't be much more than a flag and the translation file; albeit it
might be tricky to get gettext to find the file then.

Anyway, this would allow translations for smaller languages to be
asynchronously updated (or not updated). The web site could then list

them per version; and it would allow a translator to step up and
contribute a translation later.

Also note that translations of Enigma sometimes cannot or should not
be made automatically. There are some puzzles based on language;
translating them will make the level unsolvable, unfortunately. See
"the document" in Enigma I for an example. (Spoilers on the problem:
https://bugs.debian.org/cgi-bin/bugreport.cgi?bug=546795 )

I'm not sure how to best handle such cases. Mark the level
untranslatable explicitly / require the translation to be done
manually inside the level file?
(I havn't checked if this problem has been addressed for this
particular level already.)

Speaking of translations; the enigma.desktop file (Freedesktop menu
entry for Linux systems) should also be translated:
https://bugs.debian.org/cgi-bin/bugreport.cgi?bug=667656

There are tools that will include the .desktop strings in the
translation data and update the .desktop at compile time with the
translations. This is why I did not want to manually include single
translations in the .desktop file, when the process should be
automated for translator convenience.

Regards,
Erich

On Wed, Feb 19, 2014 at 10:59 PM, Andreas Lochmann
<address@hidden> wrote:


Hi,

thank you for your support.
But I have to admit that I'm sceptical.
Let me explain:
The language with the least number of native
speakers we currently support is Belarussian
with approximately 3,700,000 speakers.
If the numbers in Wikipedia are correct,
Scottish Gaelic is natively spoken by 63,000
people, right?

The problem is not in the number of speakers.
Actually, the problem is in the number of
potential translators. In contrast to most
other projects, Enigma's translations are vast
and ever-growing, as the number of levels
steadily grows. There is no end on the effort.
In languages with many speakers, there are
many people who can continue with the
translation in case the original translator
cannot continue her work. In Scottish Gaelic,
you and maybe Yannis will be the only ones
who can do the translation. It will be a task
for a life-time for you. Are you really willing
to accept this burden?

Best regards,
Andreas

(I wanted to use a Gaelic "best regards",
but Google Translator does not support
it ... what is it in Scottish Gaelic? :-)  )


Am 17.02.2014 23:33, schrieb Fòram na Gàidhlig:


Hi all,

I'd like to start working my way through translating this excellent

game into Scottish Gaelic :)

The locale is gd or gd_GB, encoding UTF-8.

I have already sent a request to be added to the Transifex project.


The flag would usually be the Scottish flag, but we will have a
problem there if somebody should want to translate the game into Scots
in the future, because it's the same flag (Scotland is a multilingual


country). We could use this one though:



http://labspace.open.ac.uk/file.php/7437/!via/oucontent/course/3639/gaelic_1_flag.jpg


which is the symbol of the Gaelic community in Nova Scotia.

Cheers

GunChleoc

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