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*
Differential D507
fixed spelling errors for ships: Liburnus -> Liburna, Longboat -> Longship, Penteconter -> Pentekonter and correct capitalisation Itms on May 16 2017, 10:22 AM. Authored by
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Event TimelineComment Actions I am not good for those things but perhaps you can edit the inconsistant case for bireme and Triremes (low case?). Comment Actions I wondered about that, too. Normally English nouns are lowercase, but I found that rule consistently flaunted in 0.A.D. Comment Actions 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. Comment Actions 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. Comment Actions 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. Comment Actions 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.
Comment Actions 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... Comment Actions 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.
Comment Actions
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. Comment Actions @Nescio if you want to take over feel free to do so. :) Comment Actions 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? ? |