Coding in translations

BGA localization discussions
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Gwork
Posts: 3
Joined: 31 March 2020, 12:14

Coding in translations

Post by Gwork »

Hi,

Sometimes strings in the source-text should not be translated because they're used to replace with other stuff when displayed on screen.
The obvious one is $ followed with a string between curvy brackets {xx}.
But I wonder how this is for other markings I find: e.g. between square brackets [xx], between double underscores __xx__ and in html-like constructions: what should I keep as the original and what should I translate?

Regards,
Hans
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Gwork
Posts: 3
Joined: 31 March 2020, 12:14

Re: Coding in translations

Post by Gwork »

My findings on this subject:
<string> you should keep the string. it will be replaced with a picture
__string__ you should translate, it will become an italic string

But of course - sometimes strings refer to untranslated text in images - so it remains depending on the game situation.
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Tisaac
Posts: 2736
Joined: 26 August 2014, 21:28

Re: Coding in translations

Post by Tisaac »

Gwork wrote: 15 July 2021, 10:04 Hi,

Sometimes strings in the source-text should not be translated because they're used to replace with other stuff when displayed on screen.
The obvious one is $ followed with a string between curvy brackets {xx}.
But I wonder how this is for other markings I find: e.g. between square brackets [xx], between double underscores __xx__ and in html-like constructions: what should I keep as the original and what should I translate?

Regards,
Hans
That's quite game dependant. In this case (Agricola), the only thing you should not translate are stuff inside <>, which the translation system should prevent you to do in theory.
The square bracket just means "use dominican font for this part of text"
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ufm
Posts: 2039
Joined: 06 January 2017, 08:38

Re: Coding in translations

Post by ufm »

Tisaac wrote: 17 July 2021, 13:28
Gwork wrote: 15 July 2021, 10:04 Hi,

Sometimes strings in the source-text should not be translated because they're used to replace with other stuff when displayed on screen.
The obvious one is $ followed with a string between curvy brackets {xx}.
But I wonder how this is for other markings I find: e.g. between square brackets [xx], between double underscores __xx__ and in html-like constructions: what should I keep as the original and what should I translate?

Regards,
Hans
That's quite game dependant. In this case (Agricola), the only thing you should not translate are stuff inside <>, which the translation system should prevent you to do in theory.
The square bracket just means "use dominican font for this part of text"
Honestly, Keyflower translation was a mess.
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