zimmemic25 wrote:with my method nobody has to translate anything.
you just have to set a replace-function on every text, which wants to be displayed.
the game text, OXPs and all other things will stay english, and ONLY the screen-output will be filtered (realtime) through the translation-plist.
so the strings stay the same, you just have to add a function like str_replace(in PHP) to all print-commands which will parse the plist and replaces all words.
Forgive me for being rude again, but this is complete and utter
nonsense! It shows a really poor understanding of how languages work, if you think translating is just replacing words. Even your own small examples a few posts above show that it's far more complicated than that.
Even if we just would go word by word (which we can't, because also word-order is different in different languages!), how would you translate "a" or "the" into German? Would you like to read "der/die/das" on your screen for each "the"? So how shall your real-time translator choose the correct one? And what about the infamous "food blender"? Would you understand "Essen Mischer"? The outcome of the method you are proposing here would be something like the results of babelfish (or any other internet translator) in the
very beginning of its existence: Purely ridiculous and completely useless!
And by the way: What proportions do you imagine for your translations.plist? In order to match all OXPs that are going to be developed it would have to be quite complete, don't you think? Containing
every English word and its translation into any other language. How many words are we talking about here? 50.000? 100.000? Half a million? And even if we confine ourselves to the simplest simple-speak, we wouldn't get below 10.000 or 20.000 entries.
So, please think twice before you propose something really stupid. We won't come around carefully translating
sentences and
pages of text, which is hard work. There are no shortcuts here.