[Freeciv-Dev] [bug #14750] Translation issue in 2.1.10. %%
Update of bug #14750 (project freeciv): Status:None = Wont Fix Assigned to:None = pepeto Open/Closed:Open = Closed Planned Release: 2.1.10 = None ___ Follow-up Comment #4: I check a fully updated freeciv.pot file in trunk. All remaining double '%' are needed. Closing this ticket... ___ Reply to this item at: http://gna.org/bugs/?14750 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] [bug #14750] Translation issue in 2.1.10. %%
but why is a _c-format_ means format string (so 2 '%' needed) used here? bye Joe --- Den fre 13/11/09 skrev pepeto no-reply.invalid-addr...@gna.org: Fra: pepeto no-reply.invalid-addr...@gna.org Emne: [bug #14750] Translation issue in 2.1.10. %% Til: pepeto pepet...@gmail.com, Joe Hansen joedalt...@yahoo.dk, freeciv-dev@gna.org Dato: fredag 13. november 2009 00.26 Follow-up Comment #1, bug #14750 (project freeciv): Normal strings needs only 1 '%'. However, string used as printf-style format, must have 2 '%' to don't interpret the '%' as the start of an escape sentence. See '$ man 3 printf' for more explanation. In the po files, you can guess the normal number of '%' thanks to the format information: * _no-c-format_ means normal string (so '%' needed). * _c-format_ means format string (so 2 '%' needed). Is that enough as explanation? ___ Reply to this item at: http://gna.org/bugs/?14750 ___ Message posté via/par Gna! http://gna.org/ Trænger du til at se det store billede? Kelkoo giver dig gode tilbud på LCD TV! Se her http://dk.yahoo.com/r/pat/lcd ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14750] Translation issue in 2.1.10. %%
Follow-up Comment #2, bug #14750 (project freeciv): Joe Dalton wrote: but why is a _c-format_ means format string (so 2 '%' needed) used here? Most of lines really don't need c-format. However, for example, #: client/helpdata.c:1010 #, c-format msgid * The discovery of %s reduces the risk to 25%%.\n msgstr * Opdagelsen af %s reducerer risikoen til 25%%.\n have to be c-format due to inclusion of %s. My guess is that early these lines were one big message. -- Thanks, evyscr ___ Reply to this item at: http://gna.org/bugs/?14750 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14750] Translation issue in 2.1.10. %%
Follow-up Comment #3, bug #14750 (project freeciv): Joe Dalton wrote: but why is a c-format means format string (so 2 '%' needed) used here? Because those strings are passed as argument to a function which interpret them as formats... Note that some of the strings you are pointing are no more passed to such functions and have now only 1 '%' in trunk. ___ Reply to this item at: http://gna.org/bugs/?14750 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14750] Translation issue in 2.1.10. %%
URL: http://gna.org/bugs/?14750 Summary: Translation issue in 2.1.10. %% Project: Freeciv Submitted by: joedalton Submitted on: Thursday 11/12/2009 at 19:13 Category: general Severity: 2 - Minor Priority: 1 - Later Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.1.10 Discussion Lock: Any Operating System: GNU/Linux Planned Release: 2.1.10 ___ Details: Translation issue in 2.1.10. Some strings has two %%, but not all, ingame seems to be fine. i looked at, but didn't found anything to explain this. http://codecodex.com/wiki/Escape_sequences_and_escape_characters this one has only one %. #: data/helpdata.txt:640 #, no-c-format msgid Keep in mind that with some types of government, military units inside or outside cities can reduce or create unhappiness. Also remember that when a unit is inside a city, it gets a 50% defensive bonus, as if fortified. When a new city is built, the city starts to build the best available defensive unit from the above list. Why 2 %% i these strings ? #: client/helpdata.c:840 #, c-format msgid * May be disbanded in a city to recover 50%% of the production cost.\n #: client/helpdata.c:904 #, c-format msgid * May fortify, granting a 50%% defensive bonus.\n #: client/helpdata.c:904 #, c-format msgid * May fortify, granting a 50%% defensive bonus.\n msgstr * Kan befæste sig, og dermed opnå en 50 % forsvarsbonus.\n #: client/helpdata.c:1006 #, c-format msgid * Must end turn in a city or next to land, or has a 50%% risk of being lost at sea.\n msgstr * Skal afslutte runden i en by eller ved kysten, ellers har den en 50 % risiko for at gå tabt på havet.\n #: data/scenario/tutorial.sav:145 #, c-format msgid Now your city has grown to size five. As cities get larger unrest\n becomes a problem. A city of this size will usually have one unhappy\n citizen unless pacifying effects are used; meaning one entertainer\n specialist is required to keep your citizens content. This is basically\n a wasted citizen.\n \n There are several things that can be done about this. One quick fix\n is to build a temple (or other cultural building) that will make an\n unhappy citizen content (see the help on buildings for specs\n on each building type). As you get more large cities, it may pay off\n to change your tax rates (by pressing shift-T) to dedicate some of\n your taxes directly to luxuries (every two luxuries will pacify one\n citizen). Building a marketplace enhances the benefit from this\n by providing +50%% luxuries to the city. #: client/helpdata.c:1010 #, c-format msgid * The discovery of %s reduces the risk to 25%%.\n msgstr * Opdagelsen af %s reducerer risikoen til 25%%.\n #: client/helpdata.c:1015 #, c-format msgid * %s reduces the risk to 12%%.\n msgstr * %s reducerer risikoen til 12 %.\n #: client/helpdata.c:1164 #, c-format msgid * Reduces the chance of losing boats on the high seas to 25%%.\n msgstr * Reducerer risikoen for at miste skibe på det dybe ocean til 25%%.\n #: client/helpdata.c:1167 #, c-format msgid * Reduces the chance of losing boats on the high seas to 12%%.\n msgstr * Reducerer risikoen for at miste skibe på det dybe ocean til 12%%.\n bye Joe ___ Reply to this item at: http://gna.org/bugs/?14750 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [bug #14750] Translation issue in 2.1.10. %%
Follow-up Comment #1, bug #14750 (project freeciv): Normal strings needs only 1 '%'. However, string used as printf-style format, must have 2 '%' to don't interpret the '%' as the start of an escape sentence. See '$ man 3 printf' for more explanation. In the po files, you can guess the normal number of '%' thanks to the format information: * _no-c-format_ means normal string (so '%' needed). * _c-format_ means format string (so 2 '%' needed). Is that enough as explanation? ___ Reply to this item at: http://gna.org/bugs/?14750 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev