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# **Translate the docs**
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If you want to contribute towards JourneyMap, a good way to do that is to translate the docs and the mod. This can help people that do not speak or not know how to read English, be able to read the JourneyMap docs in their own language.
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If you want to contribute towards JourneyMap, a good way to do that is to translate the docs and the mod. This can help people that do not speak or not know how to read English, be able to read the JourneyMap docs or play the JourneyMap mod in their own language.
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Instructions on how to translate the mod can be found [here](translate-mod.md)
Copy file name to clipboardExpand all lines: docs/en/Contributing/translate-mod.md
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# **Translate the mod**
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If you want to contribute towards JourneyMap, a good way to do that is to translate the docs and the mod. This can help people that do not speak or not know how to read English, be able to read the JourneyMap docs in their own language.
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If you want to contribute towards JourneyMap, a good way to do that is to translate the docs and the mod. This can help people that do not speak or not know how to read English, be able to read the JourneyMap docs or play the JourneyMap mod in their own language.
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Instructions on how to translate the docs can be found [here](translate-docs.md)
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If your language file does not yet exist:
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1. Copy the en_US.lang file
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2. Rename it according the [[http://minecraft.gamepedia.com/Language Locale Code used by Mojang]]
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1. Copy the en_us.json file
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2. Rename it according the [Locale Code](https://minecraft.wiki/w/Language)used by Mojang
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3. Ensure it is saved with UTF-8 encoding (not ASCII or an ISO format)
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The .lang file **must be saved in UTF-8 encoding** by using a text editor which can handle UTF-8 characters like [http://notepad-plus-plus.org/ Notepad Plus].
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The .json file **must be saved in UTF-8 encoding** by using a text editor which can handle UTF-8 characters like [Notepad Plus](https://notepad-plus-plus.org/).
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If your language uses a character set which needs to be handled with Unicode characters, you can type them directly into the file. There is **no longer a need** to use Unicode hexadecimal Numeric Character Reference (NCR) codes (like \u0202).
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**Example**: <code>jm.common.saving_map_to_file=Saving %1$s map to file...</code>
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**Example**: `"jm.common.saving_map_to_file": "Saving %1$s map to file..."`
- Open your new .lang file in a text editor which can handle UTF-8 characters like [http://notepad-plus-plus.org/ Notepad Plus]. You will see a series of **keys** and **phrases** separated by an equals (=) sign. For example:
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- Open your new .json file in a text editor which can handle UTF-8 characters like [Notepad Plus](https://notepad-plus-plus.org/). You will see a series of **keys** and **phrases** separated by an equals (:) sign. For example:
The sample lines above have the **keys** of "jm.common.chat_announcement" and "jm.common.mapgui_only_ready".
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- Translate each **phrase** from the English phrase to your language, but do NOT alter the message keys. (Only change the text which come **after** the equals ("=") sign.)
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**Example**: <code>example.key=This is a phrase.</code>
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**Example**: <code>"example.key": "This is a phrase."</code>
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<spanstyle="color: green">**Correct**</span>: <code>example.key=Esta es una frase.</code>
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<spanstyle="color: green">**Correct**</span>: <code>"example.key": "Esta es una frase."</code>
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<spanstyle="color: red">**Incorrect**</span>: <code>example.llave=Esta es una frase.</code>
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<spanstyle="color: red">**Incorrect**</span>: <code>"example.llave": "Esta es una frase."</code>
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- Many of the phrases contain one or more numbered **parameters**. For example: "%1$s", "%1$d", "%2$s", etc. These are placeholders which will be replaced with a value when the message is displayed. You may reorder these parameters if it is required by the grammar rules of your language.
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- Many of the phrases contain one or more numbered **parameters**. For example: "%1$s", "%1$d", "%2$s", etc. These are placeholders which will be replaced with a value when the message is displayed. You may reorder these parameters if it is required by the grammar rules of your language. For example:
- If a phrase is missing from an existing language file, it will be prefixed with a "#" and have "???" as the phrase. You should remove the "#" prefix and then provide the correct phrase.
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**Example**: <code># example.key=???</code>
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**Example**: <code># "example.key": "???"</code>
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<spanstyle="color: green">**Correct**</span>: <code>example.key=Esta es una frase.</code>
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<spanstyle="color: green">**Correct**</span>: <code>"example.key": "Esta es una frase."</code>
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- Do not add line breaks (carriage returns) or HTML to any of the phrases.
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- Do not translate or remove the special character combinations used by Minecraft to change color. (§b, §f, §e, etc.)
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## **IV. How to test your translation**
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1. Use a zip program like 7Zip to open your JourneyMap*.jar mod file.
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2. Navigate down to <code>/assets/journeymap/lang</code> and add your language file (if new) or replace the older one.
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1. Use a zip program like 7-Zip to open your JourneyMap*.jar mod file.
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2. Navigate down to `/assets/journeymap/lang` and add your language file (if new) or replace the older one.
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3. JourneyMap will use the language you select in Minecraft. Select your language in Minecraft, and JourneyMap will use your new translation.
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4. Please test your translation in Minecraft as best as you can. Don't worry about trying to provoke error messages, but please try to test as much as possible, including the Fullscreen Map controls (and tooltips), Options (and tooltips), and Web Map controls to confirm they are working.
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