r970 - in packages/trunk: . nexuiz-locale-fr nexuiz-locale-fr/debian

Linas Žvirblis 0x0007 at gmail.com
Tue Jul 4 19:49:20 UTC 2006


Bruno Kleinert wrote:

> hm... to be honest, i think it's too difficult and especially
> problematic to build localized nexuiz add-ons.

But it can be fun too.

> to give some reasons:

[...]

> - the language packs can break other add-ons

That is why we should not include anything that changes how things work,
only how things look.

> - language packs must be rebuild every upstream release

The same goes for any "normal" software that changes between releases.

> i'll explain, why i call it a "hack". maybe some people don't like me to
> call it a hack :)

Yes, it is a hack. I am aware of how this works. But absolute majority
of games are translated in exactly the same way.

> and this "feature" can cause a lot of problems. just imagine, a user
> drops a .pk3 file to his $HOME/.nexuiz/data directory, which also
> intends to overwrite the menu in some way. whatever the filename is,
> it'll override the files from data.pk3 and frenchpack.pk3, because
> system directories are read before the home directory -  this'll end up
> in some chaos ;)

A user is responsible for what he does. He/she can break things with or
without the language packs just fine.

> that's also the reason why there could always exist only one language
> pack at a time: all language packs override each other, until the last
> one, in alphabetical order...

Well, they can be installed in a location that is out of reach for game
engine, and be user-configurable via symlinks to his/her home directory.
I could even write a small GUI application for this.

So, yes, it is hackish and all, but doable. If it turns out that we can
do this in a fairly automated way, I think it is worth a try. Nexuiz
does not change that often after all.

Of course, it would be nice to get upstream to cooperate. By providing
blank button images for example...




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