-
Notifications
You must be signed in to change notification settings - Fork 122
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Localises #492
Localises #492
Conversation
Setting to draft; it looks like I'm going to have to clean up a fair amount of the base entities that were localised. |
AFAIK entity names & descriptions are usually kept in-line so forks in other languages can easily localize them without modifying upstream code, this may disrupt the regular workflow. Not to mention having 1000 more files will slow down loading and make it harder to introduce changes without actually improving anything else... |
Not sure what you mean by this? |
Oh hey this is finally a thing! I've been wanting this for awhile, ostensibly so that I can go through the list and make my fun "Lore Through Item Descriptions" thing |
Any idea what's going on with the errors here? I would gladly approve this actually. But it would have to actually work first. |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Everything is in prototypes/prototypes
.
Add newlines to the end of every file.
Tons of these are referencing themselves or don't have/need a name/desc.
If you're going to move localization of any prototype to ftl, the fields need to be removed from their prototypes.
I think it'd be better to make (I have) and use a standard format instead of using many different formats everywhere.
Many things around entities (their loc format in this case) are very hard-coded to work only with them, and we need something for everything.
This PR is morbillions away from being done; was meant to be re-drafted. I just don't know how to do it on mobile... |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
# Description Copying over the original description from #617 > This is a significantly pared down version of #492 > Focusing only on a small category of item descriptions just to get the ball rolling. > > Space Station 14 is actually missing the other two suit-names that were at one point present and commonplace in SS13. The term "Hardsuit" is itself one of three classifications of space suit, based on a book series that I read as a teenager. The full list is as follows. > > Vacsuit: Vacuum-Protection-Suit > Hardsuit: Hardened Vacsuit > Tacsuit: Tactical Combat Hardsuit > Vacsuits are a catch-all shorthand for civilian space suits. They offer no actual protection from anything other than the cold void. > Hardsuits are a form of "Up-armored" vacsuit, and are more like industrial PPE in space. You wear a hardsuit because it's there to protect you while you're welding, shipbreaking, asteroid mining, and so on. > Tacsuits are a variant on the idea of a hardsuit, but instead of having an industrial purpose, they are explicitly for military purposes, and aren't for civilian use at all. > > I've opened this up on draft because Mocho was asking to help me with it. > > Generally, the hardsuits need to be explicitly associated with a specific in-universe corporation. With descriptions changed to better suit a hypothetical setting that we'd wish to write. > > For instance, much of the equipment used by Security would likely be products of Five-Points-Armory, a corporation that NT prefers to buy their security equipment from for the simple fact that it's cheap, yet gets the job done. Rewrote hardsuit descriptions to match the original request, but from the POV of a character as suggested by @DangerRevolution. The descriptions also have a rough template which goes along the lines of... {Type of suit} produced by {corporation} + {optional visual attributes} + the label/tag says {hint at protective stats} + it feels {light or heavy depending on speed stats}. In the commits you can also find that I had lengthier but more fleshed out descs for each of the hardsuits. But they went into detail your character wouldn't feasibly be able to know at a glance (how do I know this suit is made of plastitanium plating, and that the other has ceramic TPS plates?). Feel free to ask for mix and matching between the two. **Also I moved the paramedic voidsuit to be a hardsuit, because for whatever reason it wasn't one already.** Even had all of the properties that a normal hardsuit does. --- # Changelog 🆑 - tweak: Changed hardsuit descriptions to be slightly less LRP. - tweak: Changed paramedic voidsuit from a softsuit to a hardsuit. --------- Co-authored-by: VMSolidus <[email protected]>
Closing due to inactivity, reopen if you ever return to this. |
# Description Copying over the original description from Simple-Station#617 > This is a significantly pared down version of Simple-Station#492 > Focusing only on a small category of item descriptions just to get the ball rolling. > > Space Station 14 is actually missing the other two suit-names that were at one point present and commonplace in SS13. The term "Hardsuit" is itself one of three classifications of space suit, based on a book series that I read as a teenager. The full list is as follows. > > Vacsuit: Vacuum-Protection-Suit > Hardsuit: Hardened Vacsuit > Tacsuit: Tactical Combat Hardsuit > Vacsuits are a catch-all shorthand for civilian space suits. They offer no actual protection from anything other than the cold void. > Hardsuits are a form of "Up-armored" vacsuit, and are more like industrial PPE in space. You wear a hardsuit because it's there to protect you while you're welding, shipbreaking, asteroid mining, and so on. > Tacsuits are a variant on the idea of a hardsuit, but instead of having an industrial purpose, they are explicitly for military purposes, and aren't for civilian use at all. > > I've opened this up on draft because Mocho was asking to help me with it. > > Generally, the hardsuits need to be explicitly associated with a specific in-universe corporation. With descriptions changed to better suit a hypothetical setting that we'd wish to write. > > For instance, much of the equipment used by Security would likely be products of Five-Points-Armory, a corporation that NT prefers to buy their security equipment from for the simple fact that it's cheap, yet gets the job done. Rewrote hardsuit descriptions to match the original request, but from the POV of a character as suggested by @DangerRevolution. The descriptions also have a rough template which goes along the lines of... {Type of suit} produced by {corporation} + {optional visual attributes} + the label/tag says {hint at protective stats} + it feels {light or heavy depending on speed stats}. In the commits you can also find that I had lengthier but more fleshed out descs for each of the hardsuits. But they went into detail your character wouldn't feasibly be able to know at a glance (how do I know this suit is made of plastitanium plating, and that the other has ceramic TPS plates?). Feel free to ask for mix and matching between the two. **Also I moved the paramedic voidsuit to be a hardsuit, because for whatever reason it wasn't one already.** Even had all of the properties that a normal hardsuit does. --- # Changelog 🆑 - tweak: Changed hardsuit descriptions to be slightly less LRP. - tweak: Changed paramedic voidsuit from a softsuit to a hardsuit. --------- Co-authored-by: VMSolidus <[email protected]>
Description
Localises da game; opening this PR to run tests on Github and while I do manual checks; I will expand on this section later.
This PR cleans up the salad description; as that causes errors when running a locale script.
This PR cleans up the backpacks.yml folder in the Delta-V back clothing folder; as having a folder with .yml on the end of it caused errors in the script.
Some (many) entities with no description; and no description that can be inherited from a parent instead point to the parent to look for descriptions from that parent. This opens about 80 or so non-critical errors when building.
Needs a comb-through as some "entities" that aren't real entities haven't been localised. Such as "stress test" debug entities.
TODO