Split from D1080.
The description is an english string, so it must be localized where possible.
The version name (Ken Wood) is translated, so translators should have a chance to change the name too (even if that should be discouraged as it's a name).
Details
- Reviewers
vladislavbelov - Commits
- rP20614: Support translation of mod labels and description.
Read the wiki page about internationalization. Notice that the load dialog should still display the folder names, so that it is easy to enable the correct mods in the correct order, see also #4887.
Diff Detail
- Repository
- rP 0 A.D. Public Repository
- Lint
Automatic diff as part of commit; lint not applicable. - Unit
Automatic diff as part of commit; unit tests not applicable.
Event Timeline
Successful build - Chance fights ever on the side of the prudent.
Updating workspaces... Build (release)... Build (debug)... Running release tests... Running cxxtest tests (308 tests)....................................................................................................................................................................................................................................................................................................................OK! Running debug tests... Running cxxtest tests (308 tests)....................................................................................................................................................................................................................................................................................................................OK! Checking XML files...
binaries/data/mods/public/gui/loadgame/load.js | ||
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160 ↗ | (On Diff #4439) | Why do we even have Savegame and Network Protocol version? |
If you renames, then the window title should be changed too: from 0 A.D. to Pyrogenesis (btw, I have thoughts, that the mod can control the window title).
The patch looks good for me.
binaries/data/mods/public/gui/loadgame/load.js | ||
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160 ↗ | (On Diff #4439) | Sometimes modders make a mod with the next release version and continue update it from the current SVN (it's the only one reason why the mod version isn't enough). |
ps/VideoMode.cpp: m_Window = SDL_CreateWindow("0 A.D.", m_WindowedX, m_WindowedY, w, h, flags);
Wouldn't be opposed, but ideally we could load it from JSON somewhere maybe.
Maybe that could be grouped with the icon filepath.
I'll split that right now and we continue that discussion elsewhere.
binaries/data/mods/public/gui/loadgame/load.js | ||
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160 ↗ | (On Diff #4439) | In order to load a savegame one still requires the correct set of mods with the correct versions. |
Successful build - Chance fights ever on the side of the prudent.
Updating workspaces... Build (release)... Build (debug)... Running release tests... Running cxxtest tests (308 tests)....................................................................................................................................................................................................................................................................................................................OK! Running debug tests... Running cxxtest tests (308 tests)....................................................................................................................................................................................................................................................................................................................OK! Checking XML files...