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IRC log for #minetest-dev, 2022-04-22

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All times shown according to UTC.

Time Nick Message
01:20 MTDiscord <MikeNight> Is anyone currently investigating this? Can I help with providing logs or debug info? I'm constantly getting "connection timed out" on two devices.  https://github.com/minetest/minetest/issues/9107
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14:12 rubenwardy Any idea of the best way to get a .tr compatible lang-code in the mainmenu?
14:12 rubenwardy as in, the current user locale
14:17 erle rubenwardy what have you tried so far so that we can rule it out?
14:18 erle and what are you actually trying to do, a language selector? or a locale selector?
14:19 rubenwardy I'm adding support for title and short description translations
14:20 rubenwardy for mods, games, and texture packs
14:22 rubenwardy I've tried seeing how the client does it, looks like the server sends them the correct translations from the start
14:23 erle how are you adding it though, can i see?
14:23 rubenwardy found i
14:23 rubenwardy Client-side translation uses     gettext("LANG_CODE");
14:23 erle i have a bit of experience with locale code, but not *too* much (see my complains about gettext in really old minetest lol)
14:24 erle note that language != locale though
14:24 erle you *probably* don't want locale, only language
14:24 erle otherwise your numbers may format weirdly, for example.
14:25 rubenwardy I don't mean C locale
14:26 rubenwardy > In computing, a locale is a set of parameters that defines the user's language, region and any special variant preferences that the user wants to see in their user interface.
14:26 rubenwardy Specifically I want the user's language here
14:27 rubenwardy but the context of "the lang code" is "the curren user's locale"
14:29 sfan5 well the thing we have for this is LANG_CODE
14:30 sfan5 because we termined that there was no way to just ask gettext for it
14:30 rubenwardy does this mean that you can't have a mod translation if there's no engine translation for that lang code?
14:31 rubenwardy the translation system isn't very flexible - it's normal to have a list of preferred languages, rather than just one, and also support generalisation like `en-US` -> `en` for example
14:31 rubenwardy maybe this isn't such a huge issue
14:31 sfan5 yes to your question
14:31 rubenwardy oh wait, you can't select a language if there's no engine translation, let alone LANG_CODE
14:32 rubenwardy I guess the engine is fairly well translated anyway
14:34 rubenwardy argh, warr has pointed out that this doesn't work very well for games - as there's no toplevel locale folder, and they may centralise translations
14:34 rubenwardy so it'll need to check all locale media folders for the translation, and have a key for the textdomain in game.conf
14:35 sfan5 I don't think the client-side translation system makes sense for this anyway (except maybe for consistency for the game author)
14:36 rubenwardy consistency is exactly the goal here
14:36 sfan5 I'd just put a description.de, description.fr, description.ko field in the game.conf otherwise
14:36 rubenwardy wouldn't be able to use weblate to automate that
14:37 sfan5 not like weblate can automate .tr without external help can it?
14:37 rubenwardy weblate doesn't support .tr, but some users convert .tr to gettext/json for weblate. And I'd like to support gettext in the future
14:38 rubenwardy see nore's PR
14:39 nore aaaa not enough time, I still need to finish that PR :'(
14:39 nore hi everyone by the way :)
14:40 rubenwardy also, there's an argument that maybe a .json format could be worth using instead if gettext is that complex to parse. Weblate supports a few of them
14:41 rubenwardy consistency with engine translation would be nice though
14:41 nore well, gettext is not *that* complex to parse
14:41 nore also, .mo files have the advantage of being quite compact
15:49 erle most important for mod authors is having something easy to author
15:49 erle so matching other translations is a good thing
15:58 rubenwardy #12208
15:58 ShadowBot https://github.com/minetest/minetest/issues/12208 -- Add support for translating content titles and descriptions by rubenwardy
16:04 erle rubenwardy does LANG have to be an ISO-639-1 code?
16:05 erle i mean, i already have translation files for de, ru, fr, es … but i wonder now
16:11 rubenwardy I don't know what standard it uses, but it's the same as engine translations
16:11 rubenwardy And there needs to be a matching engine translation to translate a mod into that language
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