[Scummvm-devel] Fan translated versions of games

Eugene Sandulenko sev at scummvm.org
Wed Nov 24 19:02:49 CET 2010


On Wed, 24 Nov 2010 10:34:44 +0100
Max Horn <max at quendi.de> wrote:
> <quote>
> By default, we do not add explicit support for fan translations. Game
> engines should strive to still make it possible to use fan
> translations by means of good (fallback) detection. Exceptions can be
> made when the only way to support a fan translation are code
> modifications going beyond a detection entry, and which are specific
> to a fixed game version. In that case, the fan translations should be
> reviewed with care. For example: Is it legally clean? Is it stable
> (not going to be modified in the foreseeable future) ? Are there
> alternative translations, if so, which of them to support? Is the
> translation known to be bug free, or does it cause the game to crash
> in certain circumstances? Etc. </quote>
That's right.

To add support for fan translation, you need to do:
  * Check that it is properly distributed, i.e. that there is an
    official site which provides _patches_ against some of original
    data. Otherwise reject such translation and stop here
  * Implement proper file-based fallback detection. It is not really
    necessary to detect language if it is not absolutely needed. Just
    make the game run
  * In cases when you have some specific code in support of that
    translation, like you need a special font or engine logic, only in
    this case you may need md5s, and even then you may still consider
    coming up with a way to add it to fallback detection

The main problem with fan-translations is that they are not always
final, and in case there is some bugfix, your md5s may go all wrong.
With md5s you come with a dilemma either support all different versions
of that translation, or just one, final. /That/ is the main reason for
us not adding them easily.


Eugene




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