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<section class="tex2jax_ignore mathjax_ignore" id="internationalization">
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<h1>Internationalization<a class="headerlink" href="#internationalization" title="Permalink to this headline">¶</a></h1>
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<p><em>Internationalization</em> (often abbreviated <em>i18n</em> since there are 18 characters between the first “i”
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and the last “n” in that word) allows Evennia’s core server to return texts in other languages than
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English - without anyone having to edit the source code. Take a look at the <code class="docutils literal notranslate"><span class="pre">locale</span></code> directory of
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the Evennia installation, there you will find which languages are currently supported.</p>
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<section id="changing-server-language">
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<h2>Changing server language<a class="headerlink" href="#changing-server-language" title="Permalink to this headline">¶</a></h2>
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<p>Change language by adding the following to your <code class="docutils literal notranslate"><span class="pre">mygame/server/conf/settings.py</span></code> file:</p>
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<div class="highlight-python notranslate"><div class="highlight"><pre><span></span> <span class="n">USE_I18N</span> <span class="o">=</span> <span class="kc">True</span>
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<span class="n">LANGUAGE_CODE</span> <span class="o">=</span> <span class="s1">'en'</span>
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</pre></div>
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</div>
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<p>Here <code class="docutils literal notranslate"><span class="pre">'en'</span></code> should be changed to the abbreviation for one of the supported languages found in
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<code class="docutils literal notranslate"><span class="pre">locale/</span></code>. Restart the server to activate i18n. The two-character international language codes are
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found <a class="reference external" href="http://www.science.co.il/Language/Codes.asp">here</a>.</p>
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<blockquote>
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<div><p>Windows Note: If you get errors concerning <code class="docutils literal notranslate"><span class="pre">gettext</span></code> or <code class="docutils literal notranslate"><span class="pre">xgettext</span></code> on Windows, see the <a class="reference external" href="https://docs.djangoproject.com/en/1.7/topics/i18n/translation/#gettext-on-windows">Django
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documentation</a>. A
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self-installing and up-to-date version of gettext for Windows (32/64-bit) is available on
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<a class="reference external" href="https://github.com/mlocati/gettext-iconv-windows">Github</a>.</p>
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</div></blockquote>
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</section>
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<section id="translating-evennia">
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<h2>Translating Evennia<a class="headerlink" href="#translating-evennia" title="Permalink to this headline">¶</a></h2>
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<blockquote>
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<div><p><strong>Important Note:</strong> Evennia offers translations of hard-coded strings in the server, things like
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“Connection closed” or “Server restarted”, strings that end users will see and which game devs are
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not supposed to change on their own. Text you see in the log file or on the command line (like error
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messages) are generally <em>not</em> translated (this is a part of Python).</p>
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</div></blockquote>
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<blockquote>
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<div><p>In addition, text in default Commands and in default Typeclasses will <em>not</em> be translated by
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switching <em>i18n</em> language. To translate Commands and Typeclass hooks you must overload them in your
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game directory and translate their returns to the language you want. This is because from Evennia’s
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perspective, adding <em>i18n</em> code to commands tend to add complexity to code that is <em>meant</em> to be
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changed anyway. One of the goals of Evennia is to keep the user-changeable code as clean and easy-
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to-read as possible.</p>
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</div></blockquote>
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<p>If you cannot find your language in <code class="docutils literal notranslate"><span class="pre">evennia/locale/</span></code> it’s because noone has translated it yet.
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Alternatively you might have the language but find the translation bad … You are welcome to help
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improve the situation!</p>
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<p>To start a new translation you need to first have cloned the Evennia repositry with GIT and
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activated a python virtualenv as described on the <a class="reference internal" href="Getting-Started.html"><span class="doc std std-doc">Getting Started</span></a> page. You now
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need to <code class="docutils literal notranslate"><span class="pre">cd</span></code> to the <code class="docutils literal notranslate"><span class="pre">evennia/</span></code> directory. This is <em>not</em> your created game folder but the main
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Evennia library folder. If you see a folder <code class="docutils literal notranslate"><span class="pre">locale/</span></code> then you are in the right place. From here you
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run:</p>
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<div class="highlight-none notranslate"><div class="highlight"><pre><span></span> evennia makemessages <language-code>
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</pre></div>
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</div>
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<p>where <code class="docutils literal notranslate"><span class="pre"><language-code></span></code> is the <a class="reference external" href="http://www.science.co.il/Language/Codes.asp">two-letter locale code</a>
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for the language you want, like ‘sv’ for Swedish or ‘es’ for Spanish. After a moment it will tell
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you the language has been processed. For instance:</p>
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<div class="highlight-none notranslate"><div class="highlight"><pre><span></span> evennia makemessages sv
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</pre></div>
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</div>
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<p>If you started a new language a new folder for that language will have emerged in the <code class="docutils literal notranslate"><span class="pre">locale/</span></code>
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folder. Otherwise the system will just have updated the existing translation with eventual new
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strings found in the server. Running this command will not overwrite any existing strings so you can
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run it as much as you want.</p>
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<blockquote>
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<div><p>Note: in Django, the <code class="docutils literal notranslate"><span class="pre">makemessages</span></code> command prefixes the locale name by the <code class="docutils literal notranslate"><span class="pre">-l</span></code> option (<code class="docutils literal notranslate"><span class="pre">...</span> <span class="pre">makemessages</span> <span class="pre">-l</span> <span class="pre">sv</span></code> for instance). This syntax is not allowed in Evennia, due to the fact that <code class="docutils literal notranslate"><span class="pre">-l</span></code>
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is the option to tail log files. Hence, <code class="docutils literal notranslate"><span class="pre">makemessages</span></code> doesn’t use the <code class="docutils literal notranslate"><span class="pre">-l</span></code> flag.</p>
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</div></blockquote>
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<p>Next head to <code class="docutils literal notranslate"><span class="pre">locale/<language-code>/LC_MESSAGES</span></code> and edit the <code class="docutils literal notranslate"><span class="pre">**.po</span></code> file you find there. You can
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edit this with a normal text editor but it is easiest if you use a special po-file editor from the
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web (search the web for “po editor” for many free alternatives).</p>
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<p>The concept of translating is simple, it’s just a matter of taking the english strings you find in
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the <code class="docutils literal notranslate"><span class="pre">**.po</span></code> file and add your language’s translation best you can. The <code class="docutils literal notranslate"><span class="pre">**.po</span></code> format (and many
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supporting editors) allow you to mark translations as “fuzzy”. This tells the system (and future
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translators) that you are unsure about the translation, or that you couldn’t find a translation that
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exactly matched the intention of the original text. Other translators will see this and might be
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able to improve it later.
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Finally, you need to compile your translation into a more efficient form. Do so from the <code class="docutils literal notranslate"><span class="pre">evennia</span></code>
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folder
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again:</p>
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<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>evennia compilemessages
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</pre></div>
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</div>
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<p>This will go through all languages and create/update compiled files (<code class="docutils literal notranslate"><span class="pre">**.mo</span></code>) for them. This needs
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to be done whenever a <code class="docutils literal notranslate"><span class="pre">**.po</span></code> file is updated.</p>
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<p>When you are done, send the <code class="docutils literal notranslate"><span class="pre">**.po</span></code> and <code class="docutils literal notranslate"><span class="pre">*.mo</span></code> file to the Evennia developer list (or push it into
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your own repository clone) so we can integrate your translation into Evennia!</p>
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<p><h3><a href="index.html">Table of Contents</a></h3>
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<ul>
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<li><a class="reference internal" href="#">Internationalization</a><ul>
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<li><a class="reference internal" href="#changing-server-language">Changing server language</a></li>
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<li><a class="reference internal" href="#translating-evennia">Translating Evennia</a></li>
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<li><a href="https://www.evennia.com">Home page</a> </li>
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<li><a href="https://github.com/evennia/evennia">Evennia Github</a> </li>
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<li><a href="http://games.evennia.com">Game Index</a> </li>
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<li><a href="http://webchat.freenode.net/?channels=evennia&uio=MT1mYWxzZSY5PXRydWUmMTE9MTk1JjEyPXRydWUbb">IRC</a> -
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<li><a href="http://evennia.blogspot.com/">Evennia Dev blog</a> </li>
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<li><a href="../1.0-dev/index.html">1.0-dev (develop branch)</a></li>
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<li><a href="Internationalization.html">0.9.5 (v0.9.5 branch)</a></li>
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