[Top][All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
Re: Re [Adonthell-general] About translation
From: |
Kai Sterker |
Subject: |
Re: Re [Adonthell-general] About translation |
Date: |
Tue, 22 Apr 2008 21:11:58 +0200 |
On Thu, Apr 10, 2008 at 12:09 PM, Kai Sterker <address@hidden> wrote:
> BTW., dlgedit (the tool used to create the dialogues in the first
> place) has an option to load a .mo file in order to preview each
> translated line in context of the previous and following line. I have
> to check, but the v0.4 version of dlgedit should be able to load the
> v0.3 dialogues (found in the wastesedge CVS module under
> scripts/dialogues/src). Alternatively, you could download an older
> v0.3 source package where dlgedit build is still enabled (but new
> enough to actually contain that feature). I"ll look more into that, as
> I think this would be helpful for quality control. Playing the actual
> game also works, but it'll be hard to see all the possible
> combinations there.
In case you are interested:
Version 0.3.3 has a working dlgedit with the translation preview:
http://download.savannah.nongnu.org/releases/adonthell/adonthell-src-0.3.3.tar.gz
Downside is, it requires GTK+ 1.2.x, which might be hard to come by these days.
configure with --enable-tools to actually build dlgedit.
As an alternative, I've just added the gettext support back to the
current v0.4 tool source tree (module tools in CVS). I also verified
that it can still load v0.3 dialogue sources.
This version of dlgedit uses GTK+ 2.x, but it also needs adonthell
v0.4 to be installed before it compiles.
Let me know, if more information on that topic is required.
Kai