Seems like that's not possible in the Glossary component. "Start new translation" is greyed out for me. Same in Glitch
[Game] Repixture [3.19.0]
- Wuzzy
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Re: [Game] Repixture [3.10.0]
Thanks for posting! I have enabled the language adding feature for the Glossary as well now.
- rudzik8
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Re: Help translating Repixture in your browser
That's convenient! Just brought the Russian translation for rp_default to 100%. Much faster than before :D
- Wuzzy
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Re: [Game] Repixture [3.10.0]
I've just did the first merge of the new contributed translations into the main Repixture codebase. No translation except German is on 100% but there was significant progress. Thanks so far to everyone who has contributed.
The testing/experimental phase of the online translation is now over, too. It's now official.
The testing/experimental phase of the online translation is now over, too. It's now official.
- Wuzzy
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Re: [Game] Repixture [3.10.0]
It has been pretty silent around Repixture lately, but things are happening behind the scenes!
vozh-kc has been composing original new tracks for the music box. You can already find it in the dev version. Listen to the first track here: https://www.youtube.com/watch?v=cnyUFEu0ZkE
Also, I have begun working on completely redoing the mobs system because the current system is very limited. If the new system is finished, this will be a major project in Repixture completed!
The problem with the current mobs is that they are just not very smart. Villagers are almost static, they don't walk at all unless for an attack. Animals have bad survival instincts and can't escape water pools or blocks that hurt them. And the movement just isn't believable at all. Overall, mobs just feel so robotic. Basically this is all just interited from ancient Mobs Redo.
First of all, I have hoped one of the existing mob mobs (besides Mobs Redo) might help me but sadly they don't. Either they are too lacking in features, too unstable, too laggy or too poorly documented.
So eventually I made the difficult decition to create a brand new mobs system just for Repixture!
The new mob system is meant to be very close to the Minetest logic (I'm trying to not abstract away too much) yet has the neccessary features to reasonably create smart mobs in a short time. Also, documentation and debugging capabilities will be very important as well so it is *actually* usable. And obviously, the mod will be tailored to fit Repixture's needs.
This is easily the most challenging thing I have ever done in Minetest so far, so wish me luck!
The basic idea of the new mob system is that mobs are basically just entities, with the API functionality put on top. The main abstraction I want to add is a task system. Mobs will execute a number of tasks (which can be anything) and occassionally decide on what to do next. I still have to figure out how to make good decisions. I am also thinking of making the system somewhat parralell, so that mobs can do multiple things at once, probably by using some kind of scheduler like in operating systems, idk.
The basic task system is already working. I also got a basic pathfinder walk working as well as some minimalist dummy behaviors. Nothing too exciting yet. My first main goal is to re-implement all the features the current mobs have. Which thankfully isn't much so far. Once this is done, I want to improve upon that.
Stay tuned!
vozh-kc has been composing original new tracks for the music box. You can already find it in the dev version. Listen to the first track here: https://www.youtube.com/watch?v=cnyUFEu0ZkE
Also, I have begun working on completely redoing the mobs system because the current system is very limited. If the new system is finished, this will be a major project in Repixture completed!
The problem with the current mobs is that they are just not very smart. Villagers are almost static, they don't walk at all unless for an attack. Animals have bad survival instincts and can't escape water pools or blocks that hurt them. And the movement just isn't believable at all. Overall, mobs just feel so robotic. Basically this is all just interited from ancient Mobs Redo.
First of all, I have hoped one of the existing mob mobs (besides Mobs Redo) might help me but sadly they don't. Either they are too lacking in features, too unstable, too laggy or too poorly documented.
- Mobs Redo: Bad performance, almost everything is hardcoded, hard to extend. Mobs feel too robotic. (Repixture currently uses an ancient and modified version of it.)
- Mobkit: Poor documentation, no examples at all, doesn't seem feature-complete, and the whole mod feels like it would be easier to just code your mobs directly, as bare entities. On the flipsite, it is super fast. While I appreciate the minimalism, I don't think this mod doesn't really give me much to work with as it seems just coding bare entities might be more efficient.
- Creatura: Documentation is incomplete, no examples. Seems to have minor performance issues. Roaming behavior is not convincing. Behavior is better than Mobs Redo, but not quite there IMHO.
- Mob Framework: Sadly, this one is pretty much dead
So eventually I made the difficult decition to create a brand new mobs system just for Repixture!
The new mob system is meant to be very close to the Minetest logic (I'm trying to not abstract away too much) yet has the neccessary features to reasonably create smart mobs in a short time. Also, documentation and debugging capabilities will be very important as well so it is *actually* usable. And obviously, the mod will be tailored to fit Repixture's needs.
This is easily the most challenging thing I have ever done in Minetest so far, so wish me luck!
The basic idea of the new mob system is that mobs are basically just entities, with the API functionality put on top. The main abstraction I want to add is a task system. Mobs will execute a number of tasks (which can be anything) and occassionally decide on what to do next. I still have to figure out how to make good decisions. I am also thinking of making the system somewhat parralell, so that mobs can do multiple things at once, probably by using some kind of scheduler like in operating systems, idk.
The basic task system is already working. I also got a basic pathfinder walk working as well as some minimalist dummy behaviors. Nothing too exciting yet. My first main goal is to re-implement all the features the current mobs have. Which thankfully isn't much so far. Once this is done, I want to improve upon that.
Stay tuned!
- rubenwardy
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Re: [Game] Repixture [3.10.0]
Maybe Crafter? https://github.com/jordan4ibanez/CrafterWuzzy wrote: ↑Sun Oct 01, 2023 18:35The mob system that impressed me the most was from a Minecraft clone game (not MineClone!) that started from zero but I forgot its name. It's probably not on ContentDB and seems abandoned. Probably it can be found on GitHub or GitLab or something. While it did not have many features, the few features it did have were done very well: It had fluid knockback, fluid walking, very belivable movement, functional fleeing and great performance. And the code was (almost) just coding each entity directly, so that's also its biggest downside; it's not extensible at all. I wonder what the game's name was. Anyway, something like this is exactly what I need, plus the extensibility.
- Wuzzy
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Re: [Game] Repixture [3.10.0]
Yes! That one was it. No wonder I could not find it with such a generic name. XD. Thanks.
- Wuzzy
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Re: [Game] Repixture [3.10.0]
Progress on the mobs front is steady but slow. More and more of the basic features now work: Breeding, feeding, taming, fall damage, block damage, drowning, etc.
Also, a sneak peek of color blocks: I will add a paint bucket and paint brush so you can paint blocks. There will be no extra items for every color, so no red bed, yellow bed, etc. to reduce clutter. Also, I plan to give the player all colors "for free". This is done because of Repixture's design philosophy of simplicity.
We still have to wait for MT 5.8.0 for this to work.
Also, a sneak peek of color blocks: I will add a paint bucket and paint brush so you can paint blocks. There will be no extra items for every color, so no red bed, yellow bed, etc. to reduce clutter. Also, I plan to give the player all colors "for free". This is done because of Repixture's design philosophy of simplicity.
We still have to wait for MT 5.8.0 for this to work.
- Wuzzy
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Version 3.11.0 released!
I release a small update 3.11.0 today, just to show a sign of life. ;-)
This update comes with a new music for the music box. This cute track fits the mood of the game much better than the old tracks.
Changelog:
Mob updates are not part of this update, they are still WIP. In case you wonder, here is the current progress of the mobs rework (quite technical):
The new mobs system will be based on tasks. Mobs "execute" a number of tasks in order and decide what to do when they no longer have tasks. Tasks can also run in parrallel by using task queues which is nice.
I also re-implemented a bunch of convenience features from Mobs Redo so not every mob has to start from zero. There is a physics subsystem, breeding, taming, feeding, childbirth, drowning, node damage and fall damage, animations and sounds. The difference from Mobs Redo here is that mobs only use these features when the mob requests it. This should help with performance. I have also documented most of the behavior because missing documentation is what frustrated me with other mods.
What is still missing is the actual behavior logic for mobs, like walking around, attacking, and stuff. Also water physics are missing.
You can follow the progress of the mobs rework in the "mobs_new2" development branch.
This update comes with a new music for the music box. This cute track fits the mood of the game much better than the old tracks.
Changelog:
- Replace the two music box tracks with “earthen lullaby” by vozh-kc
- Music box infotext shows current track name
- Add rp_music API
- Fix sheep not regrowing wool correctly sometimes
- Fix thistle falling into itself when broken
- Thistle is now an attached node (instead of a falling node)
- Translation updates: Russian, French, and more
Mob updates are not part of this update, they are still WIP. In case you wonder, here is the current progress of the mobs rework (quite technical):
The new mobs system will be based on tasks. Mobs "execute" a number of tasks in order and decide what to do when they no longer have tasks. Tasks can also run in parrallel by using task queues which is nice.
I also re-implemented a bunch of convenience features from Mobs Redo so not every mob has to start from zero. There is a physics subsystem, breeding, taming, feeding, childbirth, drowning, node damage and fall damage, animations and sounds. The difference from Mobs Redo here is that mobs only use these features when the mob requests it. This should help with performance. I have also documented most of the behavior because missing documentation is what frustrated me with other mods.
What is still missing is the actual behavior logic for mobs, like walking around, attacking, and stuff. Also water physics are missing.
You can follow the progress of the mobs rework in the "mobs_new2" development branch.
-
DOOM_possum
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Re: [Game] Repixture [3.11.0]
REPIXTURE is crashing and missing some "log"
similar to the no tree----- no grass glitch in world generation
luckily, my MC2 game is still running strong, with skeletons, and zombies
similar to the no tree----- no grass glitch in world generation
luckily, my MC2 game is still running strong, with skeletons, and zombies
- Vaelecrixteuroe
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Re: [Game] Repixture [3.11.0]
Haven't crashed yet, but I'm also getting those errors.
“You start out with a bag full of luck and an empty bag of experience. The trick is to fill the bag of experience before emptying the bag of luck.”
- Wuzzy
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Re: [Game] Repixture [3.11.0]
What did you do before it crashed?
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DOOM_possum
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Re: [Game] Repixture [3.11.0]
What ?
nothing, i was just playing before the world generated (the same glitch with no trees, or grass in map gen)------------------- but it wouldn't even load, there was a crash log
nothing, i was just playing before the world generated (the same glitch with no trees, or grass in map gen)------------------- but it wouldn't even load, there was a crash log
- FreeLikeGNU
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Re: [Game] Repixture [3.11.0]
I really like Repixture, the crafting is very sensible, though I find it odd that bronze items have better stats than those of carbon steel. Is that intentional?
- Wuzzy
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Re: [Game] Repixture [3.11.0]
Yes, it is intentional. Bronze is the best tool/armor tier in the game (excludung jewel improvements) right now.
But this may not be that way forever.
But this may not be that way forever.
- FreeLikeGNU
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Re: [Game] Repixture [3.11.0]
It would be nice to see that each material has a useful purpose outside of being a quality for weapons and armor. Like iron for cooking tools, bronze and iron for small handheld things like compases. Copper and tin for decorative items. More complicated items like armor could use a combination of metals to keep those materials relevant. Using up materials in the repair processes could be another option. I do like how gold is useful for trade already!
- Wuzzy
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Re: [Game] Repixture [3.11.0]
Yes, I agree. My list of ideas for this game is quite long, but first I still want to make sure this game is in a very clean, polished state before I add much more content. The idea is once this game is very polished and the technical stuff works how I want, it should be very easy to add lots of content.
I am very soon going to release a new version with a major color update. The paint bucket and paint brush will be added with which you can paint a lot of blocks. The painting system will be different than for other games. There are no dyes; you can generate paint from flowers but you can change the color of paint for free at any time. Paint itself is finite but a paint brush lasts relatively long. I took an ungodly amount of time putting it all together and (hopefully) balance it right but now I'm pretty happy. And I made a TON of nodes paintable, like item frames, wooden planks, brick blocks, glass and more!
By the way, Repixture could still use help from translators. Go to https://translate.codeberg.org/projects/repixture if you want to help. If your language isn't listed, you can add it.
I am very soon going to release a new version with a major color update. The paint bucket and paint brush will be added with which you can paint a lot of blocks. The painting system will be different than for other games. There are no dyes; you can generate paint from flowers but you can change the color of paint for free at any time. Paint itself is finite but a paint brush lasts relatively long. I took an ungodly amount of time putting it all together and (hopefully) balance it right but now I'm pretty happy. And I made a TON of nodes paintable, like item frames, wooden planks, brick blocks, glass and more!
By the way, Repixture could still use help from translators. Go to https://translate.codeberg.org/projects/repixture if you want to help. If your language isn't listed, you can add it.
- Wuzzy
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Version 3.12.1 released! (nickname: “Colorful World”)
Version 3.12.0 released!
Version 3.12.1 released! Nickname: “Colorful World”
I’m very happy to present to you version 3.12.1! :-)
Welcome to the Colorful World where you can paint the world!
You can now craft a paint bucket and a paint brush. Using flowers as a paint resource, you can paint many blocks in 19 colors! Painted blocks have no special gameplay effect, but they look cool.
All types of wood can be painted and this will result in a slightly different contrast:
How to paint
You need a paint bucket and paint brush. The item tooltips should already explain it well, but in case if not, open the spoiler:
Bonus hints:
Known bug: The wield image of the paint brush has a weird color. This is a known bug in Minetest.
Which blocks can be painted?
A lot! Usually blocks that have been crafted are paintable (wooden planks, brick block). Most "natural" blocks (dirt, stone) aren’t paintable. Try it out yourselves. Open the spoiler for a list:
Changelog
IMPORTANT: You now need Minetest 5.8.0 to play!
I have worked way too long on this update, but I really wanted to get every single detail right.
Many games in Minetest support painting, yet the Repixture approach is somewhat unique, which is why it took so long.
Please tell me how you like it. Especially if the paint bucket / brush system is intuitive or too confusing.
Version 3.12.1 released! Nickname: “Colorful World”
I’m very happy to present to you version 3.12.1! :-)
Welcome to the Colorful World where you can paint the world!
You can now craft a paint bucket and a paint brush. Using flowers as a paint resource, you can paint many blocks in 19 colors! Painted blocks have no special gameplay effect, but they look cool.
All types of wood can be painted and this will result in a slightly different contrast:
How to paint
You need a paint bucket and paint brush. The item tooltips should already explain it well, but in case if not, open the spoiler:
Spoiler
- Craft paint bucket from tin ingots
- Craft paint brush with 3 cotton and 1 stick
- Put flowers in the paint bucket to create paint
- Rightclick paint bucket to select color (left/right side selects previous/next color)
- Place paint bucket and dip paint brush into paint bucket
- Punch blocks to paint
- Use axe on painted block to remove paint (small durability cost)
Spoiler
- Paint brush doesn't work? Dip it in a paint bucket. And remember it doesn’t work with all blocks
- Paint is finite, but it can be changed into any color for free. Use this to your advantage!
- Every dip in the paint bucket costs a lot of paint, once the paint brush has its paint, it lasts long. So don't dip too often or you will waste a lot of paint
- Punch a paint bucket with a paint bucket to exchange paint
- Paint buckets cannot pick up water, wooden buckets cannot store paint
- Both paint bucket and paint brush start with no paint, so you must add it first
- Dip paint brush into water bucket to remove the paint
- Blocks lose their paint when dug. You can’t have the painted blocks in your inventory
- Some blocks cannot be scraped off
- The 3 different wood types look slightly different when painted, with a different contrast. This can be used for a nice shading effect
Which blocks can be painted?
A lot! Usually blocks that have been crafted are paintable (wooden planks, brick block). Most "natural" blocks (dirt, stone) aren’t paintable. Try it out yourselves. Open the spoiler for a list:
Spoiler
- Wool
- Cotton Bale
- Wooden planks
- Brick Block
- Glass
- Frame
- Reinforced Frame
- Bookshelf
- Music Box
- Item Frame
- Chest
- Locked Chest
- Fence
- Sign
- Bed
- Wooden Door
IMPORTANT: You now need Minetest 5.8.0 to play!
- Added paint brush, paint bucket and paint bucket with paint
- Made a lot of blocks paintable (see above)
- Axe can now scrape off paint with rightclick on most painted blocks
- New achievement: Colorful World
- Players now sit in boats (instead of standing)
- Digging/crack animation is more detailed (more animation frames)
- Renamed the existing bucket from "Bucket" to "Wooden Bucket"
- New bookshelf texture
- Fixed legacy warnings about initial_properties (except for mobs)
- Vines may no longer be destroyed by cave generator (hopefully)
- Fix broken water placement sound
- Fix crash when a mob encounters an unknown node
- Modding info: Changed a lot of nodes from paramtype2="facedir" to paramtype2="4dir" (this shouldn't break mods as only nodes that already only ever practically used 4 rotation directions were changed, for example beds)
- Modding info: Added API functions in rp_paint to make your own nodes paintable
- Modding info: rp_partialblocks register function now accepts overlay tiles as well
I have worked way too long on this update, but I really wanted to get every single detail right.
Many games in Minetest support painting, yet the Repixture approach is somewhat unique, which is why it took so long.
Please tell me how you like it. Especially if the paint bucket / brush system is intuitive or too confusing.
- FreeLikeGNU
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Re: [Game] Repixture [3.12.1]
This looks amazing! I can't wait to dive into the paint bucket next weekend!
- Wuzzy
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Re: [Game] Repixture [3.12.1]
Repixture news!
I've recently started to pick up work on the mobs system again. Progress is slow, but there is progress. I am currently working out out a new behavior for the boar. Especially it must become a little smarter to avoid several dangerous areas like thistles, cliffs or water pits.
Simple walking and jumping now finally works. The boar is now roughly on the same level as the current latest Repixture version. It walks randomly, jumps over obstacles, can eat your food, can breed, makes random noises, can drown, takes fall damage, takes damage from nodes. But that's not good enough! I'm not reworking the whole mobs system only to be roughly on par with the old one.
What's missing: Liquid physics, escaping liquids, avoid the thistle, look at player when holding food.
The latest change I did is to completely scrap the physics system I invented. I thought it was smart to build a giant wrapper around Minetest's physics system. So that I never set the mod velocity and accelleration directly, but instead I set these indirectly via internal mob variables and when all the mob behavior code was run, these values are all added together and then applied to the mob. This was basically an attempt to abstract away the complexities of physics to simplify.
However, it turned out to make physics more confusing and kinda buggy that even a simple thing like a jump was a headache. It caused many conflicts, actually.
So I just dumped it all and it became much simpler. I now just always set accelleration and velocity directly and the whole wrapper system was completely pointless lol. The mod no longer has any dedicated or special physics code, it must be all handled by the mob directly now.
The next step is to just finish the actual behavior of the boar. Most importantly, I want to teach it to avoid water pits, as this has been a long-standing bug in Repixture (mobs often get lost in water pits and drown.
Once I've finished the boar, the other mobs should be a piece of cake since I then have a solid basis to start from.
I've recently started to pick up work on the mobs system again. Progress is slow, but there is progress. I am currently working out out a new behavior for the boar. Especially it must become a little smarter to avoid several dangerous areas like thistles, cliffs or water pits.
Simple walking and jumping now finally works. The boar is now roughly on the same level as the current latest Repixture version. It walks randomly, jumps over obstacles, can eat your food, can breed, makes random noises, can drown, takes fall damage, takes damage from nodes. But that's not good enough! I'm not reworking the whole mobs system only to be roughly on par with the old one.
What's missing: Liquid physics, escaping liquids, avoid the thistle, look at player when holding food.
The latest change I did is to completely scrap the physics system I invented. I thought it was smart to build a giant wrapper around Minetest's physics system. So that I never set the mod velocity and accelleration directly, but instead I set these indirectly via internal mob variables and when all the mob behavior code was run, these values are all added together and then applied to the mob. This was basically an attempt to abstract away the complexities of physics to simplify.
However, it turned out to make physics more confusing and kinda buggy that even a simple thing like a jump was a headache. It caused many conflicts, actually.
So I just dumped it all and it became much simpler. I now just always set accelleration and velocity directly and the whole wrapper system was completely pointless lol. The mod no longer has any dedicated or special physics code, it must be all handled by the mob directly now.
The next step is to just finish the actual behavior of the boar. Most importantly, I want to teach it to avoid water pits, as this has been a long-standing bug in Repixture (mobs often get lost in water pits and drown.
Once I've finished the boar, the other mobs should be a piece of cake since I then have a solid basis to start from.
- Wuzzy
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Re: [Game] Repixture [3.12.1]
I recently was asked the following questions:
This will take longer to explain. (open the spoiler)
(Note: This post is under CC0. If someone wants to turn this text into an article for the Minetest Development Wiki, be my guest, but it will need proper editing and less rambling.)
Here are the answers:We want to work on improving localization for Mineclonia and are looking into using weblate like repixture and the Minetest engine.
I see that this project has .po files for the translations because weblate does not support Minetest's custom .tr file format. I assume these are converted to and from .tr files using some script.
I have the following questions:
Ideally we would not invent our own unique workflow for translations so I am wonder how you work with it in repixture. It feels like it would be best if different Minetest Games shared similar workflows for things like this.
- What is your workflow for translations? [1]
- How do you update the .po and .tr files? [2]
- How are the templates for the .po and .tr files generated? [3]
- Do you use the official mod_translation_updater.py script and if so how is it used to update the .po templates? [4]
- Any general tips on setting up weblate for a project like this? [5]
- Question 1: I’ve written a document for that today: DEV_TRANSLATION_WORKFLOW.md
- Question 2: The PO files are not updated directly but are instead updated by file format conversion. The TR files are updated with mod_translation_updater.py
- Question 3: The PO files are generated by Weblate itself. The TR files are generated/updated by mod_translation_updater.py. Both file formats can also be converted to each other with mtt_convert.py
- Question 4: Yes. This script does NOT update the PO files tho. Read the workflow document for details.
This will take longer to explain. (open the spoiler)
Spoiler
First of all, pick a weblate instance or launch your own. Popular Weblate instances are hosted.weblate.org and translate.codeberg.org. The latter is great if your project is already on Codeberg. It is used by Repixture. The former nice for general-purpose stuff. This one is used by Minetest.
Now you need to make sure your TR files are free of syntax errors. Run mtt_check.py from here and fix all mistakes. Blank out translations that you can't fix (if you don't speak the language). Commit your changes and make a quick in-game test.
The process from now on is quite complex but I figured out the hard parts for you already. This guide may have some flaws because I don't remember everything perfectly, so always think for yourself.
I strongly suggest to try this first on a branch of your project, or a throwaway project before you do this on the real project. Because if you screw up, it can be PAINFUL to fix.
I also strongly recommend to first study the Weblate manual a little so you know roughly what you're doing. Also please read my text to the end before you continue. And always think before you do something. Some parts of this guide may need to be adjusted for your project.
OK, let's go:
Continue by converting the TR files to PO files with mtt_convert.py because Weblate only accepts the PO format. See DEV_TRANSLATION_WORKFLOW.md I mentioned before.
On Weblate, register a new translation project. There is one translation project for each software. The way Weblate works (roughly) is that adds its own fork of your game repo on which it applies the changes made on Weblate and you just push and pull from it. You can choose to do this work manually or automatically. For Repixture, I chose a semi-automatic method. Consult the Weblate manual for details.
For Repixture, I added the translation components manually. 1 mod = 1 translation component in Weblate. I strongly advice to first add the mod you consider as the "core" mod of the game because you can use this as a template for all other components which makes your life so much easier.
Now take your time and properly configure this first mod perfectly because any mistake done here will cause trouble later.
The most important page in configuring the component is the "Files" tab because this tells Weblate where to look. For Repixture's mod rp_default, I set mods/rp_default/locale/poconvert/*.po as the "file mask" and mods/rp_default/locale/poconvert/template.pot as the "template for new translations". Replace "rp_default" with the actual mod name. If you only use translations of a single mod rather than a game, you need to adjust the directories accordingly.
I also recommend to add placeholders:r"@[1-9]" in "components check flags" (or whatever this is called). This will highlight the "@1...@9" placeholders for translators and helps to capture errors early.
Don't forget to set the correct license!
You can optionally enable automatic push if you want but it will may create commit noise in your game repository. You decide.
All the other fields should be self-explanatory (look in the manual if not). Take your time to check everything. Then submit.
Now you should have your first component. Now check if the strings show up correctly in Weblate.
If you have a game with a LOT of mods, adding each component manually can be tedious. This where the "automatic component detection" extension comes into play! Enable this extension for the default component. These are the parameters for Repixture but they should work for any game:
If everything looks fine, you can start translating! Follow the maintenance manual to see where to go from here.
But for more details, please consult the Weblate manual.
Other general tips I have:
Now you need to make sure your TR files are free of syntax errors. Run mtt_check.py from here and fix all mistakes. Blank out translations that you can't fix (if you don't speak the language). Commit your changes and make a quick in-game test.
The process from now on is quite complex but I figured out the hard parts for you already. This guide may have some flaws because I don't remember everything perfectly, so always think for yourself.
I strongly suggest to try this first on a branch of your project, or a throwaway project before you do this on the real project. Because if you screw up, it can be PAINFUL to fix.
I also strongly recommend to first study the Weblate manual a little so you know roughly what you're doing. Also please read my text to the end before you continue. And always think before you do something. Some parts of this guide may need to be adjusted for your project.
OK, let's go:
Continue by converting the TR files to PO files with mtt_convert.py because Weblate only accepts the PO format. See DEV_TRANSLATION_WORKFLOW.md I mentioned before.
On Weblate, register a new translation project. There is one translation project for each software. The way Weblate works (roughly) is that adds its own fork of your game repo on which it applies the changes made on Weblate and you just push and pull from it. You can choose to do this work manually or automatically. For Repixture, I chose a semi-automatic method. Consult the Weblate manual for details.
For Repixture, I added the translation components manually. 1 mod = 1 translation component in Weblate. I strongly advice to first add the mod you consider as the "core" mod of the game because you can use this as a template for all other components which makes your life so much easier.
Now take your time and properly configure this first mod perfectly because any mistake done here will cause trouble later.
The most important page in configuring the component is the "Files" tab because this tells Weblate where to look. For Repixture's mod rp_default, I set mods/rp_default/locale/poconvert/*.po as the "file mask" and mods/rp_default/locale/poconvert/template.pot as the "template for new translations". Replace "rp_default" with the actual mod name. If you only use translations of a single mod rather than a game, you need to adjust the directories accordingly.
I also recommend to add placeholders:r"@[1-9]" in "components check flags" (or whatever this is called). This will highlight the "@1...@9" placeholders for translators and helps to capture errors early.
Don't forget to set the correct license!
You can optionally enable automatic push if you want but it will may create commit noise in your game repository. You decide.
All the other fields should be self-explanatory (look in the manual if not). Take your time to check everything. Then submit.
Now you should have your first component. Now check if the strings show up correctly in Weblate.
If you have a game with a LOT of mods, adding each component manually can be tedious. This where the "automatic component detection" extension comes into play! Enable this extension for the default component. These are the parameters for Repixture but they should work for any game:
- Regular expression to match translation files: mods/(?P<component>[a-zA-Z0-9_]*)/locale/poconvert/(?P<language>[a-z]*)\.po
- File format: gettext PO file
- Definition of base file for new translations: mods/{{ component }}/locale/poconvert/template.pot
- Language filter: ^[^.]+$
If everything looks fine, you can start translating! Follow the maintenance manual to see where to go from here.
But for more details, please consult the Weblate manual.
Other general tips I have:
- While you are still setting up everything, lock the Weblate project so random Internet users don't mess things up. Unlock it when your project is ready.
- Create a glossary. Take time to add important technical/game-specific words to the glossary, don't wait for translators to do it. You know best which words are special.
- Test everything!
- Once all components are added, set the component priority for each component manually. Important components rise to the top; translators will know where to start first
- Allow users to add languages themselves rather than requiring approval. Don't stand in the way of translators unless there has been spam/abuse
- Don't forget to put links to the new Weblate project everywhere so translators can find it
- My advice may not be true for all projects tho, so always use good judgement and think for yourselves
Re: [Game] Repixture [3.12.1]
Hello Wuzzy!
Thanks for your response and explaining things in such detail! This information will be very useful for us as now we do not have to figure everything out on our own.
If I have any follow up questions, I will ask them here and not on the issue tracker. :)
Thanks for your response and explaining things in such detail! This information will be very useful for us as now we do not have to figure everything out on our own.
If I have any follow up questions, I will ask them here and not on the issue tracker. :)
Re: [Game] Repixture [3.12.1]
wow very curious to playWuzzy wrote: ↑Mon Sep 02, 2019 10:39
Repixture 3.12.1
About
Repixture is a simplistic sandbox survival game with an unique graphics and sound style with a focus on nature, a temperate climate and a mostly peaceful world and only simple technologies.
Gameplay
The first goal is to survive and build a shelter, later on you will explore the world and gather resources to improve your tools or craft simple building materials and decorations. The technology tree is rather low tech and as such, early progress is rather slow-paced. A few creatures will roam the world, most of them peaceful. Occassionally, you will encounter a village with traders.
FeaturesScreenshotSpoiler
- Beautiful landscapes and many biomes to explore
- Animals and monsters
- Villages and trading
- Upgradable tools via jeweling
- Hunger
- Custom inventories
- Armor
- Simplified crafting with crafting guide
- Paint the world in 19 colors
- A variety of trees
- Weather
- Beds (skip the night)
- Boats
- New and better player models
- Change your player appearance
- Achievements
- Multi-language support
- Creative Mode
54fa3c66fe.png
Background informationLicenses and creditsSpoiler
Repixture has started a revival of Pixture, which was very broken, as of Sep 2 2019. The original goal goal was to make Pixture work in Minetest 5.0.0 and fix bugs and improve usability. This goal has been achieved a long time ago, and for the most time, this game was for “preserving history” while not touching the gameplay itself.
But now the goal is to make a serious sandbox game out of this that could be recommended to all Minetest newcomers.Contribute translationsSpoiler
Repixture is a fork of Pixture, a game by kaadmy. kaadmy did the lion's share of the work, I basically only did the clean-up. This is just a summary. See README.md in the game directory for the full info.
- Textures are all CC BY-SA 4.0
- Sounds are mostly CC0, some GPLv2 in the weather mod, and some are CC BY-SA 4.0
- Source code is LGPLv2.1, except for the mobs API (MIT License).
Repixture is looking for translators. If you want to help, go to <https://translate.codeberg.org/projects/repixture/> and translate the game from your browser. (Needs Codeberg.org account.)
Downloads
Repixture works in Minetest 5.8.0 and later.
[/list]
In the expansive universe of Minecraft, web development services https://www.intellectsoft.net/services/ ... t-services play a pivotal role in enhancing player experiences and extending the game's possibilities. From creating interactive websites that serve as forums for community engagement to developing plugins and mods that augment gameplay mechanics, web developers contribute significantly to the Minecraft ecosystem. They facilitate seamless integration of third-party tools, such as server management systems and resource repositories, empowering players to customize their gaming environments. Additionally, web devs enable collaboration among players through platforms for sharing builds, tutorials, and creative ideas. With their expertise, web development services enrich the Minecraft experience, fostering a vibrant and interconnected community.
(See the wiki for more installation information)
- Wuzzy
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Re: [Game] Repixture [3.12.1]
The work on the mobs rework continues!
The latest features I've implemented are:
The latest features I've implemented are:
- Minimal death animation
- Mobs now avoid water ponds and thistles and also run away when inside them
- Mobs rise when in water
- The basic code for all mobs has been finally be reimplemented
- Various bugs fixed (that I made during the rework)
- Animals follow player holding food again
- Animals follow each other when about to make babies
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