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fixed spelling errors for ships: Liburnus -> Liburna, Longboat -> Longship, Penteconter -> Pentekonter and correct capitalisation
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Authored by Itms on May 16 2017, 10:22 AM.

Details

Summary

As fatherbushido noted:
*liburnus* - (a man from Liburnia) -> *liburna* - (a Liburnian (ship type))

Following rP16666:
*penteconter* -> *pentekonter*

A longboat is something quite different from a longship:
*longboat* -> *longship*

Test Plan

Run the perl tests and D1016.

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

Phormio created this revision.May 16 2017, 10:22 AM

I am not good for those things but perhaps you can edit the inconsistant case for bireme and Triremes (low case?).
Else thanks :)

I am not good for those things but perhaps you can edit the inconsistant case for bireme and Triremes (low case?).
Else thanks :)

I wondered about that, too. Normally English nouns are lowercase, but I found that rule consistently flaunted in 0.A.D.

Phormio updated this revision to Diff 1982.May 16 2017, 7:58 PM
Phormio retitled this revision from fix spelling error: Roman warship is called Liburna, not Liburnus to fixed spelling errors for ship: Liburnus -> Liburna, Longboat -> Longship, Pentekonter -> Pentekonter and correct capitalisation.
Phormio edited the summary of this revision. (Show Details)
  • just read the new revision summary
Phormio retitled this revision from fixed spelling errors for ship: Liburnus -> Liburna, Longboat -> Longship, Pentekonter -> Pentekonter and correct capitalisation to fixed spelling errors for ship: Liburnus -> Liburna, Longboat -> Longship, Pentekonter -> Penteconter and correct capitalisation.May 16 2017, 7:58 PM
Phormio edited the summary of this revision. (Show Details)
Phormio retitled this revision from fixed spelling errors for ship: Liburnus -> Liburna, Longboat -> Longship, Pentekonter -> Penteconter and correct capitalisation to fixed spelling errors for ships: Liburnus -> Liburna, Longboat -> Longship, Pentekonter -> Penteconter and correct capitalisation.

I would prefer not change the file names (it would need artists agreement and would require some checks) but just focus on strings for that one.

I would prefer not change the file names (it would need artists agreement and would require some checks) but just focus on strings for that one.

Are you sure about needing artist's agreement for merely changing a letter in the filename? I certainly did check whether my changes work, and having one spelling for filenames and one for ingame-content would be confusing. As a compromise, I may split this diff into many if it speeds things up. But since I am working on the tips and a few other things right now, it's not my top priority.

Itms requested changes to this revision.Jun 4 2017, 12:50 PM

Pentekonter is the correct one, fix the penteconters instead. For Greek names, the specific names are supposed to be consistent since I reviewed the Greek works in rP16666. You can use my changes as a reference. (I didn't perform the entire work because we had a lot of changes at the time, but I'm happy to see your patches going further!)

I have a draft of ancient vocabulary references somewhere and I hope to find time to finish it after the release.

Speaking of the release, unfortunately I think renaming files should be avoided during the Feature Freeze.

This revision now requires changes to proceed.Jun 4 2017, 12:50 PM
Phormio updated this revision to Diff 2428.Jun 4 2017, 6:17 PM
Phormio edited edge metadata.
Phormio edited the summary of this revision. (Show Details)
  • as suggested by Itms: Penteconter -> Pentekonter
Owners added a subscriber: Restricted Owners Package.Jun 4 2017, 6:17 PM
Phormio edited the summary of this revision. (Show Details)Jun 4 2017, 6:18 PM
Phormio retitled this revision from fixed spelling errors for ships: Liburnus -> Liburna, Longboat -> Longship, Pentekonter -> Penteconter and correct capitalisation to fixed spelling errors for ships: Liburnus -> Liburna, Longboat -> Longship, Penteconter -> Pentekonter and correct capitalisation.Jun 4 2017, 7:18 PM
Vulcan added a subscriber: Vulcan.Jun 4 2017, 11:21 PM

Build is green

Updating workspaces.
Build (release)...
Build (debug)...
Running release tests...
Running cxxtest tests (306 tests)..................................................................................................................................................................................................................................................................................................................OK!
Running debug tests...
Running cxxtest tests (306 tests)..................................................................................................................................................................................................................................................................................................................OK!
Checking XML files...

http://jw:8080/job/phabricator/1476/ for more details.

Itms commandeered this revision.Nov 26 2017, 2:24 PM
Itms edited reviewers, added: Phormio; removed: Itms.
Stan added a subscriber: Stan.Nov 26 2017, 2:30 PM
Stan added inline comments.
binaries/data/mods/public/art/meshes/structural/viking_longship.dae
14 ↗(On Diff #2428)

Those changes seem unneeded. They are made by the exporter, and that file probably doesn't exist elsewhere than on the owner computer any way. Same for the below changes.

binaries/data/mods/public/simulation/templates/units/athen_hero_themistocles.xml
12 ↗(On Diff #2428)

Weren't the history strings removed ?

Itms updated this revision to Diff 4390.Nov 26 2017, 2:31 PM
Itms edited the summary of this revision. (Show Details)
Itms edited the test plan for this revision. (Show Details)
Itms added a reviewer: Stan.

Rebased.
@Stan can you take a look?

Owners added a subscriber: Restricted Owners Package.Nov 26 2017, 2:31 PM

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...
Executing section Default...
Executing section Source...
Executing section JS...
Stan requested changes to this revision.Dec 10 2017, 6:42 PM

For those minor changes in the actor variants names I agree, though I guess it should be done in a huge other number of files because we don't have coding convention for those, either on caps, or on what to put inside, or how to name variants.

binaries/data/mods/public/simulation/templates/units/athen_ship_bireme.xml
5 ↗(On Diff #4390)

Isn't the generic name Bireme here ?

This revision now requires changes to proceed.Dec 10 2017, 6:42 PM
Stan resigned from this revision.Feb 26 2018, 10:53 PM
Nescio added a subscriber: Nescio.Feb 27 2018, 3:02 PM

as suggested by Itms: Penteconter -> Pentekonter

Greek kappa /k/ is usually transcribed with Latin c when a Greek word enters another European language. 0 A.D.'s practice seems to be to use Greek transcription in the specific name and Latin spelling in the generic name. E.g. specific “Skuthikós Katáphraktos” with generic “Scythian Cataphract”. Likewise I'd expect specific “Pentêkóntoros” with generic “Penteconter”; changing the latter into “Pentekonter” seems inconsistent.

Stan added a comment.Feb 27 2018, 4:29 PM

@Nescio if you want to take over feel free to do so. :)
I don't think Itms will update it.

Itms requested review of this revision.Jan 3 2019, 12:27 AM

Cannot update this quickly because of https://secure.phabricator.com/T10608

@Stan here are the changes:

$ svn st
D       binaries/data/mods/public/art/actors/props/structures/viking/longboat_sail.xml
        > moved to binaries/data/mods/public/art/actors/props/structures/viking/longship_sail.xml
A  +    binaries/data/mods/public/art/actors/props/structures/viking/longship_sail.xml
        > moved from binaries/data/mods/public/art/actors/props/structures/viking/longboat_sail.xml
D       binaries/data/mods/public/art/actors/structures/viking/longboat.xml
        > moved to binaries/data/mods/public/art/actors/structures/viking/longship.xml
A  +    binaries/data/mods/public/art/actors/structures/viking/longship.xml
        > moved from binaries/data/mods/public/art/actors/structures/viking/longboat.xml
D       binaries/data/mods/public/art/meshes/props/viking_lb_sail.dae
        > moved to binaries/data/mods/public/art/meshes/props/viking_longship_sail.dae
A  +    binaries/data/mods/public/art/meshes/props/viking_longship_sail.dae
        > moved from binaries/data/mods/public/art/meshes/props/viking_lb_sail.dae
D       binaries/data/mods/public/art/meshes/structural/viking_longboat.dae
        > moved to binaries/data/mods/public/art/meshes/structural/viking_longship.dae
A  +    binaries/data/mods/public/art/meshes/structural/viking_longship.dae
        > moved from binaries/data/mods/public/art/meshes/structural/viking_longboat.dae
D       binaries/data/mods/public/art/textures/skins/structural/viking_longboat.png
        > moved to binaries/data/mods/public/art/textures/skins/structural/viking_longship.png
A  +    binaries/data/mods/public/art/textures/skins/structural/viking_longship.png
        > moved from binaries/data/mods/public/art/textures/skins/structural/viking_longboat.png
D       binaries/data/mods/public/art/textures/ui/session/portraits/units/viking_longboat.png
        > moved to binaries/data/mods/public/art/textures/ui/session/portraits/units/viking_longship.png
A  +    binaries/data/mods/public/art/textures/ui/session/portraits/units/viking_longship.png
        > moved from binaries/data/mods/public/art/textures/ui/session/portraits/units/viking_longboat.png
M       binaries/data/mods/public/simulation/templates/units/rome_ship_bireme.xml
D       binaries/data/mods/public/simulation/templates/units/viking_longboat.xml
        > moved to binaries/data/mods/public/simulation/templates/units/viking_longship.xml
A  +    binaries/data/mods/public/simulation/templates/units/viking_longship.xml
        > moved from binaries/data/mods/public/simulation/templates/units/viking_longboat.xml

And the file contents:

Index: binaries/data/mods/public/art/actors/props/structures/viking/longship_sail.xml
===================================================================
--- binaries/data/mods/public/art/actors/props/structures/viking/longship_sail.xml	(révision 22007)
+++ binaries/data/mods/public/art/actors/props/structures/viking/longship_sail.xml	(copie de travail)
@@ -3,7 +3,7 @@
   <castshadow/>
   <group>
     <variant frequency="100" name="sail">
-      <mesh>props/viking_lb_sail.dae</mesh>
+      <mesh>props/viking_longship_sail.dae</mesh>
       <textures><texture file="props/kart_merchant_sail_a.png" name="baseTex"/></textures>
     </variant>
   </group>
Index: binaries/data/mods/public/art/actors/structures/viking/longship.xml
===================================================================
--- binaries/data/mods/public/art/actors/structures/viking/longship.xml	(révision 22007)
+++ binaries/data/mods/public/art/actors/structures/viking/longship.xml	(copie de travail)
@@ -3,13 +3,13 @@
   <castshadow/>
   <float/>
   <group>
-    <variant frequency="1" name="Longboat">
-      <mesh>structural/viking_longboat.dae</mesh>
+    <variant frequency="1" name="Longship">
+      <mesh>structural/viking_longship.dae</mesh>
       <props>
         <prop actor="props/units/weapons/arrow_front.xml" attachpoint="projectile"/>
-        <prop actor="props/structures/viking/longboat_sail.xml" attachpoint="root"/>
+        <prop actor="props/structures/viking/longship_sail.xml" attachpoint="root"/>
       </props>
-      <textures><texture file="structural/viking_longboat.png" name="baseTex"/></textures>
+      <textures><texture file="structural/viking_longship.png" name="baseTex"/></textures>
     </variant>
   </group>
   <material>player_trans.xml</material>
Index: binaries/data/mods/public/simulation/templates/units/rome_ship_bireme.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/units/rome_ship_bireme.xml	(révision 22007)
+++ binaries/data/mods/public/simulation/templates/units/rome_ship_bireme.xml	(copie de travail)
@@ -2,7 +2,7 @@
 <Entity parent="template_unit_mechanical_ship_bireme">
   <Identity>
     <Civ>rome</Civ>
-    <SpecificName>Liburnus</SpecificName>
+    <SpecificName>Liburna</SpecificName>
     <Icon>units/rome_ship_bireme.png</Icon>
   </Identity>
   <VisualActor>
Index: binaries/data/mods/public/simulation/templates/units/viking_longship.xml
===================================================================
--- binaries/data/mods/public/simulation/templates/units/viking_longship.xml	(révision 22007)
+++ binaries/data/mods/public/simulation/templates/units/viking_longship.xml	(copie de travail)
@@ -1,10 +1,10 @@
 <?xml version="1.0" encoding="utf-8"?>
 <Entity parent="template_unit_mechanical_ship_bireme">
   <Identity>
-    <SpecificName>Longboat</SpecificName>
-    <Icon>units/viking_longboat.png</Icon>
+    <SpecificName>Longship</SpecificName>
+    <Icon>units/viking_longship.png</Icon>
   </Identity>
   <VisualActor>
-    <Actor>structures/viking/longboat.xml</Actor>
+    <Actor>structures/viking/longship.xml</Actor>
   </VisualActor>
 </Entity>

Can you accept? ?

Stan accepted this revision.Jan 3 2019, 12:29 AM
This revision is now accepted and ready to land.Jan 3 2019, 12:29 AM
This revision was automatically updated to reflect the committed changes.