Reusing ESO localization, but to what extend?
Hi
In the past I had every single word that was used in the addon put in my own translation files. While replacing them with the official ones from ESO itself (with: GetString(...)), I started to wonder to what extend this makes sense and when it is more wise to have custom translations for it. Here are some examples with increasing uncertainty: 1) List professions, respectively re-use the different tabs from the Craft Bag. Getting the name from Filter Types seems still safe. Lua Code:
2) Group the different glyphs under one common name. Reading the text from a gamepad category might already be more vague whether this value is always there? Lua Code:
3) Group different "liquids" together under one common name. Here a text that would fit that such a group can be found from a customer service feedback category. Lua Code:
4) Group the different repair kits under one common name. Reading a hook point and cut off the colon at the end, because there is no native string for "Repair Kit(s)". Lua Code:
While the first two examples seem quite safe to me, I am not so sure with the third (and especially the fourth) one how reliable this really is. What would other developers recommend? Re-Use as much as possible from ESO to reduce custom localizations, or only take it from ESO when there is a 100% match? Cheers Klingo PS: I took this as the base for finding keys: https://github.com/esoui/esoui/blob/...tedstrings.lua |
If something exists already that makes sense to use, then go with that. In the grand scheme, loading a few extra strings into memory won't break the game... probably.
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edit: oh, you're cutting not just the colon, but the "s", too. Well that is plain wrong, different languages form plurals in different ways ;) edit 2: no you're not, I got confused by the comment "Repair Kit". sub(s, 1, -2) cuts one byte. |
I reuse quite a lot of ingame strings in AwesomeGuildStores and even do the "cut off a character at the end" thing (although I am working on getting rid of those). Never had a problem in the past 4 years, but I also wouldn't recommend using strings from the support sections of the game or some that are used in a different context in the vanilla UI.
I'd say texts that are tied into core systems are generally very unlikely to change and as a rule of thumb, the shorter it is, the safer it is to reuse. |
Thanks for your feedback, and the recommendation with the hardcoded enum. Much appreciated!
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