Originally Posted by
spectre
"ADOM is a different code base."
True, but it is doubtful that the messages will be handled differently.
"At any rate, a bad translation is often better than none"
Oh no, just hold it right there.
Given that I dabble in this for a living, that's not only a bad viewpoint to promote (from the work-ethics stand), but also entirely not true. Bad translation kills movies, books and games.
Hafta admit, sometimes it makes them hilarious for the first few minutes, but good games deserve to-notch translations.
And some examples:
[MSG_FIND_ITEM "You find <AN_ITEM:$0>]
It should read more like:
MSG_FIND_ITEM "You find <Article><ITEM:$0>
Also, as more variables for item names are introduced (think: burning mace of devastation) more switches will be necessary, like <heorshe> to cater for the affixes attached to nouns of various gender, and depending on the language additional may be needed.
To make sure that all languages can support this. Furthermore, different variables and different conditions for them need to be tied to the <Article> and <heorshe>. This means the game needs to be designed from scratch to cater for all languages' needs, (and I don't think this is doable at the stage JADE is, definitely it has time best spent elsewhere written all over it, not to mention bugs it may produce) and more importantly, sometimes changes to the code may be needed if the language is more complex than that.
I also translate for a living, and yes, there are many problems that would simply have to be addressed beforehand.
As an extreme example, imagine I'd want to make a Czech version (my mother tongue).
Each prefix would have to be defined in up to six different versions, as in Czech the form of the adjective changes based on whether the noun it modifies is masculine, feminine or neuter, and both have singular and plural forms.
You'd have to define the name of your characters in seven different cases to ensure you will be always referred to correctly. One of the cases is vocative, used exclusively when someone directly adresses you. I'm "Marek", but when someone adresses me, he has to call me "Marku".
All the item names would have to have cases defined in a similar ways. "knife" would be in nominative when it's an item in the list, accusative in most cases when it's an object (you dropped a knife), and instrumental when it's used (goblin attacks you with the knife). Monsters would also need dative (you give the iron ration to the goblin), and genitive (corpse of goblin - as "goblin corpse" would require to make every monster name into an adjective usable with the "corpse", and not all monsters can be transformed into adjective in this way).
And that's just the issues that come to me from the top of my head.