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Add section headers into translation source #2413

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Crystal-Shard opened this issue May 7, 2024 · 4 comments
Open

Add section headers into translation source #2413

Crystal-Shard opened this issue May 7, 2024 · 4 comments
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context: editor assets related to input files for editing the game context: translations type: enhancement a suggestion or necessity to have something improved what: editor related to the game editor

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@Crystal-Shard
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Describe the bug
When creating a TRS file, in older versions of AGS, the engine would add section headers such as:
// **** Room0.crm (Title screen) MESSAGES ARE BELOW ****
// **** GUI LABELS AND BUTTONS ARE BELOW ****
The current version doesn't do that. I have no idea why this was changed, but it makes translating larger games inconvenient.

AGS Version
3.6.0

Game
n/a

To Reproduce
Steps to reproduce the behavior:

  1. Create a translation

Expected behavior
Include the section headers

Desktop (please complete the following information):

  • OS: Windows
  • Version 11
@ivan-mogilko ivan-mogilko added type: enhancement a suggestion or necessity to have something improved context: translations labels May 8, 2024
@ivan-mogilko
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ivan-mogilko commented May 8, 2024

I think this was removed in the early 3.* Editor, because translation updater was rewritten in C#, and likely the mechanism that gathers strings together does not have direct access to the "source" of the lines anymore.

This ticket should be reorganized into a task ticket, that is "Add Headers" instead of "Headers are missing", because they are not implemented at all in 3.* editor.

We need a clear specification of which headers should be there.

A research should be done to see how it would be possible to reimplement this.

@ivan-mogilko ivan-mogilko added context: editor assets related to input files for editing the game what: editor related to the game editor labels May 8, 2024
@ericoporto
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How would unicity work in this case: say if a text exist in a GUI Label and in some room, afaik it doesn't matter, so only one should appear... Or would these "headers" do something besides being a suggestion?

@ivan-mogilko
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ivan-mogilko commented May 8, 2024

I think the point is to associate each string with certain section when gathering them up. If a string is skipped for any reason, such as - indentical string is already present in the dictionary, - then it's a matter of a chance, depends on which line got there first.

In the long term, AGS 4 translations are in PO format, where we may probably support multiple instances of same line with different "context" hints. Or maybe this will additionally require using identifiers other than source text itself. But that is another problem.

@Crystal-Shard
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For me, the important headers would be one for each room, and possibly one for each global script. Separate ones for character names, inventory items, and GUIs are not all that imporant since those tend to be short and clear (and context-less) lists already.

These headers are intended as a convenience for the translator, not to have technical impact on the script.

Having identical strings in multiple places was never an issue with the large games I've been involved in (ATOTK and HQ) so I'd say it's really fine to put those in "whichever section got it first".

@ivan-mogilko ivan-mogilko changed the title Headers missing in translation source Add section headers into translation source (reimplement pre-3.0 feature) May 10, 2024
@ivan-mogilko ivan-mogilko changed the title Add section headers into translation source (reimplement pre-3.0 feature) Add section headers into translation source May 10, 2024
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Labels
context: editor assets related to input files for editing the game context: translations type: enhancement a suggestion or necessity to have something improved what: editor related to the game editor
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