Difference between revisions of "Translation"

From Minetest Developer Wiki
Jump to navigation Jump to search
m (Reverted edits by 182.71.215.162 (talk) to last revision by PilzAdam)
Line 1: Line 1:
  
abarbara on This is the work of Grace Anne Muscat for the YRE caiaetitmonpbarbora on This is the work of Nicole Buttigied for the YRE caiaetitmonpbarbora on This is the work of Chanice Mercieca, Rhianydd Demanuele and Shaznay Graham for the YRE competition
+
== Quick start ==
 +
Translations of Minetest are automated using weblate at [http://translate.minetest.ru/projects/minetest/core/ here].
 +
 
 +
In case you wish to translate a new language, [[How to communicate|contact a core dev]].
  
 
== Overview ==
 
== Overview ==

Revision as of 10:52, 20 March 2013

Quick start

Translations of Minetest are automated using weblate at here.

In case you wish to translate a new language, contact a core dev.

Overview

Minetest can use the gettext library to translate in-game text. To enable internationalization support, the game must be built with the -DENABLE_GETTEXT=1 option to cmake.

Language detection

Minetest detects the current language by inspecting the LANG environment variable. This is not a problem on Unix-based systems (such as GNU/Linux) since the system already defines this variable at login. On Windows platforms, the system language is used.

Available translations

The available translations are found in source form in the po/ directory. The cmake detects them, and they are built as part of the build process.

Contributing a new translation

To create a new translation, one must create a directory named after the language code, creating a copy of the po/minetest.pot file as po/LANG/minetest.po, and translating the original english text into your language; then one can either use the util/updatepo.sh script or let make take care of it on the next build.