https://wiki.wesnoth.org/api.php?action=feedcontributions&user=Stikonas&feedformat=atomThe Battle for Wesnoth Wiki - User contributions [en]2024-03-28T23:03:47ZUser contributionsMediaWiki 1.31.16https://wiki.wesnoth.org/index.php?title=MapLocalization&diff=51746MapLocalization2013-08-12T19:22:52Z<p>Stikonas: /* Localization */</p>
<hr />
<div>'''This page is a work in progress'''<br />
<br />
Like the old maps, the new-style maps can be localized, but the intended method for doing so is quite different.<br />
<br />
=== Overview ===<br />
<br />
However, the workflow for localizing a map is simple: you create an image which contains the localized labels on a transparent background as simple text, no post-processing effects needed. In GIMP, you then add that image to a corresponding .xcf file as a new layer, and run a script. The script creates an overlay image which covers up the english labels, adds your localized labels and applies a bunch of post-processing effects to them in order to make them look identical to the english labels. All you need to do is to check the output and save.<br />
<br />
=== Step-by-step instructions ===<br />
<br />
==== Preparations ====<br />
<br />
1. If you don't have GIMP, install it.<br />
<br />
2. Download the [https://github.com/wesnoth/wesnoth-old/tree/master/resources/image-localization/maps/ wesnoth-map-localization.scm script] and place it into a script directory recognized by GIMP. You can view and configure the script directories in GIMP's preferences (Preferences -> Folders -> Scripts). If you already have GIMP running, you need to use '''Filters -> Script-Fu -> Refresh Scripts''' to make it recognize the newly added script. In the Filters menu, you should now see a filter category called "Wesnoth", and inside it "Map Localization". However, we don't need it yet.<br />
<br />
3. Download the [https://github.com/wesnoth/wesnoth-old/tree/master/resources/image-localization/maps/ localization.xcf for the map you're localizing].<br />
<br />
Now you're all set to begin.<br />
<br />
==== Localization ====<br />
<br />
1. Open the localization.xcf you've downloaded. It contains a bunch of layers needed by the localization script, but at this point all you need is the layer called "label placement guide". It's a version of the map without any perspective or displacement effects added, and it is the one onto which you need to place the localized layers.<br />
<br />
2. Create a new layer which includes the localized labels, positioning them using the aforementioned layer as a guide. The positions or orientation or curving of the labels does not need to match the english labels in any way. Place them in a way which you think looks good.<br />
<br />
The requirements for the labels are simple: black text should be pure black, whereas yellow labels on forests should have the RGB value 185,155,85. The script gives you a little bit of leeway so you don't have to stress over very small color deviations, but don't do it intentionally. Background should be transparent.<br />
<br />
''Note that you can use whatever graphics application you want in creating your labels, as long as you can import the result into GIMP so that it meets the above requirements.''<br />
<br />
3. Add the layer containing your localized text into the same localization.xcf file and name it "labels". Don't mess with the other layers.<br />
<br />
4. Run the script by choosing Filters -> Wesnoth -> Map Localization. The script will create a new image, and produce the output there. This will take a moment, perhaps as much as a minute or more on a slow computer, and for a few seconds it might seem like nothing is happening.<br />
<br />
5. You should now have a new image with a single layer called "localized overlay". Inspect that everything's ok by adding the original english map as a new layer underneath the overlay; the english labels should be covered up, the localized labels in place and there should be no glitches anywhere. Save the image (just remember to hide/delete the english map layer first!) and you're done.<br />
<br />
Final notes:<br />
<br />
If there are labels which you don't need to localize, then first of all, don't bother including them among your localized labels. Then, once you've generated the final overlay, simply erase the parts which cover up the original english label.<br />
<br />
The script works if and only if the labels layer contains both black and golden pixels.<br />
<br />
<br />
Text sizing:<br />
<br />
These are the text sizing rules that have been used on the english maps. Depending on your language, you may want to break some of them.<br />
<br />
Major geographical features or other large areas which extend beyond the map edges (including forests): 28px small caps, tracking ~200.<br />
''Note that these are font sizes for Photoshop. GIMP has slightly different text tools and does not have small caps effect. Small caps effect can be reproduced by using caps with 30px for the first letter and 20px bold for the remaining letters. The corresponding font tracking in GIMP is 5.0.''<br />
<br />
Large geographical features: 22px normal or small caps.<br />
<br />
Minor geographical features: 18px normal.<br />
<br />
Major rivers: 20px, tracking ~200.<br />
<br />
Small rivers: 18px, tracking ~200. For names like "R. Weldyn", note that periods are very small in Monotype Corsiva and get very close to the preceding R; I suggest giving the . a size of 24-30px and removing the following space. Other solutions can work too.<br />
<br />
Capital cities: 24px normal.<br />
<br />
Other major cities: 20px normal.<br />
<br />
Small cities: 16px normal.<br />
<br />
Large forests: 24px normal.<br />
<br />
Small forests: 18px normal.<br />
<br />
<br />
Text orientation and curving:<br />
<br />
In the english maps, names of large geographical areas and rivers are often curved. River names usually follow the shape of the river, and names of large features such as "Heart Mountains" are curved to roughly match the shape of said feature.<br />
<br />
All of the above is optional. You do not need to match the english labels in shape and location. If for some reason you need to, you can even omit some labels or add completely new ones.</div>Stikonashttps://wiki.wesnoth.org/index.php?title=MapLocalization&diff=51745MapLocalization2013-08-12T18:59:00Z<p>Stikonas: </p>
<hr />
<div>'''This page is a work in progress'''<br />
<br />
Like the old maps, the new-style maps can be localized, but the intended method for doing so is quite different.<br />
<br />
=== Overview ===<br />
<br />
However, the workflow for localizing a map is simple: you create an image which contains the localized labels on a transparent background as simple text, no post-processing effects needed. In GIMP, you then add that image to a corresponding .xcf file as a new layer, and run a script. The script creates an overlay image which covers up the english labels, adds your localized labels and applies a bunch of post-processing effects to them in order to make them look identical to the english labels. All you need to do is to check the output and save.<br />
<br />
=== Step-by-step instructions ===<br />
<br />
==== Preparations ====<br />
<br />
1. If you don't have GIMP, install it.<br />
<br />
2. Download the [https://github.com/wesnoth/wesnoth-old/tree/master/resources/image-localization/maps/ wesnoth-map-localization.scm script] and place it into a script directory recognized by GIMP. You can view and configure the script directories in GIMP's preferences (Preferences -> Folders -> Scripts). If you already have GIMP running, you need to use '''Filters -> Script-Fu -> Refresh Scripts''' to make it recognize the newly added script. In the Filters menu, you should now see a filter category called "Wesnoth", and inside it "Map Localization". However, we don't need it yet.<br />
<br />
3. Download the [https://github.com/wesnoth/wesnoth-old/tree/master/resources/image-localization/maps/ localization.xcf for the map you're localizing].<br />
<br />
Now you're all set to begin.<br />
<br />
==== Localization ====<br />
<br />
1. Open the localization.xcf you've downloaded. It contains a bunch of layers needed by the localization script, but at this point all you need is the layer called "label placement guide". It's a version of the map without any perspective or displacement effects added, and it is the one onto which you need to place the localized layers.<br />
<br />
2. Create a new layer which includes the localized labels, positioning them using the aforementioned layer as a guide. The positions or orientation or curving of the labels does not need to match the english labels in any way. Place them in a way which you think looks good.<br />
<br />
The requirements for the labels are simple: black text should be pure black, whereas yellow labels on forests should have the RGB value 185,155,85. The script gives you a little bit of leeway so you don't have to stress over very small color deviations, but don't do it intentionally. Background should be transparent.<br />
<br />
''Note that you can use whatever graphics application you want in creating your labels, as long as you can import the result into GIMP so that it meets the above requirements.''<br />
<br />
3. Add the layer containing your localized text into the same localization.xcf file and name it "labels". Don't mess with the other layers.<br />
<br />
4. Run the script by choosing Filters -> Wesnoth -> Map Localization. The script will create a new image, and produce the output there. This will take a moment, perhaps as much as a minute or more on a slow computer, and for a few seconds it might seem like nothing is happening.<br />
<br />
5. You should now have a new image with a single layer called "localized overlay". Inspect that everything's ok by adding the original english map as a new layer underneath the overlay; the english labels should be covered up, the localized labels in place and there should be no glitches anywhere. Save the image (just remember to hide/delete the english map layer first!) and you're done.<br />
<br />
Final notes:<br />
<br />
If there are labels which you don't need to localize, then first of all, don't bother including them among your localized labels. Then, once you've generated the final overlay, simply erase the parts which cover up the original english label.<br />
<br />
The script works if and only if the labels layer contains both black and golden pixels.<br />
<br />
<br />
Text sizing:<br />
<br />
These are the text sizing rules that have been used on the english maps. Depending on your language, you may want to break some of them.<br />
<br />
Major geographical features or other large areas which extend beyond the map edges (including forests): 28px small caps, tracking ~200.<br />
''Note that these are font sizes for Photoshop. GIMP has slightly different text tools and does not have small caps effect. Small caps effect can be reproduced by using normal (or bold) caps with 30px for the first letter and 20px for the remaining letters. The corresponding font tracking in GIMP is 5.0.''<br />
<br />
Large geographical features: 22px normal or small caps.<br />
<br />
Minor geographical features: 18px normal.<br />
<br />
Major rivers: 20px, tracking ~200.<br />
<br />
Small rivers: 18px, tracking ~200. For names like "R. Weldyn", note that periods are very small in Monotype Corsiva and get very close to the preceding R; I suggest giving the . a size of 24-30px and removing the following space. Other solutions can work too.<br />
<br />
Capital cities: 24px normal.<br />
<br />
Other major cities: 20px normal.<br />
<br />
Small cities: 16px normal.<br />
<br />
Large forests: 24px normal.<br />
<br />
Small forests: 18px normal.<br />
<br />
<br />
Text orientation and curving:<br />
<br />
In the english maps, names of large geographical areas and rivers are often curved. River names usually follow the shape of the river, and names of large features such as "Heart Mountains" are curved to roughly match the shape of said feature.<br />
<br />
All of the above is optional. You do not need to match the english labels in shape and location. If for some reason you need to, you can even omit some labels or add completely new ones.</div>Stikonashttps://wiki.wesnoth.org/index.php?title=MapLocalization&diff=51744MapLocalization2013-08-12T18:58:18Z<p>Stikonas: add comment about GIMP</p>
<hr />
<div>'''This page is a work in progress'''<br />
<br />
Like the old maps, the new-style maps can be localized, but the intended method for doing so is quite different.<br />
<br />
=== Overview ===<br />
<br />
However, the workflow for localizing a map is simple: you create an image which contains the localized labels on a transparent background as simple text, no post-processing effects needed. In GIMP, you then add that image to a corresponding .xcf file as a new layer, and run a script. The script creates an overlay image which covers up the english labels, adds your localized labels and applies a bunch of post-processing effects to them in order to make them look identical to the english labels. All you need to do is to check the output and save.<br />
<br />
=== Step-by-step instructions ===<br />
<br />
==== Preparations ====<br />
<br />
1. If you don't have GIMP, install it.<br />
<br />
2. Download the [https://github.com/wesnoth/wesnoth-old/tree/master/resources/image-localization/maps/ wesnoth-map-localization.scm script] and place it into a script directory recognized by GIMP. You can view and configure the script directories in GIMP's preferences (Preferences -> Folders -> Scripts). If you already have GIMP running, you need to use '''Filters -> Script-Fu -> Refresh Scripts''' to make it recognize the newly added script. In the Filters menu, you should now see a filter category called "Wesnoth", and inside it "Map Localization". However, we don't need it yet.<br />
<br />
3. Download the [https://github.com/wesnoth/wesnoth-old/tree/master/resources/image-localization/maps/ localization.xcf for the map you're localizing].<br />
<br />
Now you're all set to begin.<br />
<br />
==== Localization ====<br />
<br />
1. Open the localization.xcf you've downloaded. It contains a bunch of layers needed by the localization script, but at this point all you need is the layer called "label placement guide". It's a version of the map without any perspective or displacement effects added, and it is the one onto which you need to place the localized layers.<br />
<br />
2. Create a new layer which includes the localized labels, positioning them using the aforementioned layer as a guide. The positions or orientation or curving of the labels does not need to match the english labels in any way. Place them in a way which you think looks good.<br />
<br />
The requirements for the labels are simple: black text should be pure black, whereas yellow labels on forests should have the RGB value 185,155,85. The script gives you a little bit of leeway so you don't have to stress over very small color deviations, but don't do it intentionally. Background should be transparent.<br />
<br />
''Note that you can use whatever graphics application you want in creating your labels, as long as you can import the result into GIMP so that it meets the above requirements.''<br />
<br />
3. Add the layer containing your localized text into the same localization.xcf file and name it "labels". Don't mess with the other layers.<br />
<br />
4. Run the script by choosing Filters -> Wesnoth -> Map Localization. The script will create a new image, and produce the output there. This will take a moment, perhaps as much as a minute or more on a slow computer, and for a few seconds it might seem like nothing is happening.<br />
<br />
5. You should now have a new image with a single layer called "localized overlay". Inspect that everything's ok by adding the original english map as a new layer underneath the overlay; the english labels should be covered up, the localized labels in place and there should be no glitches anywhere. Save the image (just remember to hide/delete the english map layer first!) and you're done.<br />
<br />
Final notes:<br />
<br />
If there are labels which you don't need to localize, then first of all, don't bother including them among your localized labels. Then, once you've generated the final overlay, simply erase the parts which cover up the original english label.<br />
<br />
The script works if and only if the labels layer contains both black and golden pixels.<br />
<br />
<br />
Text sizing:<br />
<br />
These are the text sizing rules that have been used on the english maps. Depending on your language, you may want to break some of them.<br />
<br />
Major geographical features or other large areas which extend beyond the map edges (including forests): 28px small caps, tracking ~200. Note that these are font sizes for Photoshop. GIMP has slightly different text tools and does not have small caps effect. Small caps effect can be reproduced by using normal (or bold) caps with 30px for the first letter and 20px for the remaining letters. The corresponding font tracking in GIMP is 5.0.<br />
<br />
Large geographical features: 22px normal or small caps.<br />
<br />
Minor geographical features: 18px normal.<br />
<br />
Major rivers: 20px, tracking ~200.<br />
<br />
Small rivers: 18px, tracking ~200. For names like "R. Weldyn", note that periods are very small in Monotype Corsiva and get very close to the preceding R; I suggest giving the . a size of 24-30px and removing the following space. Other solutions can work too.<br />
<br />
Capital cities: 24px normal.<br />
<br />
Other major cities: 20px normal.<br />
<br />
Small cities: 16px normal.<br />
<br />
Large forests: 24px normal.<br />
<br />
Small forests: 18px normal.<br />
<br />
<br />
Text orientation and curving:<br />
<br />
In the english maps, names of large geographical areas and rivers are often curved. River names usually follow the shape of the river, and names of large features such as "Heart Mountains" are curved to roughly match the shape of said feature.<br />
<br />
All of the above is optional. You do not need to match the english labels in shape and location. If for some reason you need to, you can even omit some labels or add completely new ones.</div>Stikonashttps://wiki.wesnoth.org/index.php?title=MapLocalization&diff=51646MapLocalization2013-07-13T18:51:30Z<p>Stikonas: /* Localization */ Add a note that script fails to work if golden pixels a absent.</p>
<hr />
<div>'''This page is a work in progress'''<br />
<br />
Like the old maps, the new-style maps can be localized, but the intended method for doing so is quite different.<br />
<br />
=== Overview ===<br />
<br />
However, the workflow for localizing a map is simple: you create an image which contains the localized labels on a transparent background as simple text, no post-processing effects needed. In GIMP, you then add that image to a corresponding .xcf file as a new layer, and run a script. The script creates an overlay image which covers up the english labels, adds your localized labels and applies a bunch of post-processing effects to them in order to make them look identical to the english labels. All you need to do is to check the output and save.<br />
<br />
=== Step-by-step instructions ===<br />
<br />
==== Preparations ====<br />
<br />
1. If you don't have GIMP, install it.<br />
<br />
2. Download the [https://github.com/wesnoth/wesnoth-old/tree/master/resources/image-localization/maps/ wesnoth-map-localization.scm script] and place it into a script directory recognized by GIMP. You can view and configure the script directories in GIMP's preferences (Preferences -> Folders -> Scripts). If you already have GIMP running, you need to use '''Filters -> Script-Fu -> Refresh Scripts''' to make it recognize the newly added script. In the Filters menu, you should now see a filter category called "Wesnoth", and inside it "Map Localization". However, we don't need it yet.<br />
<br />
3. Download the [https://github.com/wesnoth/wesnoth-old/tree/master/resources/image-localization/maps/ localization.xcf for the map you're localizing].<br />
<br />
Now you're all set to begin.<br />
<br />
==== Localization ====<br />
<br />
1. Open the localization.xcf you've downloaded. It contains a bunch of layers needed by the localization script, but at this point all you need is the layer called "label placement guide". It's a version of the map without any perspective or displacement effects added, and it is the one onto which you need to place the localized layers.<br />
<br />
2. Create a new layer which includes the localized labels, positioning them using the aforementioned layer as a guide. The positions or orientation or curving of the labels does not need to match the english labels in any way. Place them in a way which you think looks good.<br />
<br />
The requirements for the labels are simple: black text should be pure black, whereas yellow labels on forests should have the RGB value 185,155,85. The script gives you a little bit of leeway so you don't have to stress over very small color deviations, but don't do it intentionally. Background should be transparent.<br />
<br />
''Note that you can use whatever graphics application you want in creating your labels, as long as you can import the result into GIMP so that it meets the above requirements.''<br />
<br />
3. Add the layer containing your localized text into the same localization.xcf file and name it "labels". Don't mess with the other layers.<br />
<br />
4. Run the script by choosing Filters -> Wesnoth -> Map Localization. The script will create a new image, and produce the output there. This will take a moment, perhaps as much as a minute or more on a slow computer, and for a few seconds it might seem like nothing is happening.<br />
<br />
5. You should now have a new image with a single layer called "localized overlay". Inspect that everything's ok by adding the original english map as a new layer underneath the overlay; the english labels should be covered up, the localized labels in place and there should be no glitches anywhere. Save the image (just remember to hide/delete the english map layer first!) and you're done.<br />
<br />
Final notes:<br />
<br />
If there are labels which you don't need to localize, then first of all, don't bother including them among your localized labels. Then, once you've generated the final overlay, simply erase the parts which cover up the original english label.<br />
<br />
The script works if and only if the labels layer contains both black and golden pixels.<br />
<br />
<br />
Text sizing:<br />
<br />
These are the text sizing rules that have been used on the english maps. Depending on your language, you may want to break some of them.<br />
<br />
Major geographical features or other large areas which extend beyond the map edges (including forests): 28px small caps, tracking ~200.<br />
<br />
Large geographical features: 22px normal or small caps.<br />
<br />
Minor geographical features: 18px normal.<br />
<br />
Major rivers: 20px, tracking ~200.<br />
<br />
Small rivers: 18px, tracking ~200. For names like "R. Weldyn", note that periods are very small in Monotype Corsiva and get very close to the preceding R; I suggest giving the . a size of 24-30px and removing the following space. Other solutions can work too.<br />
<br />
Capital cities: 24px normal.<br />
<br />
Other major cities: 20px normal.<br />
<br />
Small cities: 16px normal.<br />
<br />
Large forests: 24px normal.<br />
<br />
Small forests: 18px normal.<br />
<br />
<br />
Text orientation and curving:<br />
<br />
In the english maps, names of large geographical areas and rivers are often curved. River names usually follow the shape of the river, and names of large features such as "Heart Mountains" are curved to roughly match the shape of said feature.<br />
<br />
All of the above is optional. You do not need to match the english labels in shape and location. If for some reason you need to, you can even omit some labels or add completely new ones.</div>Stikonashttps://wiki.wesnoth.org/index.php?title=WesnothRepository&diff=49406WesnothRepository2013-03-27T09:54:14Z<p>Stikonas: /* Generating patches */ svn -> git</p>
<hr />
<div>{{Compiling Wesnoth}}<br />
<br />
The Battle for Wesnoth code base is stored in a version control repository. Version control allows the entire dev team to edit files concurrently. The software tracks revisions, stores a record of all edits, revents simultaneous editing from causing clashes. All changes are stored in the subversion repository. <br />
<br />
When a release is planned, the current set of the files in the repository is frozen, given a release number, and shipped out to the world at large. Then, as files continue to be edited by the developers, the repository code advances past that point. The repository (or "repo") version is by definition the most up-to-date version of the code.<br />
<br />
The Wesnoth repository uses Git and lives at https://sourceforge.net/p/wesnoth/code<br />
<br />
== Git ==<br />
<br />
Git is the most widely used open-source version-control system. You can learn more about it at the Git home page, http://git-scm.com/.<br />
<br />
Git replaced Sub&shy;&shy;version as Wesnoth's version control system in March 2013. Sub&shy;&shy;version had itself previously replaced an older program called "CVS" or "concurrent versioning system" in 2005. These earlier systems have left a few traces in the version history which you might encounter; some older documentation and a few files refer to them.<br />
<br />
== Browse the code ==<br />
<br />
There are currently two main streams of development: trunk (1.11.x) and stable branch (1.10.x). Most other branches are only used for a short time to do some testing without disturbing the main development. You can use your web browser to navigate through the source code:<br />
<br />
https://sourceforge.net/p/wesnoth/code<br />
<br />
== Download ==<br />
<br />
To check out a read-only copy into a directory called ''wesnoth-code'',<br />
<br />
git clone git://git.code.sf.net/p/wesnoth/code wesnoth-code<br />
<br />
== Commit access ==<br />
<br />
For commit access, you must have a developer account on SourceForge, it must be registered as part of the Wesnoth group, and you must check out with<br />
<br />
git clone ssh://USER@git.code.sf.net/p/wesnoth/code wesnoth-code<br />
<br />
where USER is your SourceForge developer name.<br />
<br />
== Update ==<br />
<br />
Do this from inside the ''wesnoth-code'' directory <br />
<br />
git pull<br />
<br />
== Reviewing your changes ==<br />
<br />
Before committing, it's always wise to run<br />
<br />
git diff<br />
<br />
and look at the output. Some kinds of mistakes that are hard to see embedded in all the code you have modified are more easily spotted in the isolated diff lines.<br />
<br />
== Generating patches ==<br />
<br />
Under Git on a Unix-like operating system, you'll typically do<br />
<br />
git format-patch HEAD~1..HEAD<br />
<br />
or something similar; "HEAD~1" may be replaced by a hash or symbolic reference to any earlier revision. This will produce one or more patch files, numbered and endingth with the extension ".patch". See [[PatchSubmissionGuidelines]] for more on how to get these merged into the public repository.<br />
<br />
== See Also ==<br />
<br />
* [[CompilingWesnoth]]<br />
<br />
[[Category:Development]]</div>Stikonashttps://wiki.wesnoth.org/index.php?title=SpellingMistakes&diff=43883SpellingMistakes2011-10-23T00:07:25Z<p>Stikonas: /* Other (unit descriptions, ...) */ Cleanup</p>
<hr />
<div>This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.<br />
<br />
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors. Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not. Note that the mainline campaigns are now using correct typography, including sexed quotes and en and em dashes. These will appear as three byte sequences if you are not using a viewer that supports UTF-8.<br />
<br />
==Mainline Campaigns==<br />
<br />
===An Orcish Incursion===<br />
<br />
===Dead Water===<br />
<br />
===Delfador's Memoirs===<br />
S13: "This was ill tidings for men and Elves alike."<br />
This was -> These were<br />
<br />
===Descent into Darkness===<br />
<br />
===Eastern Invasion===<br />
S1: "In the days of the king Garard I..."<br />
king Garard I -> King Garard I<br />
<br />
===Heir to the Throne===<br />
<br />
===Liberty===<br />
<br />
===Northern Rebirth===<br />
S05a: "The hole wasn’t big enough for me to go through but one you little guys you might fit."<br />
one you little guys you might fit -> one of you little guys might fit<br />
S07a: "That’s why we have come here, to seek yours and your brothers help in defeating the orcs."<br />
yours and your brothers -> your and your brother's<br />
S09a: "Pff, foolish human. What in the world gave you that idea."<br />
idea. -> idea?<br />
<br />
===Sceptre of Fire===<br />
S5: "Och, its some o’ them cave-dwarves."<br />
its -> it’s<br />
<br />
* scenario 4 (line 157) ''That makes sense, I guess you '''would''' to plan the sceptre’s design... what in particular do you want him to do?''<br />
<br />
That makes sense, I guess you would want to plan the sceptre’s design... What in particular do you want him to do?<br />
<br />
===Son of the Black Eye===<br />
<br />
===The Hammer of Thursagan===<br />
<br />
===The Legend of Wesmere===<br />
S3: "How can they dare to brake the treaty!" brake -> break<br />
<br />
===The Rise of Wesnoth===<br />
<br />
===The South Guard===<br />
<br />
===Two Brothers===<br />
<br />
===Under the Burning Suns===<br />
<br />
==Wesnoth Game==<br />
<br />
===Editor===<br />
<br />
===Help===<br />
* ''data/core/encyclopedia/geography.cfg:32''<br />
''Original text:'' (..) Far to the west in the <del>the </del>Great Ocean is a huge archipelago called (..)<br />
''Proposed replacement:'' (..) Far to the west in the Great Ocean <ins>there </ins>is a huge archipelago called (..)<br />
<br />
* ''data/core/help.cfg:317'' I think that period should be moved.<br />
''Original text:'' (..)'''.''' (In general this is configurable but in campaigns it is almost always one gold per village.) Thus (..)<br />
''Proposed replacement:'' (..) (In general this is configurable but in campaigns it is almost always one gold per village.)'''.''' Thus (..)<br />
<br />
===Tutorial===<br />
<br />
===Manual===<br />
<br />
===Manpages===<br />
<br />
===Units===<br />
<br />
===1.10 Announcement===<br />
<br />
===Other (unit descriptions, ...)===<br />
<br />
<br />
* The lieutenant's description says "Trained at swords and crossbows..." which is rather poor grammar. Might "Trained in swords and crossbows..." be better?<br />
<br />
===Multiplayer maps===<br />
<br />
===Translation code bugs===<br />
<br />
==Unofficial campaigns==<br />
<br />
===Invasion from the unknown===</div>Stikonashttps://wiki.wesnoth.org/index.php?title=SpellingMistakes&diff=43882SpellingMistakes2011-10-23T00:03:42Z<p>Stikonas: /* Help */</p>
<hr />
<div>This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.<br />
<br />
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors. Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not. Note that the mainline campaigns are now using correct typography, including sexed quotes and en and em dashes. These will appear as three byte sequences if you are not using a viewer that supports UTF-8.<br />
<br />
==Mainline Campaigns==<br />
<br />
===An Orcish Incursion===<br />
<br />
===Dead Water===<br />
<br />
===Delfador's Memoirs===<br />
S13: "This was ill tidings for men and Elves alike."<br />
This was -> These were<br />
<br />
===Descent into Darkness===<br />
<br />
===Eastern Invasion===<br />
S1: "In the days of the king Garard I..."<br />
king Garard I -> King Garard I<br />
<br />
===Heir to the Throne===<br />
<br />
===Liberty===<br />
<br />
===Northern Rebirth===<br />
S05a: "The hole wasn’t big enough for me to go through but one you little guys you might fit."<br />
one you little guys you might fit -> one of you little guys might fit<br />
S07a: "That’s why we have come here, to seek yours and your brothers help in defeating the orcs."<br />
yours and your brothers -> your and your brother's<br />
S09a: "Pff, foolish human. What in the world gave you that idea."<br />
idea. -> idea?<br />
<br />
===Sceptre of Fire===<br />
S5: "Och, its some o’ them cave-dwarves."<br />
its -> it’s<br />
<br />
* scenario 4 (line 157) ''That makes sense, I guess you '''would''' to plan the sceptre’s design... what in particular do you want him to do?''<br />
<br />
That makes sense, I guess you would want to plan the sceptre’s design... What in particular do you want him to do?<br />
<br />
===Son of the Black Eye===<br />
<br />
===The Hammer of Thursagan===<br />
<br />
===The Legend of Wesmere===<br />
S3: "How can they dare to brake the treaty!" brake -> break<br />
<br />
===The Rise of Wesnoth===<br />
<br />
===The South Guard===<br />
<br />
===Two Brothers===<br />
<br />
===Under the Burning Suns===<br />
<br />
==Wesnoth Game==<br />
<br />
===Editor===<br />
<br />
===Help===<br />
* ''data/core/encyclopedia/geography.cfg:32''<br />
''Original text:'' (..) Far to the west in the <del>the </del>Great Ocean is a huge archipelago called (..)<br />
''Proposed replacement:'' (..) Far to the west in the Great Ocean <ins>there </ins>is a huge archipelago called (..)<br />
<br />
* ''data/core/help.cfg:317'' I think that period should be moved.<br />
''Original text:'' (..)'''.''' (In general this is configurable but in campaigns it is almost always one gold per village.) Thus (..)<br />
''Proposed replacement:'' (..) (In general this is configurable but in campaigns it is almost always one gold per village.)'''.''' Thus (..)<br />
<br />
===Tutorial===<br />
<br />
===Manual===<br />
<br />
===Manpages===<br />
<br />
===Units===<br />
<br />
===1.10 Announcement===<br />
<br />
===Other (unit descriptions, ...)===<br />
<br />
* Mechanical units generally have mechan'''o'''cal as their only trait. Since mechanical units don’t really have life, drain, poison and plague has no effect upon them.<br />
mechanocal -> mechanical *fixed in development version<br />
<br />
<br />
* The lieutenant's description says "Trained at swords and crossbows..." which is rather poor grammar. Might "Trained in swords and crossbows..." be better?<br />
<br />
===Multiplayer maps===<br />
<br />
===Translation code bugs===<br />
<br />
==Unofficial campaigns==<br />
<br />
===Invasion from the unknown===</div>Stikonashttps://wiki.wesnoth.org/index.php?title=ImageLocalization&diff=43880ImageLocalization2011-10-22T18:43:27Z<p>Stikonas: /* List of Images for Localization */ DW map was renamed</p>
<hr />
<div>Being a game, Wesnoth's graphics data carries higher significance than it would in utilitarian software. An image containing English text in an otherwise native language environment, may bite at user's immersion. For example, a mismatch between geographical names in translated text and on maps (like "Blackwater Port", "Ford of Abez", etc.) will certainly not improve user's feeling of completeness of localization effort.<br />
<br />
To offset this, a willing translator can also localize images into the world of Wesnoth.<br />
<br />
== How Does It Work? ==<br />
<br />
Quite not unlike with text. Most text appearing in Wesnoth is up for translation, but given language's translators may leave some untranslated -- either deliberately (i.e. just copying English original), or because they didn't get to it yet. Likewise with the images: any can be localized, but none needs be; if there is no localized version of a given image, the user is presented with the original one. The only difference between text and images is that, unlike text, very few images possibly need to be localized -- presently, about 30 in total.<br />
<br />
Once the localized image is made, putting it to work is simple. If the path of the original image in the source tree is:<br />
<br />
foo/bar/baz/image.png<br />
<br />
then the localized image should be put in:<br />
<br />
foo/bar/baz/l10n/ll/image.png<br />
<br />
where <tt>ll</tt> is the given language's code, like that used for names of PO files (e.g. <tt>de</tt>, <tt>pt_BR</tt>, etc.) That's it.<br />
<br />
Before trying to test any localized images at runtime, it is also necessary that the following message in <tt>wesnoth-lib</tt> catalog is properly translated:<br />
<br />
#. TRANSLATORS: This is the language code [...]<br />
#: src/image.cpp:342<br />
msgctxt "language code for localized resources"<br />
msgid "en_US"<br />
msgstr ""<br />
<br />
The translation should basically be the same language code as used in paths of localized images (<tt>ll</tt> from the example above), but read the longer explanation in comments of this message for other possibilities.<br />
<br />
A tracker script is run periodically on the repository to indicate that localized images need updating when the original image has been changed or moved. There is a file named <tt>l10n-track</tt> in the root of the source tree, which tracks the state for every localized image, grouped by language:<br />
<br />
# ll<br />
ok ¦foo/bar/baz/l10n/ll/image.png¦ ea9d6...563ad 30544<br />
...<br />
<br />
In each non-comment line, the first field is the state of the localized image, the second the path, third the checksum of the original image, and fourth the revision ID of the original image. When the original image has been modified, the corresponding localized image's state will change to <tt>fuzzy</tt>:<br />
<br />
# ll<br />
fuzzy ¦foo/bar/baz/l10n/ll/image.png¦ ea9d6...563ad 30544<br />
<br />
If the original image is removed or renamed, the localized one will be marked as <tt>obsolete</tt>:<br />
<br />
# ll<br />
obsolete ¦foo/bar/baz/l10n/ll/image.png¦ ea9d6...563ad 30544<br />
<br />
Translators should regularly check the <tt>l10n-track</tt> file, making the needed modifications to fuzzied images and submitting new versions (<tt>obsolete</tt> state will probably never be seen, as translation coordination team will see to it that localized images are moved and removed following the original). See below for a quick guide at dealing with fuzzy images. A fuzzy localized image will not be used at runtime, so that users will see the original image -- just like with fuzzy messages in PO files.<br />
<br />
Translators can send new and updated localized images to Chusslove Illich &lt;caslav.ilic@gmx.net&gt; or to Espreon &lt;Majora700_at_gmail_dot_com&gt; for committing to the repository. They can also send in any source material used to create the final images, like Gimp XCF files, so that they are easily available for future editing. Source images for given language are located in the <tt>branches/resources/image-localization/ll</tt> directory in the repository.<br />
<br />
The technicalities are thus rather simple, the main challenge instead is how to create the localized out of the original images in the first place. This depends on the type of the image: from trivial screenshots, to the more complex Wesnoth logo. Most of the rest of this article will deal with this.<br />
<br />
=== Overlay Images ===<br />
<br />
A special kind of localized image is an ''overlay'' image -- one which does not simply replace the original, but is combined with it at runtime, overlaying the original content. Of course, the overlay image should have some transparent regions, through which the original content will show up. The overlay image is indicated by adding <tt>--overlay</tt> suffix to its original name:<br />
<br />
foo/bar/baz/l10n/ll/image--overlay.png<br />
<br />
Overlay images are used purely to avoid needlesly growing the size of Wesnoth packages, in cases when the full image is rather large and only small parts of it need localization. This is typical of maps.<br />
<br />
=== Resolving Fuzzy Images ===<br />
<br />
When a localized image got fuzzy due to changes to the original, it is necessary to ascertain what is it exactly that had been changed, between the point when the localized image was made and current state. To do this, enter the root directory of appropriate branch in the repository, and observe the fuzzy entry in <tt>l10n-track</tt>:<br />
<br />
fuzzy ¦foo/bar/baz/l10n/ll/image.png¦ ea9d6...563ad 30544<br />
<br />
The final piece of data here is the revision ID of the original image at the time when the localized image was made. Recover this revision of the original, and copy it with a suffix to current working directory (note omission of <tt>/l10n/ll</tt> from the path):<br />
<br />
$ svn up -r 30544 foo/bar/baz/image.png<br />
U foo/bar/baz/image.png<br />
Updated to revision 30544.<br />
$ cp foo/bar/baz/image.png image-30544.png<br />
<br />
Now do the same with the current original image (no revision ID necessary in <tt>svn</tt> command line):<br />
<br />
$ svn up foo/bar/baz/image.png<br />
U foo/bar/baz/image.png<br />
Updated to revision 39066.<br />
$ cp foo/bar/baz/image.png image-39066.png<br />
<br />
After this, current working directory will contain the old and new original, named <tt>image-30544.png</tt> and <tt>image-39066.png</tt>. Now they can be quickly switched between in an image viewer, and the eye will easily capture the differences. There are also tools which can, given two images, produce a graphical diff of some sort.<br />
<br />
After the differences have been observed, the localized image can be updated accordingly and submitted again.<br />
<br />
== List of Images for Localization ==<br />
<br />
An up-to-date list of images ''possibly'' needing localization is given here, and updated as people spot any new such image. Here, "possible" means judged such by at least one translator. Those are typically images containing some English text, but depending on the particular text, many languages may also like to keep it as in English (e.g. "Weldyn").<br />
<br />
* In-game images:<br />
<br />
images/misc/logo.png<br />
data/core/images/misc/logo.png<br />
-- The BfW logo, visible in the main menu, loading screens,<br />
and elsewhere (both files are same)<br />
<br />
data/core/images/maps/wesnoth.png<br />
-- Wesnoth's main map, in the background of the main menu<br />
and as the main map in some campaigns<br />
<br />
data/core/images/help/hpxp.png<br />
data/core/images/help/recruit.png<br />
data/core/images/help/tooltip.png<br />
-- screenshots in the help sections<br />
<br />
data/campaigns/An_Orcish_Incursion/images/an-orcish-incursion-map.png<br />
data/campaigns/Dead_Water/images/dead-water-map.png<br />
data/campaigns/Descent_Into_Darkness/images/misc/descent-into-darkness.png<br />
data/campaigns/Eastern_Invasion/images/eastern-invasion-map.png<br />
data/campaigns/Legend_of_Wesmere/images/legend-of-wesmere-map.png<br />
data/campaigns/Liberty/images/maps/liberty-map.png<br />
data/campaigns/Son_Of_The_Black_Eye/images/farnorth.png<br />
-- main maps of respective campaigns<br />
<br />
data/campaigns/The_Rise_Of_Wesnoth/images/story/trow-logo.png<br />
data/campaigns/The_Rise_Of_Wesnoth/images/story/east.png<br />
data/campaigns/The_Rise_Of_Wesnoth/images/story/west.png<br />
data/campaigns/The_Rise_Of_Wesnoth/images/story/tgi-blackmore.png<br />
data/campaigns/The_Rise_Of_Wesnoth/images/story/tgi-clearwater.png<br />
data/campaigns/The_Rise_Of_Wesnoth/images/story/tgi-jevyan.png<br />
data/campaigns/The_Rise_Of_Wesnoth/images/story/tgi-southbay.png<br />
data/campaigns/The_Rise_Of_Wesnoth/images/story/tgi-stormvale.png<br />
data/campaigns/The_Rise_Of_Wesnoth/images/story/tgi-thegreenisle.png<br />
-- text overlays in the TRoW campaign<br />
<br />
data/core/images/lobby/sort-az.png<br />
data/core/images/lobby/sort-az-off.png<br />
-- sorting icons in multiplayer lobby (with "A-Z" on them)<br />
<br />
* Images in the manual:<br />
<br />
doc/manual/images/game-screen.jpg<br />
doc/manual/images/main-menu.jpg<br />
doc/manual/images/multiplayer.jpg<br />
doc/manual/images/recruit.jpg<br />
doc/manual/images/right_pane.jpg<br />
doc/manual/images/top_pane.jpg<br />
<br />
If you come across an image eligible for localization and not listed here, please add it.<br />
<br />
== Creating Localized Images ==<br />
<br />
This section gives brief, but hopefully sufficient instructions on how to produce localized images, by each distinct type. Note that there is a balance between simplicity of instructions and quality of final images -- whenever you can do better than describe here, do not hesitate.<br />
<br />
Most of the time it will be necessary to edit an image template using a general image manipulation app, and the instructions here will be presented with [http://www.gimp.org/ Gimp], a popular and free tool for this purpose. There is also a [[#Gimp For Translators|section of this article]] describing some of the Gimp's features frequently used in present context.<br />
<br />
=== Screenshots ===<br />
<br />
Screenshots in the game are found on the help pages. Instead of full game screens, they are usually only smaller portions of screens. Making localized versions of these images is naturally easy, one just needs to grab some screenshots from the localized version of the game. Just a few points:<br />
<br />
* Screenshots should be captured from the game running at 1024×768 resolution.<br />
<br />
* To grab a screenshot, it's probably easiest to run the game in window instead of full screen, and use whatever screenshot capture utility available. (Gimp too can be used, menu '''File→Create→Screenshot'''.)<br />
<br />
* The screenshot should be saved in PNG format (the capture utility will probably provide various formats).<br />
<br />
* If the capture utility didn't provide option to select part of the screen to capture, to reduce the screenshot to the required small portion of the screen Gimp's cropping tool can be used ('''Tools→Transform Tools→Crop''').<br />
<br />
* It is not necessary for the dimensions of localized screenshot to be exactly the same as the original screenshot, but should be near.<br />
<br />
((to be done: screenshots in the manual; describe the explicit <tt>image-x.y.z.jpg</tt> versioning system))<br />
<br />
=== BfW Logo ===<br />
<br />
The sworded shield logo with "The Battle for Wesnoth" text is shown on loading screens and at the head of the main menu, thus being the foremost target for localization (for languages which have translated the game's name, of course). Here are the steps to create the localized logo with Gimp. Note in order to make sure the logo fits properly in the title screen it shall not be larger as 550x250. <br />
<br />
Fetch the template logo from here:<br />
<br />
http://svn.gna.org/viewcvs/*checkout*/wesnoth/branches/resources/image-localization/templates/bfw-logo/bfw-logo.xcf<br />
<br />
There is just one layer in the file, <tt>shield</tt>, with the sworded shield on transparent background and without any text. Rename the file to e.g. <tt>bfw-logo-LANG.xcf</tt>, to work on it and keep it as "source" of your localized logo.<br />
<br />
Pick a font in which you would like to write the logo text. The English logo uses "Celtic Garamond the 2nd" font, easily found by Google for free download, as the starting point. This font, however, contains only English letters (not even Western European), so some creativity may be needed to make use it. One could, for example, manually add any diacritics (copied over from suitable letters of another font). Another option is to simply use another font, which both has the glyphs of required characters, and is somewhat fantasy-looking.<br />
<br />
The hardest part of localizing the logo is that of producing a single-color version of the text of translated game name. This may seem surprising at first -- why not just use the text tool to write out the text in proper size, and be done with it? The problem with this is that, as a rule rather than exception, the letters will not be mutualy spaced in visualy pleasing manner. For each font size, the spacing between any two paired letters needs to be manualy adjusted, a process which is called ''kerning''. Only high quality fonts have kerning instructions built in, and then usually only for small font sizes. Therefore we have to perform kerning manually.<br />
<br />
Create a layer named <tt>text-temporary</tt> with transparent background (menu '''Layer→New Layer...''', type the name, and make sure '''Transparency''' is selected as '''Layer Fill Type'''). Switch to this layer, select text tool ('''Tools→Text'''), make sure that options '''Hinting''', '''Force auto-hinter''', and '''Antialiasing''' are all selected, and set color to black and font size to 42 (this size is appropriate for Celtic Garamond font mentioned above, may be different for another font). Write out the text with ''a space between each two letters'', i.e. like "B a t t l e ...". At this point, do not bother about text being centered over the shield; in fact, it is best to make the shield layer invisible (visibility of layers is controlled through the leftmost column in layer view).<br />
<br />
If the name starts with a definite article (''The'', ''La'', etc.), put the article above the main text, as in the English logo -- of course, only if such splitting is permitted by title style in your language. This means once more applying the text tool to write out the article, also with a space between each two letters, and with font size 32.<br />
<br />
Text written out with the text tool will appear as another, special layer. Convert it to ordinary layer using '''Layer→Discard Text Information'''. Make sure this new layer is positioned just above <tt>text-temporary</tt> (layer order is shown in the layer view, and can be changed with up/down arrows at the bottom), that the new layer is selected, and execute '''Layer→Merge Down'''. The new layer will dissapear and the text will become part of <tt>text-temporary</tt> layer. (In case there was another piece of text for the definite article, repeat the same procedure for it.) If Celtic Garamond font was used, to finally get to letter size quite near to English logo, resize <tt>text-temporary</tt> layer ('''Layer→Scale Layer...''') to 80% by horizontal and 120% by vertical.<br />
<br />
At this point, for example, the image with translated name "Boj za Vesnot" will look like this:<br />
<br />
<center>http://svn.gna.org/viewcvs/*checkout*/wesnoth/branches/resources/image-localization/tutorial/text-temporary.jpg</center><br />
<br />
(The <tt>shield</tt> layer has been dimmed by setting it's opacity to 50%, using the top slider in layer view. This is useful whenever a layer is not the focus of current operations, but may be needed for orientation.)<br />
<br />
In preparation for kerning, each letter needs to be put on its own layer. To do this for a given letter, make <tt>text-temporary</tt> current layer, use rectangle selection tool ('''Tools→Selection Tools→Rectangle Select''', or just press '''R''' on keyboard), select the letter with generous empty space around it (this should be easy, since letters are widely spaced), and cut and paste the selection; this will create a floating selection layer, which can be turned into a normal layer by double-clicking on its name in layer view and renaming it to the letter itself (possibly with a suffix like <tt>-2</tt> for letters appearing more than once). Repeat this until all letters are on their own layers. It is best to start from the last letter in the name and go backwards, because then the letter layers are going to end up nicely ordered in the layer view (but they can always be ordered manually afterwards). When doing cut and paste step, it is critical that all the pasted letters appear at the same vertical position on the image (for this, fix the rectangle height on the preferences and position each rectangle at a fixed chosen vertical position before cutting). <tt>text-temporary</tt> layer becomes empty after all letters have been processed, so delete it ('''Layer→Delete Layer''').<br />
<br />
Letters should now be horizontally moved to obtain visually pleasing spacing. Since each letter is on its own layer, moving single letters is easy. To move more than one letter together, you can link the corresponding layers (by clicking in the second left-most column in layer view, next to visibility column, producing chain-like icon). Layer is moved by the general move tool ('''Tools→Transform Tools→Move''', '''M''' on the keyboard), and to be sure that you are moving it exactly horizontally, observe the offset coordinates in the status bar; also, keeping '''Ctrl''' key pressed will constrain a move to one of eight radial directions, which starts being helpful for moves longer than a few pixels.<br />
<br />
Here lays the toughest part: what does it mean "visualy pleasing"? How do you know when the letters and words are spaced "just right"? One way in which you ''cannot'' know this, is by measuring distances on pixel level -- an objective measure here is of no use, as the goal is to achieve perceptual balance for the observer's eye. So, unfortunatelly, you must simply follow your feeling. (See the note at the end of this section for how you should confirm that you have done this, as well as the logo overally, acceptably well.)<br />
<br />
When the letters have been positioned, turn on the <tt>shield</tt> layer, link all letter layers, and move them such as to be centered over the shield. For proper vertical centering, follow the English logo.<br />
<br />
Outer portions of the image should now be cut off such that the image is only as wide as the centered text, plus about one to two letter widths of empty space on each side. This is done by executing ''''Image→Canvas Size...''. In the dialog, make sure '''Width:''' and '''Height:''' are not linked (break chain icon to the left), and enter the appropriate new width. Click on '''Center''' button to make all layers centered with respect to new image width. In '''Resize layers:''' listbox, select '''Image-sized layers'''. Click '''Resize''' to exit the dialog and resize the image. If you left too much or too little empty space on the sides, you can undo and repeat the operation using a corrected guess for the width.<br />
<br />
After the blank text has been created and positioned, the remaining steps to create the final logo are rather automatic.<br />
<br />
The only layers in the image should now be letter layers and <tt>shield</tt>. Make <tt>shield</tt> layer invisible and all letter layers visible, and execute '''Layer→New from Visible'''. This will create a new layer containing all the letters; rename it to <tt>text-base</tt>. Do not delete letter layers, as they may be needed later for corrections in spacing, but make them all invisible. Here is how the image should look at this point:<br />
<br />
<center>http://svn.gna.org/viewcvs/*checkout*/wesnoth/branches/resources/image-localization/tutorial/text-base-final.jpg</center><br />
<br />
As an example of why manual kerning is necessary, observe how the first word above, "Boj", looks like. If instead you try to write it out directly by the text tool, in Celtic Garamond font, you will see that the letter "o" is stuck to "B" while "j" is visibly separated from "o", resulting in quite ungainly word as whole.<br />
<br />
Duplicate the <tt>text-base</tt> layer four times ('''Layer→Duplicate Layer'''), and name the copies as follows, going upwards from <tt>text-base</tt>: <tt>text-map</tt>, <tt>text-outline</tt>, <tt>text-shadow</tt>, <tt>text-final</tt>. Now we'll play a bit with these four layers. Note that for the following steps it is easier to always have only the currently selected text layer visible, while other layers should be hidden.<br />
<br />
Switch to <tt>text-map</tt> layer and start Gaussian blur filter ('''Filters→Blur→Gaussian Blur...'''). In there, set both horizontal and vertical blur radius to 5 pixels. The preview pane should show how that the text got quite blurry; click '''Ok''' to apply the blur. Repeat this exact same filter for <tt>text-outline</tt> and <tt>text-shadow</tt> layers (you can just switch to each of them and use '''Filter→Repeat Last''').<br />
<br />
Some layers should now get color different from black. Change to <tt>text-final</tt> (the topmost layer, which didn't get blurred), and start '''Colors→Colorize...'''. In the dialog, set hue to 50, saturation to 40, and lightness to 60. As you do this, the text in the image should reflect the modifications, and in the end it should be pale sand-like color. Click '''Ok''' to apply colorization. Change to <tt>text-map</tt> layer (one of the blurred layers), also use '''Colors→Colorize...''', but this time only set lightness to 100. This should make the blurred text white.<br />
<br />
Switch to <tt>text-final</tt> and start '''Filters→Map→Bump Map...'''. From the '''Bump map:''' dropdown list in top right corner of the dialog, select the <tt>text-map</tt> layer (the layer name may be somewhat strange and possibly shrinked, so look the small icon to the left for the whitey pattern produced by white text on that layer). Check '''Compensate for darkening''' (should be so by default), and then set the sliders: azimuth 135, elevation 40, depth 10 (rest should be all zero). In the preview pane to the left you should now see the final bevelled text:<br />
<br />
<center>http://svn.gna.org/viewcvs/*checkout*/wesnoth/branches/resources/image-localization/tutorial/text-bump-map.png</center><br />
<br />
(By this point, the colors may look not sufficiently near to the original, due to differences between Gimp releases. E.g. in a 2.4.x release the colors were reported too dark, and that additionally executing '''Colors→Brightness-Contrast''', with values 90 and 70 respectively, yielded better result.)<br />
<br />
To complete the composition, make sure only the following layers are visible: <tt>shield</tt> (put its opacity back to 100% if it was dimmed), <tt>text-outline</tt>, <tt>text-shadow</tt>, <tt>text-final</tt>. Layers <tt>text-outline</tt> and <tt>text-shadow</tt> provide some dark shade behind the letters, to make them stand out better on the shield. Move both of these layers by single pixel downward; when moving, check '''Move the active layer''' in the move tool options, as otherwise it will be hard to grab the desired layer. The final result should look like this (note the ordering and visibility of layers):<br />
<br />
<center>http://svn.gna.org/viewcvs/*checkout*/wesnoth/branches/resources/image-localization/tutorial/shield-w-text-final.jpg</center><br />
<br />
The logo should now be exported as PNG image, named <tt>logo.png</tt>, using '''File→Save a Copy...''' (choose '''Merge Visible Layers''' when asked, default PNG export options will do). But do keep around the original Gimp XCF image, in case some changes are to be made in the future.<br />
<br />
'''Note: Having a well done localized logo is very important for the first impression of the game. Therefore, there is a special rule for accepting localized logos: you have to get explicit approval from Wesnoth's art director, Jetrel. He can be contacted through forum PM, and sometimes can also be found on IRC (<tt>#wesnoth-dev</tt> on Freenode).'''<br />
<br />
=== TRoW Logo ===<br />
<br />
The logo with the "The Rise of Wesnoth" text is displayed on one of the story screens of the first scenario of ''The Rise of Wesnoth''. It is only seen once and is fairly easy to make.<br />
<br />
First, fetch the logo from the Subversion repository:<br />
<br />
http://svn.gna.org/viewcvs/*checkout*/wesnoth/branches/resources/image-localization/templates/trow-logo/trow-logo.xcf<br />
<br />
As with the main logo, the TRoW logo uses "Celtic Garamond the 2nd".<br />
<br />
As with the process of creating the main logo, switch to the text tool and enable the following options: '''hinting''', '''force-autohinting''', and '''antialiasing'''. Set the font size to seventy.<br />
<br />
As the font size is so large, the text tool should get the spacing right, unlike the smaller text for the logos, so just write out the text one two or three lines (you should only use three lines if the text uses things such as prepositions).<br />
<br />
If the text tool did not get the spacing right, then cut up the the letters into different layers and move as necessary.<br />
<br />
After writing out the text, align the letters against the letters in <tt>original</tt>, then center the text against the image... like the text in <tt>original</tt>.<br />
<br />
After you properly aligned and centered the text, merge all of the layers with the translated text (if there is more than one) and name the layer with all of the translated text <tt>text-base</tt>.<br />
<br />
Duplicate <tt>text-base</tt> four times. The order (in ascending order) and names of the layers (including <tt>text-base</tt>) should be like this: <tt>text-base</tt> <tt>text-map</tt>, <tt>text-outline</tt>, <tt>text-shadow</tt>, <tt>text-final</tt>.<br />
<br />
Switch to <tt>text-map</tt>; use the '''Colorize''' tool to make the layer all white (set the lighting to one hundred in the colorize dialog).<br />
<br />
Now, apply an eight-radius Gaussian blur to <tt>text-map</tt>. Afterwards, apply a five-radius Gaussian blur to <tt>text-outline</tt> and <tt>text-shadow</tt>.<br />
<br />
Switch to <tt>text-final</tt>; summon the '''Colorize''' tool; set hue to fifty, saturation to forty, and lightness to sixty; apply the effect. Afterwards, duplicate <tt>text-final</tt>; put this duplicate above <tt>text-final</tt> and call it <tt>text-final lighting</tt>.<br />
<br />
Switch to <tt>text-final lighting</tt>; summon the '''Hue-Saturation''' tool; set hue to −165; apply the effect. Afterwards, set the layer mode of <tt>text-final lighting</tt> to "Lighten Only" and set its opacity to thirty percent.<br />
<br />
Switch to <tt>text-final</tt>; summon the '''Bump Map''' dialog. Set the map to be bumped (Bump map) to <tt>text-map</tt>; set azimuth to 135, elevation to forty, depth to twenty, and the rest to zero. Make sure that "Compensate for darkening" is checked. Afterwards, apply the effect.<br />
<br />
Switch to <tt>text-final lighting</tt>; summon the bump map dialog; keep the same settings we used last time, but check "Invert bumpmap"; apply the effect.<br />
<br />
Drag down <tt>text-outline</tt> and <tt>text-shadow</tt> by one pixel.<br />
<br />
Now, make sure that only the following layers are visible: <tt>text-outline</tt>, <tt>text-shadow</tt>, <tt>text-final</tt>, and <tt>text-final lighting</tt>.<br />
<br />
After doing so, you should have a beautiful logo.<br />
<br />
'''Note: Like for the main logo, TRoW logo has to be cleared by Jetrel (see the ending note in main logo section).'''<br />
<br />
=== Maps ===<br />
<br />
Each campaign comes with a map, where locations of events are highlighted as the scenarios progress. Since these locations are frequently mentioned in narration and character conversations, it may be more than merely a "nice touch" to match the map labels to in-game texts. In particular, the main map of Wesnoth, which is used by several campaigns, also figures as the background of the main menu.<br />
<br />
Luckily, most maps derive from the single source within the main repository:<br />
<br />
http://svn.gna.org/viewcvs/*checkout*/wesnoth/branches/resources/cartography-tools/great-continent.xcf<br />
<br />
This Gimp source contains all topography features, as well as, most importantly, textual labels as separate layers. The procedure of localizing a map is thus this: export a PNG image with all the topography of required map, but without any text label, and then add translated labels to it. Here we'll work on the main menu map (<tt>data/core/images/maps/wesnoth.png</tt>) as the example.<br />
<br />
The main menu map is assembled out of the following layers, not taking labels into account: <tt>Wesnoth topography</tt>, <tt>Wesnoth Marsh</tt>, <tt>Wesnoth Forests</tt>, <tt>Wesnoth Roads</tt>, <tt>Wesnoth Towns</tt>, <tt>Border</tt>, <tt>Border BG</tt>. Make ''only'' these layers visible, then export them as PNG using '''File→Save a Copy...''' (choose '''Merge Visible Layers''' when asked, default PNG export options will do); name this PNG file <tt>wesnoth-topo.png</tt>. Then, make the topography layer invisible, and make ''only'' the label layers visible: <tt>Wesnoth Human Names</tt>, <tt>Wesnoth early labels</tt>, <tt>Wesnoth late labels</tt>, and export them too as <tt>wesnoth-labels.png</tt>.<br />
<br />
Open the previously exported <tt>wesnoth-topo.png</tt>, and immediately save it as ('''File→Save As...''') <tt>wesnoth-LANG.xcf</tt>, where <tt>LANG</tt> is your language code. Note the <tt>.xcf</tt> extension, which means this is now no longer a plain PNG bitmap, but a Gimp XCF image. This will be the source of your localized map, to which you will be able to return to at any later moment (e.g. if a label needs to be changed to reflect updated translation). Change the name of the only layer, <tt>Background</tt>, to <tt>topography</tt>.<br />
<br />
Open the previously exported PNG of original labes as a layer with the current image ('''File→Open As Layers...'''). Tha labels will appear over the topography, visually resulting in composition just like the full map in the game. Change the name of the new layer to <tt>original-labels</tt>. This layer serves only as guide to position the translated labels, so set its opacity to 25%-50% (slider at the top of layer view), such that it becomes unobtrusive, yet discernable enough to indicate label positions.<br />
<br />
The result so far should look like this:<br />
<br />
<center>http://svn.gna.org/viewcvs/*checkout*/wesnoth/branches/resources/image-localization/tutorial/topo-w-orig-labels.jpg</center><br />
<br />
Now we are ready to start placing translated labels. For all labels, keep in mind to place them such that they are approximately covering the original label, as indicated by the dimmed <tt>>original-labels</tt> layer.<br />
<br />
As for the font, original labels are written using Monotype Corsiva, which is easy to find for free download. If it does not contain all the glyphs needed for your language, another similar font to try is URW Chancery, which may already be installed by your distribution. If neither works, as usual try to find one that does and has a fantasy look to it.<br />
<br />
There are three distinct types of labels on the main map, so let's cover them from easiest to hardest to make.<br />
<br />
'''Plain Labels'''<br />
<br />
Plain text labels are the most numerous. They are merely properly colored horizontal text, written down directly on the map. Therefore, to make one such label, just use text tool ('''Tools→Text'''), choose font size (13pt is the size for most of the original labels), check all of '''Hinting''', '''Force auto-hinter''', and '''Antialiasing''', click on the place on the map where the label should be, and write out the translated name.<br />
<br />
You don't have to hit the desired position for the label exactly at the moment of writing. The label will become a special text layer, named by the text itself, which you can move around using the move tool ('''Tools→Transform Tools→Move'''). Note that you should ''not''' merge this text layer to any other layer, after you have finished positioning it. That way you will always be able to change the text at a later point (by double-clicking on the layer icon in layer view), rather than recreating it anew.<br />
<br />
The only slightly tricky bit here is choosing the color for the text. Original labels are not all of same color, but depend on the darkness and tone of the map below it (e.g. whether it is sea or land). To pick a proper color for each label, the easiest is to load the original PNG image (<tt>data/core/images/maps/wesnoth.png</tt>) and use color picker ('''Tools→Color Picker''') to collect colors from each original label in turn. Since letters are antialiased, always pick the darkest color in the label.<br />
<br />
Here's a view of one label made like this:<br />
<br />
<center>http://svn.gna.org/viewcvs/*checkout*/wesnoth/branches/resources/image-localization/tutorial/map-label-plain.jpg</center><br />
<br />
Note the special text layer "''Glinova šuma''" ("Glyn's Forest") on the right, and how the transparent original label from the <tt>original-labels</tt> layer is showing below the translated one. To have a clear view of the new text, you can switch <tt>original-labels</tt> on and off by cliking on in the left column in layer list.<br />
<br />
'''Rotated Plain Labels'''<br />
<br />
Some of the plain labels are rotated to match the topographical feature, e.g. a river direction. To make such a label, first make the plain horizontal label as usual. This label now needs to be rotated.<br />
<br />
Unfortunately, Gimp cannot currently rotate text layers, so you first need to convert the text to ordinary layer ('''Layer→Discard Text Information'''). Then, to rotate the layer, open '''Layer→Transform→Arbitrary Rotation...''' dialog. Make sure that '''Interpolation:''' field in the tool view (outside of the dialog) is set to '''Cubic'''. In the dialog, move the slider around and observe the image, until the rotation is approximately the same as that of the transparent original label beneath, and click '''Rotate'''. To finally properly position the label, just move its layer to match the original label.<br />
<br />
<center>http://svn.gna.org/viewcvs/*checkout*/wesnoth/branches/resources/image-localization/tutorial/map-label-plainrot.jpg</center><br />
<br />
The image above shows the translated "Bay of Pearls" ("''Biserni zaliv''") label, where the rotated label layer is seen to be an ordinary layer, instead of special text layer (with editable text) such as the one for plain labels.<br />
<br />
'''Parchment Labels'''<br />
<br />
Labels covering forests, mountains, and other features with uneven background, are put on what appears to be a rectangular piece of parchment. Fortunatelly, the source Gimp image for original maps (the one you used to export initial topography), also contains assortment of various labeling parchments, on the <tt>Label Workshop</tt> layer:<br />
<br />
<center>http://svn.gna.org/viewcvs/*checkout*/wesnoth/branches/resources/image-localization/tutorial/map-parchments.jpg</center><br />
<br />
The idea then is to copy the appropriate parchment from this layer to the localized image, and then put a plain label above it. The difficulty is that copied parchments cannot be used as-is, but should be cut to the length of text.<br />
<br />
First create two layers ('''Layer→New Layer...''') which will contain all the parchments, named <tt>label-parchments</tt> and <tt>label-parchments-woods</tt>, and make them transparent. Place these layers just above the <tt>original-labels</tt> layer, below all text label layers. You will then always copy parchments from the <tt>Label Workshop</tt> layer of the original image, to one of these two layers in the localized image. If a parchment is fully or partly over woods terrain, it is placed on <tt>label-parchments-woods</tt>, and otherwise to <tt>label-parchments</tt>. Set opacity of <tt>label-parchments</tt> to 75% and of <tt>label-parchments-woods</tt> to 90%, to have slightly transparent parchments as in the original.<br />
<br />
To produce a parchment label, first write out a plain label over the map feature which should get the parchment background. This will serve to know how to position the parchment, and, more importantly, how to cut the parchment to the appropriate length. A parchment may need to be either extended or shrinked by cutting.<br />
<br />
To extend a parchment, cut away right portion of it, and paste it such as to nicely fit around the right end of the text. Then cut the remaining left portion and paste it to fit around left end of the text. There will now be a gap in the parchment, which you should fill out by copying and pasting a mid-portion of the same parchment from the <tt>Label Workshop</tt> layer of the original image. To shrink a parchment, do the similar, only there will be no gap to fill after parts are cut and pasted. To decide where exactly to cut the parchment, check that when image is zoomed to 100%, there are no obvious joining artifacts (no repeating patterns, which brain easily notices).<br />
<br />
Here is the translated version of "Grey Woods" label ("''Sivošumlje''"), with one text layer like for a plain label, and the length-cut parchment on the newly created <tt>label-parchments-woods</tt> layer:<br />
<br />
<center>http://svn.gna.org/viewcvs/*checkout*/wesnoth/branches/resources/image-localization/tutorial/map-label-parchment.jpg</center><br />
<br />
Once all labels have been translated, make <tt>original-labels</tt> layer invisible, and all other layers visible. Export the final PNG image using '''File→Save a Copy...'''. The name should be the same as the original PNG image, which is <tt>wesnoth.png</tt> for the main map.<br />
<br />
=== Overlay Cuts ===<br />
<br />
The original image may have quite a heavy file size, while only small portions of it need to be translated. The main menu map is the prime example, with its 1.800 kB file size; if, say, ten languages would localize it and submit as full image, this map alone would make the distributed package grow by 18 megabytes. On the other hand, an image consisting of only the translated labels (with some portion of the map below them), and otherwise mostly transparent, would have about 180 kB. As mentioned [[#Overlay Images|earlier]], the game can overlay such transparent cuts over the original image at runtime, to produce the final localized image.<br />
<br />
We'll use the main menu map as the example for producing an overlay cut. Open the localized XCF image of the map, and add one more layer to it, <tt>overlay-mask</tt>, also transparent. Place this layer on the top, and reduce its opacity to 50%. On it, we will draw a plain white rectangle over each translated label, such that it encompasses both the translated label ''and'' the original label (which is visible through semi-transparent <tt>original-labels</tt> layer). To draw a rectangle, use rectangle selection tool ('''Tools→Selection Tools→Rectangle Selection'''), just like when about to copy-paste stuff. But, instead of copying/cutting anything, fill the selection with foreground color (which you should have set to white), using '''Edit→Fill with FG Color'''. This is the result:<br />
<br />
<center>http://svn.gna.org/viewcvs/*checkout*/wesnoth/branches/resources/image-localization/tutorial/overlay-mask.jpg</center><br />
<br />
Note that the selection rectangle has enveloped both the original label, "The Great Ocean", and the translated label, ''Veliki okean''. This is necessary in order that when the translated label is smaller than the original, such as in this case, outer sections of the original label do not show through when the localized overlay is composed with the original image.<br />
<br />
You can of course use any of the Gimp's drawing tools to create white areas above labels. E.g. rectangle will cover more space than necessary for rotated labels, so there you may want to draw properly aligned lines using the pencil ('''Tools→Paint Tools→Pencil''') with a very thick round brush.<br />
<br />
Once you create masks over all translated labels, load the previously exported PNG of the localized map. Copy the <tt>overlay-mask</tt> layer from the XCF to the PNG image, by dragging it from the layer view of the XCF to the image area of the PNG. ''Do not'' save the PNG image at that point, nor during any of the following steps; it should remain the ordinary, full localized image.<br />
<br />
Select the <tt>overlay-mask</tt> layer just copied into the PNG (in fact, it will be named <tt>overlay-mask copy</tt>, and the only other layer should be <tt>Background</tt>) and execute '''Layer→Transparency→Alpha to Selection'''. This will create a selection out of the overlay layer:<br />
<br />
<center>http://svn.gna.org/viewcvs/*checkout*/wesnoth/branches/resources/image-localization/tutorial/overlay-layer-to-mask.jpg</center><br />
<br />
What remains to be done is straightforward. Without removing the selection, make <tt>overlay-mask</tt> layer invisible, switch to the <tt>Background</tt> layer, execute '''Select→Invert''', execute '''Edit→Delete''', and the overlay cut is complete:<br />
<br />
<center>http://svn.gna.org/viewcvs/*checkout*/wesnoth/branches/resources/image-localization/tutorial/overlay-final.jpg</center><br />
<br />
Save it as <tt>wesnoth--overlay.png</tt>, where <tt>--overlay</tt> ending is needed for the game to recognize that the image is not standalone, but an overlay. You should save the XCF image with <tt>overlay-mask</tt> layer, rather than discarding it, so that at a later point you can modify the mask and repeat the few steps above to create the overlay cut (e.g. when translation of a label is changed).<br />
<br />
== Gimp For Translators ==<br />
<br />
Being a general-purpose bitmap-editing tool, beginners' tutorials on Gimp usually assume that the reader wants to go from the basics towards becoming a proficient Gimp user one day. This, however, provides too much breadth for the limited scope of retouching images for localization, as we are doing in this article. Of course, if you indeed would like to learn about bitmap editing in general, by all means do go through such tutorials (there are books too) in detail, and then return to this article to apply the obtained knowledge.<br />
<br />
If, on the other hand, you'd rather "just get the job done" (such as, for the most part, the initial author of this article), the following subsections shortly explain some crucial elements of Gimp needed to follow the instructions on [[#Creating Localized Images|creating localized images]]. You can also consider them a guideline to what to pay special attention to, if the next thing you do is look for a more in-depth tutorial text.<br />
<br />
=== Orientation ===<br />
<br />
Here is a downscaled screenshot of what ''may'' pop up when Gimp 2.6 is started (Gimp's layout is highly configurable, so you may see something somewhat different), with most important areas marked with numbered red dots:<br />
<br />
<center>http://svn.gna.org/viewcvs/*checkout*/wesnoth/branches/resources/image-localization/tutorial/gimp-windows.png</center><br />
<br />
Gimp uses ''single-document interface'', giving its elements as separate windows, such that they can be manipulated by the mechanisms of the desktop environment on which Gimp is run. For example, under typical Unix desktop environments (KDE, Gnome, etc.), user may want to work with Gimp on a virtual desktop dedicated to it.<br />
<br />
Number (1) marks the window which will contain the image, once opened or created a new (it's empty on the screenshot). There will be as many of these windows as there are images opened. (2) is the "toolbox", the collection of icons representing Gimp's basic drawing, selection, transformation, etc. tools. All of them can also be activated from the '''Tools''' menu, and more importantly, by keyboard shortcuts. The two black/white overlapping rectangles at the bottom show the current foreground and background colors. You can select other colors by clicking on them. (3) is the tool options view, where the behavior of currently selected tool can be adjusted. (4) is the ''layer'' view, currently empty as no image is opened (more on layers later). These are just some of many elements of Gimp workspace, those most important to our present needs. If some is missing when you start Gimp on your machine, try turning it on through the '''Windows→Dockable Dialogs''' menu.<br />
<br />
Let's now create an image, with ''transparent'' background. Go to '''File→New...''', set width and height to something smaller (e.g. 320×256 pixels), expand '''Advanced Options''', and under '''Fill with:''' select '''Transparency'''. In the image window you should now see a light-dark gray checkerboard pattern, and the layer view should list the <tt>Background</tt> layer.<br />
<br />
To paint something on the empty image, select the pencil tool (click on pencil icon in toolbox, select '''Tools→Paint Tools→Pencil''' from the menu, or simply press N on keyboard). In tool options, click right of '''Brush:''' and select a bigger circle from the different brushes. Now simply start painting over the image, by holding left mouse button. Change the foreground color (by clicking on its rectangle in toolbox) to something else, then paint some more. Here's a possible result of this highly precise action we just undertook:<br />
<br />
<center>http://svn.gna.org/viewcvs/*checkout*/wesnoth/branches/resources/image-localization/tutorial/gimp-nibblets.png</center><br />
<br />
Of note are the options to the pencil tool on the lower left (e.g. "Circle (19)" selected as brush), and the layers view which shows the single <tt>Background</tt> layer. What's this with layers, anyway?<br />
<br />
=== Layers ===<br />
<br />
Layers are one of fundamental concepts when working with just about any kind of images and drawings, bitmap or otherwise. Rather then theorizing about it, let us immediately create another layer. Either select '''Layer→New Layer...''' from the menu, click on the blank sheet icon in lower left corner of layer view, or press Ctrl+Shift+N. In the dialog that pops up, set layer name to <tt>Doodle</tt>, make sure '''Transparency''' is selected, and click '''Ok'''. In the layer view you will now see the <tt>Doodle</tt> layer, which will be highlighted and above the <tt>Background</tt> layer.<br />
<br />
Repeat fooling around with pencil tool, while making sure that <tt>Doodle</tt> layer is highlighted in the layer view:<br />
<br />
<center>http://svn.gna.org/viewcvs/*checkout*/wesnoth/branches/resources/image-localization/tutorial/gimp-nibblets-twolay.png</center><br />
<br />
Note the icons left of layer names in layer view: they reflect the layer content, and it appears that the black and blue lines are on <tt>Background</tt>, while red and white are on <tt>Doodle</tt> layer. This is precisely what had happened, because <tt>Background</tt> layer was the active one (highlighted in layer view) while painting the first time, and the <tt>Doodle</tt> layer while painting the second time.<br />
<br />
Yet further left of layer names are "eye" icons, which show that layers are visible. Clicking on them will make layers visible or invisible; observe how the content of respective layer disappears and appears on the image together with switching the visibility. A layer can also be made semi-transparent, rather than completely invisible. Try playing with the '''Opacity:''' slider at the top of layer view while the <tt>Doodle</tt> layer is selected.<br />
<br />
You may immediately realize some uses of layers. For example, a text label on a drawing can be added as a separate layer, without irreparably changing the basic drawing, such that it is easy to change the text later on. Layers can also be duplicated with all the content, in order to slightly change one and try which of the two versions better fits with the complete image. And so on. Any realistic image worked on with Gimp will contain at least several layers, and there may easily be tens of them.<br />
<br />
Always keep in mind that, same as it happened above with the pencil tool, almost all painting, transforming, colorizing and other operations influence only the currently selected layer (the one highlighted in layer view). An easy oversight to make when there are many layers is to select the wrong layer, or forget to select the desired one, prior to performing an operation. Of course, there's always '''Undo'''.<br />
<br />
=== Selection ===<br />
<br />
Time to start copying and pasting things around. Same as with text, a portion of image needs to be first ''selected'', to be copied or cut, and then pasted. Unlike as with text, there are many ways in which the selection can be made: just take a look in '''Tools→Selection Tools'''. The basic of those is probably the rectangle selection; to activate it, click on dotted rectangle icon in toolbox, select '''Tools→Selection Tools→Rectangle Select''' from the menu, or press R on keyboard. Before doing anything, make sure <tt>Background</tt> layer is selected.<br />
<br />
Left click somewhere on the image and drag the pointer. A translucent rectangle frame will spread from the point of click as you drag the pointer. After releasing the mouse button, the rectangle will become white-black dashed, with dashes moving around (the "marching ants" pattern). By this, you have made a selection (there will also be four smaller rectangles in its corners, which you can use to further adjust the selection sweep). To cancel the selection, without doing anything, just click somewhere outside of it.<br />
<br />
Now copy the selection to clipboard, by pressing the usual Ctrl+C, or selecting '''Edit→Copy''' from the menu. Copying itself will not yield any visual effect. The important bits start to occur when you paste the copied selection, by Ctrl+V or '''Edit→Paste'''. Pasted selection will appear at the same place where the original was. There are several things to observe now:<br />
<br />
<center>http://svn.gna.org/viewcvs/*checkout*/wesnoth/branches/resources/image-localization/tutorial/gimp-selection-copy-paste.png</center><br />
<br />
* The selection contour will be slightly changed to show exactly what was copied, omitting any transparent regions in the original selection.<br />
<br />
* A new layer, named <tt>Floating Selection (Pasted Layer)</tt> has appeared. This is a ''temporary'' layer, which may either be made a permanent layer by selecting '''Layer→New Layer...''', or may be merged into the previously selected layer by canceling the selection (e.g. clicking outside of it). You can move the pasted layer around by left clicking and dragging within it.<br />
<br />
* Because you have hit copy when <tt>Background</tt> layer was selected, only the content within selection and on that layer got copied and pasted. You can even make selection while one layer is active, then switch to another, and hit copy to grab the portion of that other layer. Also, while pasting action puts copy on its own temporary layer, canceling the selection will merge it into previously selected layer.<br />
<br />
If you turn temporary pasted layer into a permanent layer, you will notice the motionless yellow-black dashed contour. It is also visible in the screenshot above, at sections not covered with moving white-black pattern. This contour shows the layer boundaries, that is, every layer can have its own size independent of the image size. The boundary size of a layer can be adjusted using '''Layer→Layer Boundary Size...'''. Instead of changing boundaries, layer can be resized with all its content using '''Layer→Scale Layer...'''.<br />
<br />
You can now explore other ways of making selections (remember, clicking out of selection area while selection tool is active will cancel the current selection). E.g. if you choose '''Tools→Selection Tools→Fuzzy Select''', make <tt>Background</tt> layer active, and click somewhere on the thick blue line in the screenshot above, exactly this entire line will be selected. Every selection tool has some options in the tool view, which may be tweaked to affect exactly what is selected. For the fuzzy selection, for example, one can adjust the color sensitivity ('''Threshold:''' slider) to affect how much big a color difference is used to determine boundaries of selection.<br />
<br />
Same as most modification operations affect only the currently selected layer, in presence of selection they also usually affect only the selected area. To test, make a rectangle selection, then switch to pencil tool and try to draw on the image. The pencil will leave trace only within the area of the selection, and on the currently active layer.<br />
<br />
=== Text ===<br />
<br />
Of the many painting tools, a particularly important one for localizing images will be, naturally, the text tool. It is activated by pressing the big A icon in the toolbox, '''Tools→Text''' menu item, or T on keyboard. Activate the text tool, and click somewhere on the image (to unclutter the view, make the <tt>Background</tt> and <tt>Doodle</tt> layers invisible). Click somewhere on the image, and a text input dialog will pop up. After typing something, we may obtain:<br />
<br />
<center>http://svn.gna.org/viewcvs/*checkout*/wesnoth/branches/resources/image-localization/tutorial/gimp-text-tool.png</center><br />
<br />
Almost every part of this screenshots presents some important points.<br />
<br />
On the left, the tool options for the text tools are shown. Here you can select the basics (font, size, and color), but also some other important options. The three checkboxes affect how the font is rendered: antialiasing makes letters non-jagged against the transparent background, and the two hinting options improve the shape of letters. You will almost always want to have all these checked. The justification buttons allow you to left-align, center, etc. the text. The three spinboxes bellow are used to tweak the spacing between letters (you can shrink the text that looks to wide, or shrink the distance between two lines of text).<br />
<br />
In the center you can see the rendered text in top left corner of the image, and superimposed text input dialog over the image window. There you can also load some text from file, in case of longer texts.<br />
<br />
On the right, in layer view, notice that the entered text got its own layer (named by the text itself), similar to what happens when selection is pasted. Unlike the temporary pasted layer, the text layer is permanent, but also special in that double-clicking its icon will allow you to edit the text at a later point (that's why its icon is a generic text-like icon, instead of showing layer content). Text layers can be changed into an ordinary layers by executing '''Layer→Discard Text Information''', but you will want to do this only if you need to do some arbitrary transformations on the text. The boundary of text layer is only as wide and high as the text, so you can move the text layer around.<br />
<br />
=== Saving Images ===<br />
<br />
Always save images first and formost in Gimp's native format, XCF. This will keep all the information, such as layers and selections, so that you can pick up editing the image just where you left. Consider the XCF format as your "source", on which you work and from which you "build" the final ordinary (or "flat") bitmap images.<br />
<br />
When the image is ready for delivery, when you have made all necessary layers visible and helper or test layers invisible, you can save the image in one of flat bitmap formats. Two typical are PNG and JPEG, with the following very important difference between them. PNG is a "lossless" format, which means that every pixel in shown to the user just as it was in the source, XCF image, when the PNG was saved. JPEG is a "lossy" format, which compresses the image such that it's rather near to original, but not exactly and possibly with some ungainly visual artifacts, at the benefit of frequently considerably reducing the image size. PNG is what you will need for allmost all in-game localized images, as the originals are PNG images too. This is natural for game graphics, since it needs to be crisp, without any compression artifacts. JPEG is typically used for photographs, which would be huge if left uncompressed, and instructive screenshots which do not need crisp looks (e.g. for images in the manual).<br />
<br />
To make a PNG image, you may as a matter of habit reach for '''File→Save As...''', and there select PNG as output format and save; then, to get back to the XCF source, you will close the PNG, and open the XCF again. To avoid this usual routine, there is the '''File→Save a Copy...''' action, which unlike '''Save As...''' will not switch to the newly saved PNG image, but let you continue working on the original XCF after saving.<br />
<br />
[[Category:Translations]]</div>Stikonashttps://wiki.wesnoth.org/index.php?title=SpellingMistakes&diff=40348SpellingMistakes2011-02-18T15:29:59Z<p>Stikonas: /* Sceptre of Fire */</p>
<hr />
<div>This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.<br />
<br />
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors. Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not. Note that the mainline campaigns are now using correct typography, including sexed quotes and en and em dashes. These will appear as three byte sequences if you are not using a viewer that supports UTF-8.<br />
<br />
==Mainline Campaigns==<br />
<br />
===An Orcish Incursion===<br />
<br />
===Dead Water===<br />
<br />
===Delfador's Memoirs===<br />
S13: "This was ill tidings for men and Elves alike."<br />
This was -> These were<br />
<br />
===Descent into Darkness===<br />
<br />
===Eastern Invasion===<br />
S1: "In the days of the king Garard I..."<br />
king Garard I -> King Garard I<br />
<br />
===Heir to the Throne===<br />
<br />
===Liberty===<br />
<br />
===Northern Rebirth===<br />
S05a: "The hole wasn’t big enough for me to go through but one you little guys you might fit."<br />
one you little guys you might fit -> one of you little guys might fit<br />
S07a: "That’s why we have come here, to seek yours and your brothers help in defeating the orcs."<br />
yours and your brothers -> your and your brother's<br />
S09a: "Pff, foolish human. What in the world gave you that idea."<br />
idea. -> idea?<br />
<br />
===Sceptre of Fire===<br />
S5: "Och, its some o’ them cave-dwarves."<br />
its -> it’s<br />
<br />
* scenario 4 (line 157) ''That makes sense, I guess you '''would''' to plan the sceptre’s design... what in particular do you want him to do?''<br />
<br />
That makes sense, I guess you would want to plan the sceptre’s design... What in particular do you want him to do?<br />
<br />
===Son of the Black Eye===<br />
<br />
===The Hammer of Thursagan===<br />
<br />
===The Legend of Wesmere===<br />
S3: "How can they dare to brake the treaty!" brake -> break<br />
<br />
===The Rise of Wesnoth===<br />
<br />
===The South Guard===<br />
<br />
===Two Brothers===<br />
<br />
===Under the Burning Suns===<br />
<br />
==Wesnoth Game==<br />
<br />
===Editor===<br />
<br />
===Help===<br />
* somewhere in the help textdomain<br />
''Original text:'' (..) Far to the west in the <del>the </del>Great Ocean is a huge archipelago called (..)<br />
''Proposed replacement:'' (..) Far to the west in the Great Ocean <ins>there </ins>is a huge archipelago called (..)<br />
<br />
===Tutorial===<br />
<br />
===Manual===<br />
<br />
===Manpages===<br />
<br />
===Units===<br />
<br />
===1.10 Announcement===<br />
<br />
===Other (unit descriptions, ...)===<br />
<br />
* Mechanical units generally have mechan'''o'''cal as their only trait. Since mechanical units don’t really have life, drain, poison and plague has no effect upon them.<br />
mechanocal -> mechanical *fixed in development version<br />
<br />
===Multiplayer maps===<br />
<br />
===Translation code bugs===<br />
<br />
==Unofficial campaigns==<br />
<br />
===Invasion from the unknown===</div>Stikonashttps://wiki.wesnoth.org/index.php?title=SpellingMistakes&diff=40241SpellingMistakes2011-01-28T19:53:35Z<p>Stikonas: /* Sceptre of Fire */</p>
<hr />
<div>This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.<br />
<br />
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors. Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not. Note that the mainline campaigns are now using correct typography, including sexed quotes and en and em dashes. These will appear as three byte sequences if you are not using a viewer that supports UTF-8.<br />
<br />
==Mainline Campaigns==<br />
<br />
===An Orcish Incursion===<br />
<br />
===Dead Water===<br />
<br />
===Delfador's Memoirs===<br />
S13: "This was ill tidings for men and Elves alike."<br />
This was -> These were<br />
<br />
===Descent into Darkness===<br />
<br />
===Eastern Invasion===<br />
S1: "In the days of the king Garard I..."<br />
king Garard I -> King Garard I<br />
<br />
===Heir to the Throne===<br />
<br />
===Liberty===<br />
<br />
===Northern Rebirth===<br />
S05a: "The hole wasn’t big enough for me to go through but one you little guys you might fit."<br />
one you little guys you might fit -> one of you little guys might fit<br />
S07a: "That’s why we have come here, to seek yours and your brothers help in defeating the orcs."<br />
yours and your brothers -> your and your brother's<br />
S09a: "Pff, foolish human. What in the world gave you that idea."<br />
idea. -> idea?<br />
<br />
===Sceptre of Fire===<br />
S5: "Och, its some o’ them cave-dwarves."<br />
its -> it’s<br />
<br />
* data/campaigns/Sceptre_of_Fire/scenarios/1_A_Bargain_is_Struck.cfg:318 "That'''‘'''s right. I’ll be coming over along with the silver."<br />
That‘s -> That’s<br />
<br />
===Son of the Black Eye===<br />
<br />
===The Hammer of Thursagan===<br />
<br />
===The Legend of Wesmere===<br />
S3: "How can they dare to brake the treaty!" brake -> break<br />
<br />
===The Rise of Wesnoth===<br />
<br />
===The South Guard===<br />
<br />
===Two Brothers===<br />
<br />
===Under the Burning Suns===<br />
<br />
==Wesnoth Game==<br />
<br />
===Editor===<br />
<br />
===Tutorial===<br />
<br />
===Manual===<br />
<br />
===Manpages===<br />
<br />
===Units===<br />
<br />
===1.10 Announcement===<br />
<br />
===Other (ingame help, ...)===<br />
<br />
* Mechanical units generally have mechan'''o'''cal as their only trait. Since mechanical units don’t really have life, drain, poison and plague has no effect upon them.<br />
<br />
mechanocal -> mechanical<br />
<br />
===Multiplayer maps===<br />
<br />
===Translation code bugs===<br />
<br />
==Unofficial campaigns==<br />
<br />
===Invasion from the unknown===</div>Stikonashttps://wiki.wesnoth.org/index.php?title=SpellingMistakes&diff=40090SpellingMistakes2011-01-15T18:56:29Z<p>Stikonas: /* Other (ingame help, ...) */</p>
<hr />
<div>This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.<br />
<br />
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors. Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not. Note that the mainline campaigns are now using correct typography, including sexed quotes and en and em dashes. These will appear as three byte sequences if you are not using a viewer that supports UTF-8.<br />
<br />
==Mainline Campaigns==<br />
<br />
===An Orcish Incursion===<br />
<br />
===Dead Water===<br />
<br />
===Delfador's Memoirs===<br />
<br />
===Descent into Darkness===<br />
<br />
===Eastern Invasion===<br />
<br />
===Heir to the Throne===<br />
<br />
===Liberty===<br />
<br />
===Northern Rebirth===<br />
<br />
===Sceptre of Fire===<br />
<br />
===Son of the Black Eye===<br />
<br />
===The Hammer of Thursagan===<br />
<br />
===The Legend of Wesmere===<br />
<br />
===The Rise of Wesnoth===<br />
<br />
===The South Guard===<br />
<br />
===Two Brothers===<br />
<br />
===Under the Burning Suns===<br />
<br />
==Wesnoth Game==<br />
<br />
===Editor===<br />
<br />
===Tutorial===<br />
<br />
===Manual===<br />
<br />
===Manpages===<br />
<br />
===Units===<br />
<br />
===1.10 Announcement===<br />
<br />
===Other (ingame help, ...)===<br />
<br />
* Mechanical units generally have mechan'''o'''cal as their only trait. Since mechanical units don’t really have life, drain, poison and plague has no effect upon them.<br />
<br />
mechanocal -> mechanical<br />
<br />
===Multiplayer maps===<br />
<br />
===Translation code bugs===<br />
<br />
==Unofficial campaigns==<br />
<br />
===Invasion from the unknown===</div>Stikonashttps://wiki.wesnoth.org/index.php?title=SpellingMistakes&diff=39812SpellingMistakes2010-12-22T13:29:01Z<p>Stikonas: /* Other (ingame help, ...) */</p>
<hr />
<div>This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.<br />
<br />
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors. Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not. Note that the mainline campaigns are now using correct typography, including sexed quotes and en and em dashes. These will appear as three byte sequences if you are not using a viewer that supports UTF-8.<br />
<br />
==Mainline Campaigns==<br />
<br />
===An Orcish Incursion===<br />
<br />
===Dead Water===<br />
<br />
===Delfador's Memoirs===<br />
<br />
===Descent into Darkness===<br />
<br />
===Eastern Invasion===<br />
<br />
===Heir to the Throne===<br />
<br />
===Liberty===<br />
<br />
===Northern Rebirth===<br />
<br />
===Sceptre of Fire===<br />
<br />
===Son of the Black Eye===<br />
<br />
===The Hammer of Thursagan===<br />
<br />
===The Legend of Wesmere===<br />
<br />
08_Council_of_Hard_Choices -<br />
On 14th screen on dialog, for free was in one word (forfree).<br />
In the dialog there is also a time when is says: Before Kalenz left the Ka'lian he had ordered and Tameril-Isimeril to stay and guard it.<br />
<br />
14_Human_Alliance -<br />
The dialog after the level Haldric II says myfather instead of "my father". Cleodil says yourfather instead of "your father", she also says orfiligree instead of "or filigree". Kalenz says winterfalls instead of "winter falls". Olurf says themforfree instead of "them for free".<br />
<br />
16_The_Chief_Must_Die -<br />
In the chapter/part names it says Chapter three/nPart one (looks like there's a new line character with a forward slash instead of a back slash).<br />
<br />
17_Breaking_the_Siege -<br />
In the dialog after the battle Kalenz says myfriend instead "my friend".<br />
<br />
===The Rise of Wesnoth===<br />
<br />
===The South Guard===<br />
<br />
===Two Brothers===<br />
<br />
===Under the Burning Suns===<br />
<br />
==Wesnoth Game==<br />
<br />
===Editor===<br />
<br />
===Tutorial===<br />
<br />
===Manual===<br />
<br />
===Manpages===<br />
<br />
===Units===<br />
<br />
===1.10 Announcement===<br />
<br />
===Other (ingame help, ...)===<br />
<br />
* ''data/core/encyclopedia/geography.cfg:52'' surrunded->surr'''o'''unded<br />
<br />
===Multiplayer maps===<br />
<br />
===Translation code bugs===<br />
<br />
==Unofficial campaigns==<br />
<br />
===Invasion from the unknown===</div>Stikonashttps://wiki.wesnoth.org/index.php?title=ImageLocalization&diff=38494ImageLocalization2010-09-20T18:04:10Z<p>Stikonas: /* List of Images for Localization */ Map of Dead Water</p>
<hr />
<div>Being a game, Wesnoth's graphics data carries higher significance than it would in utilitarian software. An image containing English text in an otherwise native language environment, may bite at user's immersion. For example, a mismatch between geographical names in translated text and on maps (like "Blackwater Port", "Ford of Abez", etc.) will certainly not improve user's feeling of completeness of localization effort.<br />
<br />
To offset this, a willing translator can also localize images into the world of Wesnoth.<br />
<br />
== How Does It Work? ==<br />
<br />
Quite not unlike with text. Most text appearing in Wesnoth is up for translation, but given language's translators may leave some untranslated -- either deliberately (i.e. just copying English original), or because they didn't get to it yet. Likewise with the images: any can be localized, but none needs be; if there is no localized version of a given image, the user is presented with the original one. The only difference between text and images is that, unlike text, very few images possibly need to be localized -- presently, about 30 in total.<br />
<br />
Once the localized image is made, putting it to work is simple. If the path of the original image in the source tree is:<br />
<br />
foo/bar/baz/image.png<br />
<br />
then the localized image should be put in:<br />
<br />
foo/bar/baz/l10n/ll/image.png<br />
<br />
where <tt>ll</tt> is the given language's code, like that used for names of PO files (e.g. <tt>de</tt>, <tt>pt_BR</tt>, etc.) That's it.<br />
<br />
Before trying to test any localized images at runtime, it is also necessary that the following message in <tt>wesnoth-lib</tt> catalog is properly translated:<br />
<br />
#. TRANSLATORS: This is the language code [...]<br />
#: src/image.cpp:342<br />
msgctxt "language code for localized resources"<br />
msgid "en_US"<br />
msgstr ""<br />
<br />
The translation should basically be the same language code as used in paths of localized images (<tt>ll</tt> from the example above), but read the longer explanation in comments of this message for other possibilities.<br />
<br />
A tracker script is run periodically on the repository to indicate that localized images need updating when the original image has been changed or moved. There is a file named <tt>l10n-track</tt> in the root of the source tree, which tracks the state for every localized image, grouped by language:<br />
<br />
# ll<br />
ok ¦foo/bar/baz/l10n/ll/image.png¦ ea9d6...563ad 30544<br />
...<br />
<br />
In each non-comment line, the first field is the state of the localized image, the second the path, third the checksum of the original image, and fourth the revision ID of the original image. When the original image has been modified, the corresponding localized image's state will change to <tt>fuzzy</tt>:<br />
<br />
# ll<br />
fuzzy ¦foo/bar/baz/l10n/ll/image.png¦ ea9d6...563ad 30544<br />
<br />
If the original image is removed or renamed, the localized one will be marked as <tt>obsolete</tt>:<br />
<br />
# ll<br />
obsolete ¦foo/bar/baz/l10n/ll/image.png¦ ea9d6...563ad 30544<br />
<br />
Translators should regularly check the <tt>l10n-track</tt> file, making the needed modifications to fuzzied images and submitting new versions (<tt>obsolete</tt> state will probably never be seen, as translation coordination team will see to it that localized images are moved and removed following the original). See below for a quick guide at dealing with fuzzy images. A fuzzy localized image will not be used at runtime, so that users will see the original image -- just like with fuzzy messages in PO files.<br />
<br />
Translators can send new and updated localized images to Chusslove Illich &lt;caslav.ilic@gmx.net&gt; or to Espreon &lt;Majora700_at_gmail_dot_com&gt; for committing to the repository. They can also send in any source material used to create the final images, like Gimp XCF files, so that they are easily available for future editing. Source images for given language are located in the <tt>branches/resources/image-localization/ll</tt> directory in the repository.<br />
<br />
The technicalities are thus rather simple, the main challenge instead is how to create the localized out of the original images in the first place. This depends on the type of the image: from trivial screenshots, to the more complex Wesnoth logo. Most of the rest of this article will deal with this.<br />
<br />
=== Overlay Images ===<br />
<br />
A special kind of localized image is an ''overlay'' image -- one which does not simply replace the original, but is combined with it at runtime, overlaying the original content. Of course, the overlay image should have some transparent regions, through which the original content will show up. The overlay image is indicated by adding <tt>--overlay</tt> suffix to its original name:<br />
<br />
foo/bar/baz/l10n/ll/image--overlay.png<br />
<br />
Overlay images are used purely to avoid needlesly growing the size of Wesnoth packages, in cases when the full image is rather large and only small parts of it need localization. This is typical of maps.<br />
<br />
=== Resolving Fuzzy Images ===<br />
<br />
When a localized image got fuzzy due to changes to the original, it is necessary to ascertain what is it exactly that had been changed, between the point when the localized image was made and current state. To do this, enter the root directory of appropriate branch in the repository, and observe the fuzzy entry in <tt>l10n-track</tt>:<br />
<br />
fuzzy ¦foo/bar/baz/l10n/ll/image.png¦ ea9d6...563ad 30544<br />
<br />
The final piece of data here is the revision ID of the original image at the time when the localized image was made. Recover this revision of the original, and copy it with a suffix to current working directory (note omission of <tt>/l10n/ll</tt> from the path):<br />
<br />
$ svn up -r 30544 foo/bar/baz/image.png<br />
U foo/bar/baz/image.png<br />
Updated to revision 30544.<br />
$ cp foo/bar/baz/image.png image-30544.png<br />
<br />
Now do the same with the current original image (no revision ID necessary in <tt>svn</tt> command line):<br />
<br />
$ svn up foo/bar/baz/image.png<br />
U foo/bar/baz/image.png<br />
Updated to revision 39066.<br />
$ cp foo/bar/baz/image.png image-39066.png<br />
<br />
After this, current working directory will contain the old and new original, named <tt>image-30544.png</tt> and <tt>image-39066.png</tt>. Now they can be quickly switched between in an image viewer, and the eye will easily capture the differences. There are also tools which can, given two images, produce a graphical diff of some sort.<br />
<br />
After the differences have been observed, the localized image can be updated accordingly and submitted again.<br />
<br />
== List of Images for Localization ==<br />
<br />
An up-to-date list of images ''possibly'' needing localization is given here, and updated as people spot any new such image. Here, "possible" means judged such by at least one translator. Those are typically images containing some English text, but depending on the particular text, many languages may also like to keep it as in English (e.g. "Weldyn").<br />
<br />
* In-game images:<br />
<br />
images/misc/logo.png<br />
data/core/images/misc/logo.png<br />
-- The BfW logo, visible in the main menu, loading screens,<br />
and elsewhere (both files are same)<br />
<br />
data/core/images/maps/wesnoth.png<br />
-- Wesnoth's main map, in the background of the main menu<br />
and as the main map in some campaigns<br />
<br />
data/core/images/help/hpxp.png<br />
data/core/images/help/recruit.png<br />
data/core/images/help/tooltip.png<br />
-- screenshots in the help sections<br />
<br />
data/campaigns/An_Orcish_Incursion/images/an-orcish-incursion-map.png<br />
data/campaigns/Dead_Water/images/Background_Map.png<br />
data/campaigns/Descent_Into_Darkness/images/misc/descent-into-darkness.png<br />
data/campaigns/Eastern_Invasion/images/eastern-invasion-map.png<br />
data/campaigns/Legend_of_Wesmere/images/legend-of-wesmere-map.png<br />
data/campaigns/Liberty/images/maps/liberty-map.png<br />
data/campaigns/Son_Of_The_Black_Eye/images/farnorth.png<br />
-- main maps of respective campaigns<br />
<br />
data/campaigns/The_Rise_Of_Wesnoth/images/story/trow-logo.png<br />
data/campaigns/The_Rise_Of_Wesnoth/images/story/east.png<br />
data/campaigns/The_Rise_Of_Wesnoth/images/story/west.png<br />
data/campaigns/The_Rise_Of_Wesnoth/images/story/tgi-blackmore.png<br />
data/campaigns/The_Rise_Of_Wesnoth/images/story/tgi-clearwater.png<br />
data/campaigns/The_Rise_Of_Wesnoth/images/story/tgi-jevyan.png<br />
data/campaigns/The_Rise_Of_Wesnoth/images/story/tgi-southbay.png<br />
data/campaigns/The_Rise_Of_Wesnoth/images/story/tgi-stormvale.png<br />
data/campaigns/The_Rise_Of_Wesnoth/images/story/tgi-thegreenisle.png<br />
-- text overlays in the TRoW campaign<br />
<br />
data/core/images/lobby/sort-az.png<br />
data/core/images/lobby/sort-az-off.png<br />
-- sorting icons in multiplayer lobby (with "A-Z" on them)<br />
<br />
* Images in the manual:<br />
<br />
doc/manual/images/game-screen.jpg<br />
doc/manual/images/main-menu.jpg<br />
doc/manual/images/multiplayer.jpg<br />
doc/manual/images/recruit.jpg<br />
doc/manual/images/right_pane.jpg<br />
doc/manual/images/top_pane.jpg<br />
<br />
If you come across an image eligible for localization and not listed here, please add it.<br />
<br />
== Creating Localized Images ==<br />
<br />
This section gives brief, but hopefully sufficient instructions on how to produce localized images, by each distinct type. Note that there is a balance between simplicity of instructions and quality of final images -- whenever you can do better than describe here, do not hesitate.<br />
<br />
Most of the time it will be necessary to edit an image template using a general image manipulation app, and the instructions here will be presented with [http://www.gimp.org/ Gimp], a popular and free tool for this purpose. There is also a [[#Gimp For Translators|section of this article]] describing some of the Gimp's features frequently used in present context.<br />
<br />
=== Screenshots ===<br />
<br />
Screenshots in the game are found on the help pages. Instead of full game screens, they are usually only smaller portions of screens. Making localized versions of these images is naturally easy, one just needs to grab some screenshots from the localized version of the game. Just a few points:<br />
<br />
* Screenshots should be captured from the game running at 1024×768 resolution.<br />
<br />
* To grab a screenshot, it's probably easiest to run the game in window instead of full screen, and use whatever screenshot capture utility available. (Gimp too can be used, menu '''File→Create→Screenshot'''.)<br />
<br />
* The screenshot should be saved in PNG format (the capture utility will probably provide various formats).<br />
<br />
* If the capture utility didn't provide option to select part of the screen to capture, to reduce the screenshot to the required small portion of the screen Gimp's cropping tool can be used ('''Tools→Transform Tools→Crop''').<br />
<br />
* It is not necessary for the dimensions of localized screenshot to be exactly the same as the original screenshot, but should be near.<br />
<br />
((to be done: screenshots in the manual; describe the explicit <tt>image-x.y.z.jpg</tt> versioning system))<br />
<br />
=== BfW Logo ===<br />
<br />
The sworded shield logo with "The Battle for Wesnoth" text is shown on loading screens and at the head of the main menu, thus being the foremost target for localization (for languages which have translated the game's name, of course). Here are the steps to create the localized logo with Gimp.<br />
<br />
Fetch the template logo from here:<br />
<br />
http://svn.gna.org/viewcvs/*checkout*/wesnoth/branches/resources/image-localization/templates/bfw-logo/bfw-logo.xcf<br />
<br />
There is just one layer in the file, <tt>shield</tt>, with the sworded shield on transparent background and without any text. Rename the file to e.g. <tt>bfw-logo-LANG.xcf</tt>, to work on it and keep it as "source" of your localized logo.<br />
<br />
Pick a font in which you would like to write the logo text. The English logo uses "Celtic Garamond the 2nd" font, easily found by Google for free download, as the starting point. This font, however, contains only English letters (not even Western European), so some creativity may be needed to make use it. One could, for example, manually add any diacritics (copied over from suitable letters of another font). Another option is to simply use another font, which both has the glyphs of required characters, and is somewhat fantasy-looking.<br />
<br />
The hardest part of localizing the logo is that of producing a single-color version of the text of translated game name. This may seem surprising at first -- why not just use the text tool to write out the text in proper size, and be done with it? The problem with this is that, as a rule rather than exception, the letters will not be mutualy spaced in visualy pleasing manner. For each font size, the spacing between any two paired letters needs to be manualy adjusted, a process which is called ''kerning''. Only high quality fonts have kerning instructions built in, and then usually only for small font sizes. Therefore we have to perform kerning manually.<br />
<br />
Create a layer named <tt>text-temporary</tt> with transparent background (menu '''Layer→New Layer...''', type the name, and make sure '''Transparency''' is selected as '''Layer Fill Type'''). Switch to this layer, select text tool ('''Tools→Text'''), make sure that options '''Hinting''', '''Force auto-hinter''', and '''Antialiasing''' are all selected, and set color to black and font size to 42 (this size is appropriate for Celtic Garamond font mentioned above, may be different for another font). Write out the text with ''a space between each two letters'', i.e. like "B a t t l e ...". At this point, do not bother about text being centered over the shield; in fact, it is best to make the shield layer invisible (visibility of layers is controlled through the leftmost column in layer view).<br />
<br />
If the name starts with a definite article (''The'', ''La'', etc.), put the article above the main text, as in the English logo -- of course, only if such splitting is permitted by title style in your language. This means once more applying the text tool to write out the article, also with a space between each two letters, and with font size 32.<br />
<br />
Text written out with the text tool will appear as another, special layer. Convert it to ordinary layer using '''Layer→Discard Text Information'''. Make sure this new layer is positioned just above <tt>text-temporary</tt> (layer order is shown in the layer view, and can be changed with up/down arrows at the bottom), that the new layer is selected, and execute '''Layer→Merge Down'''. The new layer will dissapear and the text will become part of <tt>text-temporary</tt> layer. (In case there was another piece of text for the definite article, repeat the same procedure for it.) If Celtic Garamond font was used, to finally get to letter size quite near to English logo, resize <tt>text-temporary</tt> layer ('''Layer→Scale Layer...''') to 80% by horizontal and 120% by vertical.<br />
<br />
At this point, for example, the image with translated name "Boj za Vesnot" will look like this:<br />
<br />
<center>http://svn.gna.org/viewcvs/*checkout*/wesnoth/branches/resources/image-localization/tutorial/text-temporary.jpg</center><br />
<br />
(The <tt>shield</tt> layer has been dimmed by setting it's opacity to 50%, using the top slider in layer view. This is useful whenever a layer is not the focus of current operations, but may be needed for orientation.)<br />
<br />
In preparation for kerning, each letter needs to be put on its own layer. To do this for a given letter, make <tt>text-temporary</tt> current layer, use rectangle selection tool ('''Tools→Selection Tools→Rectangle Select''', or just press '''R''' on keyboard), select the letter with generous empty space around it (this should be easy, since letters are widely spaced), and cut and paste the selection; this will create a floating selection layer, which can be turned into a normal layer by double-clicking on its name in layer view and renaming it to the letter itself (possibly with a suffix like <tt>-2</tt> for letters appearing more than once). Repeat this until all letters are on their own layers. It is best to start from the last letter in the name and go backwards, because then the letter layers are going to end up nicely ordered in the layer view (but they can always be ordered manually afterwards). When doing cut and paste step, it is critical that all the pasted letters appear at the same vertical position on the image (for this, fix the rectangle height on the preferences and position each rectangle at a fixed chosen vertical position before cutting). <tt>text-temporary</tt> layer becomes empty after all letters have been processed, so delete it ('''Layer→Delete Layer''').<br />
<br />
Letters should now be horizontally moved to obtain visually pleasing spacing. Since each letter is on its own layer, moving single letters is easy. To move more than one letter together, you can link the corresponding layers (by clicking in the second left-most column in layer view, next to visibility column, producing chain-like icon). Layer is moved by the general move tool ('''Tools→Transform Tools→Move''', '''M''' on the keyboard), and to be sure that you are moving it exactly horizontally, observe the offset coordinates in the status bar; also, keeping '''Ctrl''' key pressed will constrain a move to one of eight radial directions, which starts being helpful for moves longer than a few pixels.<br />
<br />
Here lays the toughest part: what does it mean "visualy pleasing"? How do you know when the letters and words are spaced "just right"? One way in which you ''cannot'' know this, is by measuring distances on pixel level -- an objective measure here is of no use, as the goal is to achieve perceptual balance for the observer's eye. So, unfortunatelly, you must simply follow your feeling. (See the note at the end of this section for how you should confirm that you have done this, as well as the logo overally, acceptably well.)<br />
<br />
When the letters have been positioned, turn on the <tt>shield</tt> layer, link all letter layers, and move them such as to be centered over the shield. For proper vertical centering, follow the English logo.<br />
<br />
Outer portions of the image should now be cut off such that the image is only as wide as the centered text, plus about one to two letter widths of empty space on each side. This is done by executing ''''Image→Canvas Size...''. In the dialog, make sure '''Width:''' and '''Height:''' are not linked (break chain icon to the left), and enter the appropriate new width. Click on '''Center''' button to make all layers centered with respect to new image width. In '''Resize layers:''' listbox, select '''Image-sized layers'''. Click '''Resize''' to exit the dialog and resize the image. If you left too much or too little empty space on the sides, you can undo and repeat the operation using a corrected guess for the width.<br />
<br />
After the blank text has been created and positioned, the remaining steps to create the final logo are rather automatic.<br />
<br />
The only layers in the image should now be letter layers and <tt>shield</tt>. Make <tt>shield</tt> layer invisible and all letter layers visible, and execute '''Layer→New from Visible'''. This will create a new layer containing all the letters; rename it to <tt>text-base</tt>. Do not delete letter layers, as they may be needed later for corrections in spacing, but make them all invisible. Here is how the image should look at this point:<br />
<br />
<center>http://svn.gna.org/viewcvs/*checkout*/wesnoth/branches/resources/image-localization/tutorial/text-base-final.jpg</center><br />
<br />
As an example of why manual kerning is necessary, observe how the first word above, "Boj", looks like. If instead you try to write it out directly by the text tool, in Celtic Garamond font, you will see that the letter "o" is stuck to "B" while "j" is visibly separated from "o", resulting in quite ungainly word as whole.<br />
<br />
Duplicate the <tt>text-base</tt> layer four times ('''Layer→Duplicate Layer'''), and name the copies as follows, going upwards from <tt>text-base</tt>: <tt>text-map</tt>, <tt>text-outline</tt>, <tt>text-shadow</tt>, <tt>text-final</tt>. Now we'll play a bit with these four layers. Note that for the following steps it is easier to always have only the currently selected text layer visible, while other layers should be hidden.<br />
<br />
Switch to <tt>text-map</tt> layer and start Gaussian blur filter ('''Filters→Blur→Gaussian Blur...'''). In there, set both horizontal and vertical blur radius to 5 pixels. The preview pane should show how that the text got quite blurry; click '''Ok''' to apply the blur. Repeat this exact same filter for <tt>text-outline</tt> and <tt>text-shadow</tt> layers (you can just switch to each of them and use '''Filter→Repeat Last''').<br />
<br />
Some layers should now get color different from black. Change to <tt>text-final</tt> (the topmost layer, which didn't get blurred), and start '''Colors→Colorize...'''. In the dialog, set hue to 50, saturation to 40, and lightness to 60. As you do this, the text in the image should reflect the modifications, and in the end it should be pale sand-like color. Click '''Ok''' to apply colorization. Change to <tt>text-map</tt> layer (one of the blurred layers), also use '''Colors→Colorize...''', but this time only set lightness to 100. This should make the blurred text white.<br />
<br />
Switch to <tt>text-final</tt> and start '''Filters→Map→Bump Map...'''. From the '''Bump map:''' dropdown list in top right corner of the dialog, select the <tt>text-map</tt> layer (the layer name may be somewhat strange and possibly shrinked, so look the small icon to the left for the whitey pattern produced by white text on that layer). Check '''Compensate for darkening''' (should be so by default), and then set the sliders: azimuth 135, elevation 40, depth 10 (rest should be all zero). In the preview pane to the left you should now see the final bevelled text:<br />
<br />
<center>http://svn.gna.org/viewcvs/*checkout*/wesnoth/branches/resources/image-localization/tutorial/text-bump-map.png</center><br />
<br />
(By this point, the colors may look not sufficiently near to the original, due to differences between Gimp releases. E.g. in a 2.4.x release the colors were reported too dark, and that additionally executing '''Colors→Brightness-Contrast''', with values 90 and 70 respectively, yielded better result.)<br />
<br />
To complete the composition, make sure only the following layers are visible: <tt>shield</tt> (put its opacity back to 100% if it was dimmed), <tt>text-outline</tt>, <tt>text-shadow</tt>, <tt>text-final</tt>. Layers <tt>text-outline</tt> and <tt>text-shadow</tt> provide some dark shade behind the letters, to make them stand out better on the shield. Move both of these layers by single pixel downward; when moving, check '''Move the active layer''' in the move tool options, as otherwise it will be hard to grab the desired layer. The final result should look like this (note the ordering and visibility of layers):<br />
<br />
<center>http://svn.gna.org/viewcvs/*checkout*/wesnoth/branches/resources/image-localization/tutorial/shield-w-text-final.jpg</center><br />
<br />
The logo should now be exported as PNG image, named <tt>logo.png</tt>, using '''File→Save a Copy...''' (choose '''Merge Visible Layers''' when asked, default PNG export options will do). But do keep around the original Gimp XCF image, in case some changes are to be made in the future.<br />
<br />
'''Note: Having a well done localized logo is very important for the first impression of the game. Therefore, there is a special rule for accepting localized logos: you have to get explicit approval from Wesnoth's art director, Jetrel. He can be contacted through forum PM, and sometimes can also be found on IRC (<tt>#wesnoth-dev</tt> on Freenode).'''<br />
<br />
=== TRoW Logo ===<br />
<br />
The logo with the "The Rise of Wesnoth" text is displayed on one of the story screens of the first scenario of ''The Rise of Wesnoth''. It is only seen once and is fairly easy to make.<br />
<br />
First, fetch the logo from the Subversion repository:<br />
<br />
http://svn.gna.org/viewcvs/*checkout*/wesnoth/branches/resources/image-localization/templates/trow-logo/trow-logo.xcf<br />
<br />
As with the main logo, the TRoW logo uses "Celtic Garamond the 2nd".<br />
<br />
As with the process of creating the main logo, switch to the text tool and enable the following options: '''hinting''', '''force-autohinting''', and '''antialiasing'''. Set the font size to seventy.<br />
<br />
As the font size is so large, the text tool should get the spacing right, unlike the smaller text for the logos, so just write out the text one two or three lines (you should only use three lines if the text uses things such as prepositions).<br />
<br />
If the text tool did not get the spacing right, then cut up the the letters into different layers and move as necessary.<br />
<br />
After writing out the text, align the letters against the letters in <tt>original</tt>, then center the text against the image... like the text in <tt>original</tt>.<br />
<br />
After you properly aligned and centered the text, merge all of the layers with the translated text (if there is more than one) and name the layer with all of the translated text <tt>text-base</tt>.<br />
<br />
Duplicate <tt>text-base</tt> four times. The order (in ascending order) and names of the layers (including <tt>text-base</tt>) should be like this: <tt>text-base</tt> <tt>text-map</tt>, <tt>text-outline</tt>, <tt>text-shadow</tt>, <tt>text-final</tt>.<br />
<br />
Switch to <tt>text-map</tt>; use the '''Colorize''' tool to make the layer all white (set the lighting to one hundred in the colorize dialog).<br />
<br />
Now, apply an eight-radius Gaussian blur to <tt>text-map</tt>. Afterwards, apply a five-radius Gaussian blur to <tt>text-outline</tt> and <tt>text-shadow</tt>.<br />
<br />
Switch to <tt>text-final</tt>; summon the '''Colorize''' tool; set hue to fifty, saturation to forty, and lightness to sixty; apply the effect. Afterwards, duplicate <tt>text-final</tt>; put this duplicate above <tt>text-final</tt> and call it <tt>text-final lighting</tt>.<br />
<br />
Switch to <tt>text-final lighting</tt>; summon the '''Hue-Saturation''' tool; set hue to −165; apply the effect. Afterwards, set the layer mode of <tt>text-final lighting</tt> to "Lighten Only" and set its opacity to thirty percent.<br />
<br />
Switch to <tt>text-final</tt>; summon the '''Bump Map''' dialog. Set the map to be bumped (Bump map) to <tt>text-map</tt>; set azimuth to 135, elevation to forty, depth to twenty, and the rest to zero. Make sure that "Compensate for darkening" is checked. Afterwards, apply the effect.<br />
<br />
Switch to <tt>text-final lighting</tt>; summon the bump map dialog; keep the same settings we used last time, but check "Invert bumpmap"; apply the effect.<br />
<br />
Drag down <tt>text-outline</tt> and <tt>text-shadow</tt> by one pixel.<br />
<br />
Now, make sure that only the following layers are visible: <tt>text-outline</tt>, <tt>text-shadow</tt>, <tt>text-final</tt>, and <tt>text-final lighting</tt>.<br />
<br />
After doing so, you should have a beautiful logo.<br />
<br />
'''Note: Like for the main logo, TRoW logo has to be cleared by Jetrel (see the ending note in main logo section).'''<br />
<br />
=== Maps ===<br />
<br />
Each campaign comes with a map, where locations of events are highlighted as the scenarios progress. Since these locations are frequently mentioned in narration and character conversations, it may be more than merely a "nice touch" to match the map labels to in-game texts. In particular, the main map of Wesnoth, which is used by several campaigns, also figures as the background of the main menu.<br />
<br />
Luckily, most maps derive from the single source within the main repository:<br />
<br />
http://svn.gna.org/viewcvs/*checkout*/wesnoth/branches/resources/cartography-tools/great-continent.xcf<br />
<br />
This Gimp source contains all topography features, as well as, most importantly, textual labels as separate layers. The procedure of localizing a map is thus this: export a PNG image with all the topography of required map, but without any text label, and then add translated labels to it. Here we'll work on the main menu map (<tt>data/core/images/maps/wesnoth.png</tt>) as the example.<br />
<br />
The main menu map is assembled out of the following layers, not taking labels into account: <tt>Wesnoth topography</tt>, <tt>Wesnoth Marsh</tt>, <tt>Wesnoth Forests</tt>, <tt>Wesnoth Roads</tt>, <tt>Wesnoth Towns</tt>, <tt>Border</tt>, <tt>Border BG</tt>. Make ''only'' these layers visible, then export them as PNG using '''File→Save a Copy...''' (choose '''Merge Visible Layers''' when asked, default PNG export options will do); name this PNG file <tt>wesnoth-topo.png</tt>. Then, make the topography layer invisible, and make ''only'' the label layers visible: <tt>Wesnoth Human Names</tt>, <tt>Wesnoth early labels</tt>, <tt>Wesnoth late labels</tt>, and export them too as <tt>wesnoth-labels.png</tt>.<br />
<br />
Open the previously exported <tt>wesnoth-topo.png</tt>, and immediately save it as ('''File→Save As...''') <tt>wesnoth-LANG.xcf</tt>, where <tt>LANG</tt> is your language code. Note the <tt>.xcf</tt> extension, which means this is now no longer a plain PNG bitmap, but a Gimp XCF image. This will be the source of your localized map, to which you will be able to return to at any later moment (e.g. if a label needs to be changed to reflect updated translation). Change the name of the only layer, <tt>Background</tt>, to <tt>topography</tt>.<br />
<br />
Open the previously exported PNG of original labes as a layer with the current image ('''File→Open As Layers...'''). Tha labels will appear over the topography, visually resulting in composition just like the full map in the game. Change the name of the new layer to <tt>original-labels</tt>. This layer serves only as guide to position the translated labels, so set its opacity to 25%-50% (slider at the top of layer view), such that it becomes unobtrusive, yet discernable enough to indicate label positions.<br />
<br />
The result so far should look like this:<br />
<br />
<center>http://svn.gna.org/viewcvs/*checkout*/wesnoth/branches/resources/image-localization/tutorial/topo-w-orig-labels.jpg</center><br />
<br />
Now we are ready to start placing translated labels. For all labels, keep in mind to place them such that they are approximately covering the original label, as indicated by the dimmed <tt>>original-labels</tt> layer.<br />
<br />
As for the font, original labels are written using Monotype Corsiva, which is easy to find for free download. If it does not contain all the glyphs needed for your language, another similar font to try is URW Chancery, which may already be installed by your distribution. If neither works, as usual try to find one that does and has a fantasy look to it.<br />
<br />
There are three distinct types of labels on the main map, so let's cover them from easiest to hardest to make.<br />
<br />
'''Plain Labels'''<br />
<br />
Plain text labels are the most numerous. They are merely properly colored horizontal text, written down directly on the map. Therefore, to make one such label, just use text tool ('''Tools→Text'''), choose font size (13pt is the size for most of the original labels), check all of '''Hinting''', '''Force auto-hinter''', and '''Antialiasing''', click on the place on the map where the label should be, and write out the translated name.<br />
<br />
You don't have to hit the desired position for the label exactly at the moment of writing. The label will become a special text layer, named by the text itself, which you can move around using the move tool ('''Tools→Transform Tools→Move'''). Note that you should ''not''' merge this text layer to any other layer, after you have finished positioning it. That way you will always be able to change the text at a later point (by double-clicking on the layer icon in layer view), rather than recreating it anew.<br />
<br />
The only slightly tricky bit here is choosing the color for the text. Original labels are not all of same color, but depend on the darkness and tone of the map below it (e.g. whether it is sea or land). To pick a proper color for each label, the easiest is to load the original PNG image (<tt>data/core/images/maps/wesnoth.png</tt>) and use color picker ('''Tools→Color Picker''') to collect colors from each original label in turn. Since letters are antialiased, always pick the darkest color in the label.<br />
<br />
Here's a view of one label made like this:<br />
<br />
<center>http://svn.gna.org/viewcvs/*checkout*/wesnoth/branches/resources/image-localization/tutorial/map-label-plain.jpg</center><br />
<br />
Note the special text layer "''Glinova šuma''" ("Glyn's Forest") on the right, and how the transparent original label from the <tt>original-labels</tt> layer is showing below the translated one. To have a clear view of the new text, you can switch <tt>original-labels</tt> on and off by cliking on in the left column in layer list.<br />
<br />
'''Rotated Plain Labels'''<br />
<br />
Some of the plain labels are rotated to match the topographical feature, e.g. a river direction. To make such a label, first make the plain horizontal label as usual. This label now needs to be rotated.<br />
<br />
Unfortunately, Gimp cannot currently rotate text layers, so you first need to convert the text to ordinary layer ('''Layer→Discard Text Information'''). Then, to rotate the layer, open '''Layer→Transform→Arbitrary Rotation...''' dialog. Make sure that '''Interpolation:''' field in the tool view (outside of the dialog) is set to '''Cubic'''. In the dialog, move the slider around and observe the image, until the rotation is approximately the same as that of the transparent original label beneath, and click '''Rotate'''. To finally properly position the label, just move its layer to match the original label.<br />
<br />
<center>http://svn.gna.org/viewcvs/*checkout*/wesnoth/branches/resources/image-localization/tutorial/map-label-plainrot.jpg</center><br />
<br />
The image above shows the translated "Bay of Pearls" ("''Biserni zaliv''") label, where the rotated label layer is seen to be an ordinary layer, instead of special text layer (with editable text) such as the one for plain labels.<br />
<br />
'''Parchment Labels'''<br />
<br />
Labels covering forests, mountains, and other features with uneven background, are put on what appears to be a rectangular piece of parchment. Fortunatelly, the source Gimp image for original maps (the one you used to export initial topography), also contains assortment of various labeling parchments, on the <tt>Label Workshop</tt> layer:<br />
<br />
<center>http://svn.gna.org/viewcvs/*checkout*/wesnoth/branches/resources/image-localization/tutorial/map-parchments.jpg</center><br />
<br />
The idea then is to copy the appropriate parchment from this layer to the localized image, and then put a plain label above it. The difficulty is that copied parchments cannot be used as-is, but should be cut to the length of text.<br />
<br />
First create two layers ('''Layer→New Layer...''') which will contain all the parchments, named <tt>label-parchments</tt> and <tt>label-parchments-woods</tt>, and make them transparent. Place these layers just above the <tt>original-labels</tt> layer, below all text label layers. You will then always copy parchments from the <tt>Label Workshop</tt> layer of the original image, to one of these two layers in the localized image. If a parchment is fully or partly over woods terrain, it is placed on <tt>label-parchments-woods</tt>, and otherwise to <tt>label-parchments</tt>. Set opacity of <tt>label-parchments</tt> to 75% and of <tt>label-parchments-woods</tt> to 90%, to have slightly transparent parchments as in the original.<br />
<br />
To produce a parchment label, first write out a plain label over the map feature which should get the parchment background. This will serve to know how to position the parchment, and, more importantly, how to cut the parchment to the appropriate length. A parchment may need to be either extended or shrinked by cutting.<br />
<br />
To extend a parchment, cut away right portion of it, and paste it such as to nicely fit around the right end of the text. Then cut the remaining left portion and paste it to fit around left end of the text. There will now be a gap in the parchment, which you should fill out by copying and pasting a mid-portion of the same parchment from the <tt>Label Workshop</tt> layer of the original image. To shrink a parchment, do the similar, only there will be no gap to fill after parts are cut and pasted. To decide where exactly to cut the parchment, check that when image is zoomed to 100%, there are no obvious joining artifacts (no repeating patterns, which brain easily notices).<br />
<br />
Here is the translated version of "Grey Woods" label ("''Sivošumlje''"), with one text layer like for a plain label, and the length-cut parchment on the newly created <tt>label-parchments-woods</tt> layer:<br />
<br />
<center>http://svn.gna.org/viewcvs/*checkout*/wesnoth/branches/resources/image-localization/tutorial/map-label-parchment.jpg</center><br />
<br />
Once all labels have been translated, make <tt>original-labels</tt> layer invisible, and all other layers visible. Export the final PNG image using '''File→Save a Copy...'''. The name should be the same as the original PNG image, which is <tt>wesnoth.png</tt> for the main map.<br />
<br />
=== Overlay Cuts ===<br />
<br />
The original image may have quite a heavy file size, while only small portions of it need to be translated. The main menu map is the prime example, with its 1.800 kB file size; if, say, ten languages would localize it and submit as full image, this map alone would make the distributed package grow by 18 megabytes. On the other hand, an image consisting of only the translated labels (with some portion of the map below them), and otherwise mostly transparent, would have about 180 kB. As mentioned [[#Overlay Images|earlier]], the game can overlay such transparent cuts over the original image at runtime, to produce the final localized image.<br />
<br />
We'll use the main menu map as the example for producing an overlay cut. Open the localized XCF image of the map, and add one more layer to it, <tt>overlay-mask</tt>, also transparent. Place this layer on the top, and reduce its opacity to 50%. On it, we will draw a plain white rectangle over each translated label, such that it encompasses both the translated label ''and'' the original label (which is visible through semi-transparent <tt>original-labels</tt> layer). To draw a rectangle, use rectangle selection tool ('''Tools→Selection Tools→Rectangle Selection'''), just like when about to copy-paste stuff. But, instead of copying/cutting anything, fill the selection with foreground color (which you should have set to white), using '''Edit→Fill with FG Color'''. This is the result:<br />
<br />
<center>http://svn.gna.org/viewcvs/*checkout*/wesnoth/branches/resources/image-localization/tutorial/overlay-mask.jpg</center><br />
<br />
Note that the selection rectangle has enveloped both the original label, "The Great Ocean", and the translated label, ''Veliki okean''. This is necessary in order that when the translated label is smaller than the original, such as in this case, outer sections of the original label do not show through when the localized overlay is composed with the original image.<br />
<br />
You can of course use any of the Gimp's drawing tools to create white areas above labels. E.g. rectangle will cover more space than necessary for rotated labels, so there you may want to draw properly aligned lines using the pencil ('''Tools→Paint Tools→Pencil''') with a very thick round brush.<br />
<br />
Once you create masks over all translated labels, load the previously exported PNG of the localized map. Copy the <tt>overlay-mask</tt> layer from the XCF to the PNG image, by dragging it from the layer view of the XCF to the image area of the PNG. ''Do not'' save the PNG image at that point, nor during any of the following steps; it should remain the ordinary, full localized image.<br />
<br />
Select the <tt>overlay-mask</tt> layer just copied into the PNG (in fact, it will be named <tt>overlay-mask copy</tt>, and the only other layer should be <tt>Background</tt>) and execute '''Layer→Transparency→Alpha to Selection'''. This will create a selection out of the overlay layer:<br />
<br />
<center>http://svn.gna.org/viewcvs/*checkout*/wesnoth/branches/resources/image-localization/tutorial/overlay-layer-to-mask.jpg</center><br />
<br />
What remains to be done is straightforward. Without removing the selection, make <tt>overlay-mask</tt> layer invisible, switch to the <tt>Background</tt> layer, execute '''Select→Invert''', execute '''Edit→Delete''', and the overlay cut is complete:<br />
<br />
<center>http://svn.gna.org/viewcvs/*checkout*/wesnoth/branches/resources/image-localization/tutorial/overlay-final.jpg</center><br />
<br />
Save it as <tt>wesnoth--overlay.png</tt>, where <tt>--overlay</tt> ending is needed for the game to recognize that the image is not standalone, but an overlay. You should save the XCF image with <tt>overlay-mask</tt> layer, rather than discarding it, so that at a later point you can modify the mask and repeat the few steps above to create the overlay cut (e.g. when translation of a label is changed).<br />
<br />
== Gimp For Translators ==<br />
<br />
Being a general-purpose bitmap-editing tool, beginners' tutorials on Gimp usually assume that the reader wants to go from the basics towards becoming a proficient Gimp user one day. This, however, provides too much breadth for the limited scope of retouching images for localization, as we are doing in this article. Of course, if you indeed would like to learn about bitmap editing in general, by all means do go through such tutorials (there are books too) in detail, and then return to this article to apply the obtained knowledge.<br />
<br />
If, on the other hand, you'd rather "just get the job done" (such as, for the most part, the initial author of this article), the following subsections shortly explain some crucial elements of Gimp needed to follow the instructions on [[#Creating Localized Images|creating localized images]]. You can also consider them a guideline to what to pay special attention to, if the next thing you do is look for a more in-depth tutorial text.<br />
<br />
=== Orientation ===<br />
<br />
Here is a downscaled screenshot of what ''may'' pop up when Gimp 2.6 is started (Gimp's layout is highly configurable, so you may see something somewhat different), with most important areas marked with numbered red dots:<br />
<br />
<center>http://svn.gna.org/viewcvs/*checkout*/wesnoth/branches/resources/image-localization/tutorial/gimp-windows.png</center><br />
<br />
Gimp uses ''single-document interface'', giving its elements as separate windows, such that they can be manipulated by the mechanisms of the desktop environment on which Gimp is run. For example, under typical Unix desktop environments (KDE, Gnome, etc.), user may want to work with Gimp on a virtual desktop dedicated to it.<br />
<br />
Number (1) marks the window which will contain the image, once opened or created a new (it's empty on the screenshot). There will be as many of these windows as there are images opened. (2) is the "toolbox", the collection of icons representing Gimp's basic drawing, selection, transformation, etc. tools. All of them can also be activated from the '''Tools''' menu, and more importantly, by keyboard shortcuts. The two black/white overlapping rectangles at the bottom show the current foreground and background colors. You can select other colors by clicking on them. (3) is the tool options view, where the behavior of currently selected tool can be adjusted. (4) is the ''layer'' view, currently empty as no image is opened (more on layers later). These are just some of many elements of Gimp workspace, those most important to our present needs. If some is missing when you start Gimp on your machine, try turning it on through the '''Windows→Dockable Dialogs''' menu.<br />
<br />
Let's now create an image, with ''transparent'' background. Go to '''File→New...''', set width and height to something smaller (e.g. 320×256 pixels), expand '''Advanced Options''', and under '''Fill with:''' select '''Transparency'''. In the image window you should now see a light-dark gray checkerboard pattern, and the layer view should list the <tt>Background</tt> layer.<br />
<br />
To paint something on the empty image, select the pencil tool (click on pencil icon in toolbox, select '''Tools→Paint Tools→Pencil''' from the menu, or simply press N on keyboard). In tool options, click right of '''Brush:''' and select a bigger circle from the different brushes. Now simply start painting over the image, by holding left mouse button. Change the foreground color (by clicking on its rectangle in toolbox) to something else, then paint some more. Here's a possible result of this highly precise action we just undertook:<br />
<br />
<center>http://svn.gna.org/viewcvs/*checkout*/wesnoth/branches/resources/image-localization/tutorial/gimp-nibblets.png</center><br />
<br />
Of note are the options to the pencil tool on the lower left (e.g. "Circle (19)" selected as brush), and the layers view which shows the single <tt>Background</tt> layer. What's this with layers, anyway?<br />
<br />
=== Layers ===<br />
<br />
Layers are one of fundamental concepts when working with just about any kind of images and drawings, bitmap or otherwise. Rather then theorizing about it, let us immediately create another layer. Either select '''Layer→New Layer...''' from the menu, click on the blank sheet icon in lower left corner of layer view, or press Ctrl+Shift+N. In the dialog that pops up, set layer name to <tt>Doodle</tt>, make sure '''Transparency''' is selected, and click '''Ok'''. In the layer view you will now see the <tt>Doodle</tt> layer, which will be highlighted and above the <tt>Background</tt> layer.<br />
<br />
Repeat fooling around with pencil tool, while making sure that <tt>Doodle</tt> layer is highlighted in the layer view:<br />
<br />
<center>http://svn.gna.org/viewcvs/*checkout*/wesnoth/branches/resources/image-localization/tutorial/gimp-nibblets-twolay.png</center><br />
<br />
Note the icons left of layer names in layer view: they reflect the layer content, and it appears that the black and blue lines are on <tt>Background</tt>, while red and white are on <tt>Doodle</tt> layer. This is precisely what had happened, because <tt>Background</tt> layer was the active one (highlighted in layer view) while painting the first time, and the <tt>Doodle</tt> layer while painting the second time.<br />
<br />
Yet further left of layer names are "eye" icons, which show that layers are visible. Clicking on them will make layers visible or invisible; observe how the content of respective layer disappears and appears on the image together with switching the visibility. A layer can also be made semi-transparent, rather than completely invisible. Try playing with the '''Opacity:''' slider at the top of layer view while the <tt>Doodle</tt> layer is selected.<br />
<br />
You may immediately realize some uses of layers. For example, a text label on a drawing can be added as a separate layer, without irreparably changing the basic drawing, such that it is easy to change the text later on. Layers can also be duplicated with all the content, in order to slightly change one and try which of the two versions better fits with the complete image. And so on. Any realistic image worked on with Gimp will contain at least several layers, and there may easily be tens of them.<br />
<br />
Always keep in mind that, same as it happened above with the pencil tool, almost all painting, transforming, colorizing and other operations influence only the currently selected layer (the one highlighted in layer view). An easy oversight to make when there are many layers is to select the wrong layer, or forget to select the desired one, prior to performing an operation. Of course, there's always '''Undo'''.<br />
<br />
=== Selection ===<br />
<br />
Time to start copying and pasting things around. Same as with text, a portion of image needs to be first ''selected'', to be copied or cut, and then pasted. Unlike as with text, there are many ways in which the selection can be made: just take a look in '''Tools→Selection Tools'''. The basic of those is probably the rectangle selection; to activate it, click on dotted rectangle icon in toolbox, select '''Tools→Selection Tools→Rectangle Select''' from the menu, or press R on keyboard. Before doing anything, make sure <tt>Background</tt> layer is selected.<br />
<br />
Left click somewhere on the image and drag the pointer. A translucent rectangle frame will spread from the point of click as you drag the pointer. After releasing the mouse button, the rectangle will become white-black dashed, with dashes moving around (the "marching ants" pattern). By this, you have made a selection (there will also be four smaller rectangles in its corners, which you can use to further adjust the selection sweep). To cancel the selection, without doing anything, just click somewhere outside of it.<br />
<br />
Now copy the selection to clipboard, by pressing the usual Ctrl+C, or selecting '''Edit→Copy''' from the menu. Copying itself will not yield any visual effect. The important bits start to occur when you paste the copied selection, by Ctrl+V or '''Edit→Paste'''. Pasted selection will appear at the same place where the original was. There are several things to observe now:<br />
<br />
<center>http://svn.gna.org/viewcvs/*checkout*/wesnoth/branches/resources/image-localization/tutorial/gimp-selection-copy-paste.png</center><br />
<br />
* The selection contour will be slightly changed to show exactly what was copied, omitting any transparent regions in the original selection.<br />
<br />
* A new layer, named <tt>Floating Selection (Pasted Layer)</tt> has appeared. This is a ''temporary'' layer, which may either be made a permanent layer by selecting '''Layer→New Layer...''', or may be merged into the previously selected layer by canceling the selection (e.g. clicking outside of it). You can move the pasted layer around by left clicking and dragging within it.<br />
<br />
* Because you have hit copy when <tt>Background</tt> layer was selected, only the content within selection and on that layer got copied and pasted. You can even make selection while one layer is active, then switch to another, and hit copy to grab the portion of that other layer. Also, while pasting action puts copy on its own temporary layer, canceling the selection will merge it into previously selected layer.<br />
<br />
If you turn temporary pasted layer into a permanent layer, you will notice the motionless yellow-black dashed contour. It is also visible in the screenshot above, at sections not covered with moving white-black pattern. This contour shows the layer boundaries, that is, every layer can have its own size independent of the image size. The boundary size of a layer can be adjusted using '''Layer→Layer Boundary Size...'''. Instead of changing boundaries, layer can be resized with all its content using '''Layer→Scale Layer...'''.<br />
<br />
You can now explore other ways of making selections (remember, clicking out of selection area while selection tool is active will cancel the current selection). E.g. if you choose '''Tools→Selection Tools→Fuzzy Select''', make <tt>Background</tt> layer active, and click somewhere on the thick blue line in the screenshot above, exactly this entire line will be selected. Every selection tool has some options in the tool view, which may be tweaked to affect exactly what is selected. For the fuzzy selection, for example, one can adjust the color sensitivity ('''Threshold:''' slider) to affect how much big a color difference is used to determine boundaries of selection.<br />
<br />
Same as most modification operations affect only the currently selected layer, in presence of selection they also usually affect only the selected area. To test, make a rectangle selection, then switch to pencil tool and try to draw on the image. The pencil will leave trace only within the area of the selection, and on the currently active layer.<br />
<br />
=== Text ===<br />
<br />
Of the many painting tools, a particularly important one for localizing images will be, naturally, the text tool. It is activated by pressing the big A icon in the toolbox, '''Tools→Text''' menu item, or T on keyboard. Activate the text tool, and click somewhere on the image (to unclutter the view, make the <tt>Background</tt> and <tt>Doodle</tt> layers invisible). Click somewhere on the image, and a text input dialog will pop up. After typing something, we may obtain:<br />
<br />
<center>http://svn.gna.org/viewcvs/*checkout*/wesnoth/branches/resources/image-localization/tutorial/gimp-text-tool.png</center><br />
<br />
Almost every part of this screenshots presents some important points.<br />
<br />
On the left, the tool options for the text tools are shown. Here you can select the basics (font, size, and color), but also some other important options. The three checkboxes affect how the font is rendered: antialiasing makes letters non-jagged against the transparent background, and the two hinting options improve the shape of letters. You will almost always want to have all these checked. The justification buttons allow you to left-align, center, etc. the text. The three spinboxes bellow are used to tweak the spacing between letters (you can shrink the text that looks to wide, or shrink the distance between two lines of text).<br />
<br />
In the center you can see the rendered text in top left corner of the image, and superimposed text input dialog over the image window. There you can also load some text from file, in case of longer texts.<br />
<br />
On the right, in layer view, notice that the entered text got its own layer (named by the text itself), similar to what happens when selection is pasted. Unlike the temporary pasted layer, the text layer is permanent, but also special in that double-clicking its icon will allow you to edit the text at a later point (that's why its icon is a generic text-like icon, instead of showing layer content). Text layers can be changed into an ordinary layers by executing '''Layer→Discard Text Information''', but you will want to do this only if you need to do some arbitrary transformations on the text. The boundary of text layer is only as wide and high as the text, so you can move the text layer around.<br />
<br />
=== Saving Images ===<br />
<br />
Always save images first and formost in Gimp's native format, XCF. This will keep all the information, such as layers and selections, so that you can pick up editing the image just where you left. Consider the XCF format as your "source", on which you work and from which you "build" the final ordinary (or "flat") bitmap images.<br />
<br />
When the image is ready for delivery, when you have made all necessary layers visible and helper or test layers invisible, you can save the image in one of flat bitmap formats. Two typical are PNG and JPEG, with the following very important difference between them. PNG is a "lossless" format, which means that every pixel in shown to the user just as it was in the source, XCF image, when the PNG was saved. JPEG is a "lossy" format, which compresses the image such that it's rather near to original, but not exactly and possibly with some ungainly visual artifacts, at the benefit of frequently considerably reducing the image size. PNG is what you will need for allmost all in-game localized images, as the originals are PNG images too. This is natural for game graphics, since it needs to be crisp, without any compression artifacts. JPEG is typically used for photographs, which would be huge if left uncompressed, and instructive screenshots which do not need crisp looks (e.g. for images in the manual).<br />
<br />
To make a PNG image, you may as a matter of habit reach for '''File→Save As...''', and there select PNG as output format and save; then, to get back to the XCF source, you will close the PNG, and open the XCF again. To avoid this usual routine, there is the '''File→Save a Copy...''' action, which unlike '''Save As...''' will not switch to the newly saved PNG image, but let you continue working on the original XCF after saving.<br />
<br />
[[Category:Translations]]</div>Stikonashttps://wiki.wesnoth.org/index.php?title=SpellingMistakes&diff=38393SpellingMistakes2010-09-15T16:21:26Z<p>Stikonas: /* The Legend of Wesmere */</p>
<hr />
<div>This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.<br />
<br />
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors. Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not. Note that the mainline campaigns are now using correct typography, including sexed quotes and en and em dashes. These will appear as three byte sequences if you are not using a viewer that supports UTF-8.<br />
<br />
==Mainline Campaigns==<br />
<br />
===An Orcish Incursion===<br />
<br />
===Dead Water===<br />
<br />
===Delfador's Memoirs===<br />
<br />
===Descent into Darkness===<br />
<br />
===Eastern Invasion===<br />
<br />
===Heir to the Throne===<br />
* Scenario 19b:322 ''as the remnants of the lich’s once-mortal'' lich’s -> Lich’s (as in lines 315 and 331)<br />
<br />
* Scenario 19b:365 ''do you not think I know what power does to one’s soul?''<br />
<br />
Should be ''do you think I do not know what power does to one’s soul?''<br />
<br />
===Liberty===<br />
<br />
===Northern Rebirth===<br />
<br />
===Sceptre of Fire===<br />
<br />
===Son of the Black Eye===<br />
Hush, Vraurk, <del>We</del> must trust [...]<br />
:Hush, Vraurk, <ins>we</ins> must trust [...]<br />
<br />
[...] you should have eaten that Grüü, you don't look so good.<br />
:[...] you should have eaten that<ins>,</ins> Grüü, you don't look so good.<br />
<br />
===The Hammer of Thursagan===<br />
<br />
===The Legend of Wesmere===<br />
* data/campaigns/Legend_of_Wesmere/scenarios/14_Human_Alliance.cfg:404<br />
''Indeed not. Save your anger for our enemies, Landar'' -> Add full stop after Landar.<br />
<br />
===The Rise of Wesnoth===<br />
<br />
===The South Guard===<br />
<br />
===Two Brothers===<br />
scenario 02, "The Chase":<br />
"Captain, what are we riding info" -> "Captain, what are we riding into"<br />
<br />
scenarios 03, "Guarded Castle":<br />
[Something wrong with punctuation, not sure what]: "But you are my brother still And..."<br />
<br />
===Under the Burning Suns===<br />
<br />
==Wesnoth Game==<br />
<br />
===Editor===<br />
<br />
===Tutorial===<br />
"After this dialog, hold the mouse over the landscape image below the minimap "<br><br />
below -> above (1.9.0 development)<br><br />
<br />
===Manual===<br />
<br />
===Manpages===<br />
<br />
===Units===<br />
<br />
* Dwarvish Pathfinder<br />
<br />
They are powerful '''pathfinders in a melee'''<br />
<br />
===1.10 Announcement===<br />
<br />
===Other (ingame help, ...)===<br />
<br />
* ― Haldric II, 42 YW, from Handbook of Tactical Analysis: Volume I<br />
<br />
Remove space after 42. (There is already such string, so there is no need to use pofix here).<br />
<br />
* Accuracy : (''src/generate_report.cpp:457'')<br />
<br />
Should be Accuracy: (with space after ':')<br />
<br />
* Parry : (''src/generate_report.cpp:473'')<br />
Should be Parry: (with space after ':')<br />
<br />
===Multiplayer maps===<br />
<br />
===Translation code bugs===<br />
<br />
==Unofficial campaigns==<br />
<br />
===Invasion from the unknown===<br />
<br />
==Common Errors==<br />
<br />
* '''alot''' &ndash; 'a lot' should be two words, unless you intended to write 'allot', meaning 'allocate'.<br />
<br />
* '''alright''' &ndash; Technically, 'alright' ''is'' correct; it's a back formation, derived in the same way as 'already', and it can be traced back for decades. But it looks very modern. As we usually want a more archaic tone for Wesnoth, please use '''all right''' as two words instead.<br />
<br />
* '''anymore''' &ndash; No, this ''is'' wrong. '''any more''' should be two words.<br />
<br />
* '<b>being through with</b>' &ndash; Constructs such as 'I am through dealing with these people' are also modern. Use sparingly.<br />
<br />
* '<b>Great.</b>' &ndash; Not necessarily wrong, but very modern, especially when used ironically.<br />
<br />
* '''guys''' &ndash; Very modern usage. Please avoid.<br />
<br />
* '''nevermind''' &ndash; Two words, please.<br />
<br />
* '''OK, okay''' &ndash; Modern; avoid.<br />
<br />
* '<b>Princess</b>' &ndash; Addressing a princess as 'Princess' is an egregious, tin-eared piece of George Lucas-level modern phrasing. It's not even correct in the real world. Correct Earth etiquette is to call her 'Your Royal Highness' when you first meet her, thereafter, 'Ma'am' (pronounced 'mam'). Search for 'Correct terms of address' if you have characters in your campaign for whom you need to get it right, or check this (and other) etiquette link(s) on Wikipedia: [http://en.wikipedia.org/wiki/Forms_of_address_in_the_United_Kingdom]. Any character born a noble ''will'' know this stuff, and will automatically get it right; to them, it's ingrained habit. Other characters might not, unless they're higher-level, better-educated, or have been briefed on what to do. But in formal encounters, such as meeting a (potential) enemy noble for the first time, characters will often at least try to be polite. Of course, Wesnoth etiquette is not necessarily the same as Earth etiquette. We haven't defined the rules for Wesnoth etiquette yet, and the Wikipedia article linked above is far more detailed than we'll ever need. Nevertheless, when we eventually do define our etiquette rules, they will be mostly Earth-like, and not George Lucas-like. Also look up the rules on l&egrave;se majest&eacute; (although those rules do only apply to sovereigns, not mere princesses), and bear in mind that any poor ignoramus who did address a princess as "Princess" would probably be taken away and flogged. This applies to other noble titles as well, to a greater or lesser degree. At least use phrases such as 'milady', 'my lord' and so on.<br />
<br />
* '<b>Right.</b>' &ndash; Not necessarily wrong, and preferable to 'Great.', but still very modern, especially when used ironically. Try 'Aye', or 'Yes', or 'Yea' instead.<br />
<br />
* '<b>technically</b>' &ndash; Modern; use sparingly.<br />
<br />
* '<b>Uh, Um, Er,</b>' &ndash; When they appear, these noises tend to be used in a modern way. You'll find 'O' and 'Oh' and 'Ah' and 'Ho' and 'Ha' in Shakespeare, but not 'Uh'. Instead of starting a sentence with 'Uh,' try to find a more archaic way of phrasing it.<br />
<br />
* '<b>'Yeah.</b>' &ndash; Modern phrasing.<br />
<br />
===Fantasy or archaic terms often confused===<br />
<br />
* '''behold'''<br />
<br />
Behold means 'see'. This means you can't behold sounds, or smells.<br />
<br />
* '''besieged/beset'''<br />
<br />
You can only be besieged if you're on some sort of defensible structure, but you don't have to be outmatched.<br />
<br />
You can be beset in the middle of a flat featureless plain, but only if you're outmatched or close to it.<br />
<br />
* '''breech/breach'''<br />
<br />
A breach is a break. Breach can also be a verb.<br />
<br />
'Once more unto the breach, dear friends!', as King Henry V once said.<br />
<br />
A breech is part of a gun. Breech can't be a verb.<br />
<br />
* '''Hear hear'''<br />
<br />
Never 'Here here'. 'Hear hear' is short for 'Hear him, hear him', and originated in the British parliament in the 18th century.<br />
<br />
* '''horde/hoard'''<br />
<br />
A horde of barbarians.<br />
<br />
A hoard of treasure. Hoard can also be a verb.<br />
<br />
*'''march/marsh'''<br />
<br />
See [[NotSpellingMistakes]]<br />
<br />
*'''prey/pray'''<br />
<br />
Predators prey on their prey. (verb and noun)<br />
<br />
Priests pray prayers. (verb and noun)<br />
<br />
The insects are known as ''praying mantises''.<br />
<br />
* '''ravish/ravage'''<br />
<br />
Ravish has sexual connotations which ravage does not.<br />
<br />
You can ravish a fair maiden, and an old crone could have ravaged features.<br />
<br />
You can ravage the land. You can't ravish the land, however.<br />
<br />
* '''rise up'''<br />
<br />
'Rise up' usually means 'rebel', and it is a rather inelegant term for 'advance'.</div>Stikonashttps://wiki.wesnoth.org/index.php?title=SpellingMistakes&diff=38383SpellingMistakes2010-09-14T08:07:36Z<p>Stikonas: /* The Legend of Wesmere */</p>
<hr />
<div>This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.<br />
<br />
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors. Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not. Note that the mainline campaigns are now using correct typography, including sexed quotes and en and em dashes. These will appear as three byte sequences if you are not using a viewer that supports UTF-8.<br />
<br />
==Mainline Campaigns==<br />
<br />
===An Orcish Incursion===<br />
<br />
===Dead Water===<br />
<br />
===Delfador's Memoirs===<br />
<br />
===Descent into Darkness===<br />
<br />
===Eastern Invasion===<br />
<br />
===Heir to the Throne===<br />
* Scenario 19b:322 ''as the remnants of the lich’s once-mortal'' lich’s -> Lich’s (as in lines 315 and 331)<br />
<br />
* Scenario 19b:365 ''do you not think I know what power does to one’s soul?''<br />
<br />
Should be ''do you think I do not know what power does to one’s soul?''<br />
<br />
===Liberty===<br />
<br />
===Northern Rebirth===<br />
<br />
===Sceptre of Fire===<br />
<br />
===Son of the Black Eye===<br />
Hush, Vraurk, <del>We</del> must trust [...]<br />
:Hush, Vraurk, <ins>we</ins> must trust [...]<br />
<br />
[...] you should have eaten that Grüü, you don't look so good.<br />
:[...] you should have eaten that<ins>,</ins> Grüü, you don't look so good.<br />
<br />
===The Hammer of Thursagan===<br />
<br />
===The Legend of Wesmere===<br />
<br />
===The Rise of Wesnoth===<br />
<br />
===The South Guard===<br />
<br />
===Two Brothers===<br />
<br />
===Under the Burning Suns===<br />
<br />
==Wesnoth Game==<br />
<br />
===Editor===<br />
<br />
===Tutorial===<br />
"After this dialog, hold the mouse over the landscape image below the minimap "<br><br />
below -> above (1.9.0 development)<br><br />
<br />
===Manual===<br />
<br />
===Manpages===<br />
<br />
===Units===<br />
<br />
* Dwarvish Pathfinder<br />
<br />
They are powerful '''pathfinders in a melee'''<br />
<br />
===1.10 Announcement===<br />
<br />
===Other (ingame help, ...)===<br />
<br />
* ― Haldric II, 42 YW, from Handbook of Tactical Analysis: Volume I<br />
<br />
Remove space after 42. (There is already such string, so there is no need to use pofix here).<br />
<br />
* Accuracy : (''src/generate_report.cpp:457'')<br />
<br />
Should be Accuracy: (with space after ':')<br />
<br />
* Parry : (''src/generate_report.cpp:473'')<br />
Should be Parry: (with space after ':')<br />
<br />
===Multiplayer maps===<br />
<br />
===Translation code bugs===<br />
<br />
==Unofficial campaigns==<br />
<br />
===Invasion from the unknown===<br />
<br />
==Common Errors==<br />
<br />
* '''alot''' &ndash; 'a lot' should be two words, unless you intended to write 'allot', meaning 'allocate'.<br />
<br />
* '''alright''' &ndash; Technically, 'alright' ''is'' correct; it's a back formation, derived in the same way as 'already', and it can be traced back for decades. But it looks very modern. As we usually want a more archaic tone for Wesnoth, please use '''all right''' as two words instead.<br />
<br />
* '''anymore''' &ndash; No, this ''is'' wrong. '''any more''' should be two words.<br />
<br />
* '<b>being through with</b>' &ndash; Constructs such as 'I am through dealing with these people' are also modern. Use sparingly.<br />
<br />
* '<b>Great.</b>' &ndash; Not necessarily wrong, but very modern, especially when used ironically.<br />
<br />
* '''guys''' &ndash; Very modern usage. Please avoid.<br />
<br />
* '''nevermind''' &ndash; Two words, please.<br />
<br />
* '''OK, okay''' &ndash; Modern; avoid.<br />
<br />
* '<b>Princess</b>' &ndash; Addressing a princess as 'Princess' is an egregious, tin-eared piece of George Lucas-level modern phrasing. It's not even correct in the real world. Correct Earth etiquette is to call her 'Your Royal Highness' when you first meet her, thereafter, 'Ma'am' (pronounced 'mam'). Search for 'Correct terms of address' if you have characters in your campaign for whom you need to get it right, or check this (and other) etiquette link(s) on Wikipedia: [http://en.wikipedia.org/wiki/Forms_of_address_in_the_United_Kingdom]. Any character born a noble ''will'' know this stuff, and will automatically get it right; to them, it's ingrained habit. Other characters might not, unless they're higher-level, better-educated, or have been briefed on what to do. But in formal encounters, such as meeting a (potential) enemy noble for the first time, characters will often at least try to be polite. Of course, Wesnoth etiquette is not necessarily the same as Earth etiquette. We haven't defined the rules for Wesnoth etiquette yet, and the Wikipedia article linked above is far more detailed than we'll ever need. Nevertheless, when we eventually do define our etiquette rules, they will be mostly Earth-like, and not George Lucas-like. Also look up the rules on l&egrave;se majest&eacute; (although those rules do only apply to sovereigns, not mere princesses), and bear in mind that any poor ignoramus who did address a princess as "Princess" would probably be taken away and flogged. This applies to other noble titles as well, to a greater or lesser degree. At least use phrases such as 'milady', 'my lord' and so on.<br />
<br />
* '<b>Right.</b>' &ndash; Not necessarily wrong, and preferable to 'Great.', but still very modern, especially when used ironically. Try 'Aye', or 'Yes', or 'Yea' instead.<br />
<br />
* '<b>technically</b>' &ndash; Modern; use sparingly.<br />
<br />
* '<b>Uh, Um, Er,</b>' &ndash; When they appear, these noises tend to be used in a modern way. You'll find 'O' and 'Oh' and 'Ah' and 'Ho' and 'Ha' in Shakespeare, but not 'Uh'. Instead of starting a sentence with 'Uh,' try to find a more archaic way of phrasing it.<br />
<br />
* '<b>'Yeah.</b>' &ndash; Modern phrasing.<br />
<br />
===Fantasy or archaic terms often confused===<br />
<br />
* '''behold'''<br />
<br />
Behold means 'see'. This means you can't behold sounds, or smells.<br />
<br />
* '''besieged/beset'''<br />
<br />
You can only be besieged if you're on some sort of defensible structure, but you don't have to be outmatched.<br />
<br />
You can be beset in the middle of a flat featureless plain, but only if you're outmatched or close to it.<br />
<br />
* '''breech/breach'''<br />
<br />
A breach is a break. Breach can also be a verb.<br />
<br />
'Once more unto the breach, dear friends!', as King Henry V once said.<br />
<br />
A breech is part of a gun. Breech can't be a verb.<br />
<br />
* '''Hear hear'''<br />
<br />
Never 'Here here'. 'Hear hear' is short for 'Hear him, hear him', and originated in the British parliament in the 18th century.<br />
<br />
* '''horde/hoard'''<br />
<br />
A horde of barbarians.<br />
<br />
A hoard of treasure. Hoard can also be a verb.<br />
<br />
*'''march/marsh'''<br />
<br />
See [[NotSpellingMistakes]]<br />
<br />
*'''prey/pray'''<br />
<br />
Predators prey on their prey. (verb and noun)<br />
<br />
Priests pray prayers. (verb and noun)<br />
<br />
The insects are known as ''praying mantises''.<br />
<br />
* '''ravish/ravage'''<br />
<br />
Ravish has sexual connotations which ravage does not.<br />
<br />
You can ravish a fair maiden, and an old crone could have ravaged features.<br />
<br />
You can ravage the land. You can't ravish the land, however.<br />
<br />
* '''rise up'''<br />
<br />
'Rise up' usually means 'rebel', and it is a rather inelegant term for 'advance'.</div>Stikonashttps://wiki.wesnoth.org/index.php?title=SpellingMistakes&diff=38377SpellingMistakes2010-09-13T17:53:40Z<p>Stikonas: /* The Legend of Wesmere */ Fixed</p>
<hr />
<div>This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.<br />
<br />
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors. Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not. Note that the mainline campaigns are now using correct typography, including sexed quotes and en and em dashes. These will appear as three byte sequences if you are not using a viewer that supports UTF-8.<br />
<br />
==Mainline Campaigns==<br />
<br />
===An Orcish Incursion===<br />
<br />
===Dead Water===<br />
<br />
===Delfador's Memoirs===<br />
<br />
===Descent into Darkness===<br />
<br />
===Eastern Invasion===<br />
<br />
===Heir to the Throne===<br />
* Scenario 19b:322 ''as the remnants of the lich’s once-mortal'' lich’s -> Lich’s (as in lines 315 and 331)<br />
<br />
* Scenario 19b:365 ''do you not think I know what power does to one’s soul?''<br />
<br />
Should be ''do you think I do not know what power does to one’s soul?''<br />
<br />
===Liberty===<br />
<br />
===Northern Rebirth===<br />
<br />
===Sceptre of Fire===<br />
<br />
===Son of the Black Eye===<br />
Hush, Vraurk, <del>We</del> must trust [...]<br />
:Hush, Vraurk, <ins>we</ins> must trust [...]<br />
<br />
[...] you should have eaten that Grüü, you don't look so good.<br />
:[...] you should have eaten that<ins>,</ins> Grüü, you don't look so good.<br />
<br />
===The Hammer of Thursagan===<br />
<br />
===The Legend of Wesmere===<br />
<br />
* We will follow you, Kalenz ? '?' -> '.' Can't translate.<br><br />
<br />
* Very well, Kalenz ? lead us! '?' -> '.' Can't translate.<br><br />
<br />
* Let us give them aid ? '?' -> '.' Can't translate.<br><br />
<br />
===The Rise of Wesnoth===<br />
<br />
===The South Guard===<br />
<br />
===Two Brothers===<br />
<br />
===Under the Burning Suns===<br />
<br />
==Wesnoth Game==<br />
<br />
===Editor===<br />
<br />
===Tutorial===<br />
"After this dialog, hold the mouse over the landscape image below the minimap "<br><br />
below -> above (1.9.0 development)<br><br />
<br />
===Manual===<br />
<br />
===Manpages===<br />
<br />
===Units===<br />
<br />
* Dwarvish Pathfinder<br />
<br />
They are powerful '''pathfinders in a melee'''<br />
<br />
===1.10 Announcement===<br />
<br />
===Other (ingame help, ...)===<br />
<br />
* ― Haldric II, 42 YW, from Handbook of Tactical Analysis: Volume I<br />
<br />
Remove space after 42. (There is already such string, so there is no need to use pofix here).<br />
<br />
* Accuracy : (''src/generate_report.cpp:457'')<br />
<br />
Should be Accuracy: (with space after ':')<br />
<br />
* Parry : (''src/generate_report.cpp:473'')<br />
Should be Parry: (with space after ':')<br />
<br />
===Multiplayer maps===<br />
<br />
===Translation code bugs===<br />
<br />
==Unofficial campaigns==<br />
<br />
===Invasion from the unknown===<br />
<br />
==Common Errors==<br />
<br />
* '''alot''' &ndash; 'a lot' should be two words, unless you intended to write 'allot', meaning 'allocate'.<br />
<br />
* '''alright''' &ndash; Technically, 'alright' ''is'' correct; it's a back formation, derived in the same way as 'already', and it can be traced back for decades. But it looks very modern. As we usually want a more archaic tone for Wesnoth, please use '''all right''' as two words instead.<br />
<br />
* '''anymore''' &ndash; No, this ''is'' wrong. '''any more''' should be two words.<br />
<br />
* '<b>being through with</b>' &ndash; Constructs such as 'I am through dealing with these people' are also modern. Use sparingly.<br />
<br />
* '<b>Great.</b>' &ndash; Not necessarily wrong, but very modern, especially when used ironically.<br />
<br />
* '''guys''' &ndash; Very modern usage. Please avoid.<br />
<br />
* '''nevermind''' &ndash; Two words, please.<br />
<br />
* '''OK, okay''' &ndash; Modern; avoid.<br />
<br />
* '<b>Princess</b>' &ndash; Addressing a princess as 'Princess' is an egregious, tin-eared piece of George Lucas-level modern phrasing. It's not even correct in the real world. Correct Earth etiquette is to call her 'Your Royal Highness' when you first meet her, thereafter, 'Ma'am' (pronounced 'mam'). Search for 'Correct terms of address' if you have characters in your campaign for whom you need to get it right, or check this (and other) etiquette link(s) on Wikipedia: [http://en.wikipedia.org/wiki/Forms_of_address_in_the_United_Kingdom]. Any character born a noble ''will'' know this stuff, and will automatically get it right; to them, it's ingrained habit. Other characters might not, unless they're higher-level, better-educated, or have been briefed on what to do. But in formal encounters, such as meeting a (potential) enemy noble for the first time, characters will often at least try to be polite. Of course, Wesnoth etiquette is not necessarily the same as Earth etiquette. We haven't defined the rules for Wesnoth etiquette yet, and the Wikipedia article linked above is far more detailed than we'll ever need. Nevertheless, when we eventually do define our etiquette rules, they will be mostly Earth-like, and not George Lucas-like. Also look up the rules on l&egrave;se majest&eacute; (although those rules do only apply to sovereigns, not mere princesses), and bear in mind that any poor ignoramus who did address a princess as "Princess" would probably be taken away and flogged. This applies to other noble titles as well, to a greater or lesser degree. At least use phrases such as 'milady', 'my lord' and so on.<br />
<br />
* '<b>Right.</b>' &ndash; Not necessarily wrong, and preferable to 'Great.', but still very modern, especially when used ironically. Try 'Aye', or 'Yes', or 'Yea' instead.<br />
<br />
* '<b>technically</b>' &ndash; Modern; use sparingly.<br />
<br />
* '<b>Uh, Um, Er,</b>' &ndash; When they appear, these noises tend to be used in a modern way. You'll find 'O' and 'Oh' and 'Ah' and 'Ho' and 'Ha' in Shakespeare, but not 'Uh'. Instead of starting a sentence with 'Uh,' try to find a more archaic way of phrasing it.<br />
<br />
* '<b>'Yeah.</b>' &ndash; Modern phrasing.<br />
<br />
===Fantasy or archaic terms often confused===<br />
<br />
* '''behold'''<br />
<br />
Behold means 'see'. This means you can't behold sounds, or smells.<br />
<br />
* '''besieged/beset'''<br />
<br />
You can only be besieged if you're on some sort of defensible structure, but you don't have to be outmatched.<br />
<br />
You can be beset in the middle of a flat featureless plain, but only if you're outmatched or close to it.<br />
<br />
* '''breech/breach'''<br />
<br />
A breach is a break. Breach can also be a verb.<br />
<br />
'Once more unto the breach, dear friends!', as King Henry V once said.<br />
<br />
A breech is part of a gun. Breech can't be a verb.<br />
<br />
* '''Hear hear'''<br />
<br />
Never 'Here here'. 'Hear hear' is short for 'Hear him, hear him', and originated in the British parliament in the 18th century.<br />
<br />
* '''horde/hoard'''<br />
<br />
A horde of barbarians.<br />
<br />
A hoard of treasure. Hoard can also be a verb.<br />
<br />
*'''march/marsh'''<br />
<br />
See [[NotSpellingMistakes]]<br />
<br />
*'''prey/pray'''<br />
<br />
Predators prey on their prey. (verb and noun)<br />
<br />
Priests pray prayers. (verb and noun)<br />
<br />
The insects are known as ''praying mantises''.<br />
<br />
* '''ravish/ravage'''<br />
<br />
Ravish has sexual connotations which ravage does not.<br />
<br />
You can ravish a fair maiden, and an old crone could have ravaged features.<br />
<br />
You can ravage the land. You can't ravish the land, however.<br />
<br />
* '''rise up'''<br />
<br />
'Rise up' usually means 'rebel', and it is a rather inelegant term for 'advance'.</div>Stikonashttps://wiki.wesnoth.org/index.php?title=SpellingMistakes&diff=38372SpellingMistakes2010-09-13T12:22:29Z<p>Stikonas: /* Other (ingame help, ...) */</p>
<hr />
<div>This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.<br />
<br />
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors. Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not. Note that the mainline campaigns are now using correct typography, including sexed quotes and en and em dashes. These will appear as three byte sequences if you are not using a viewer that supports UTF-8.<br />
<br />
==Mainline Campaigns==<br />
<br />
===An Orcish Incursion===<br />
<br />
===Dead Water===<br />
<br />
===Delfador's Memoirs===<br />
<br />
===Descent into Darkness===<br />
<br />
===Eastern Invasion===<br />
<br />
===Heir to the Throne===<br />
* Scenario 19b:322 ''as the remnants of the lich’s once-mortal'' lich’s -> Lich’s (as in lines 315 and 331)<br />
<br />
* Scenario 19b:365 ''do you not think I know what power does to one’s soul?''<br />
<br />
Should be ''do you think I do not know what power does to one’s soul?''<br />
<br />
===Liberty===<br />
<br />
===Northern Rebirth===<br />
<br />
===Sceptre of Fire===<br />
<br />
===Son of the Black Eye===<br />
Hush, Vraurk, <del>We</del> must trust [...]<br />
:Hush, Vraurk, <ins>we</ins> must trust [...]<br />
<br />
[...] you should have eaten that Grüü, you don't look so good.<br />
:[...] you should have eaten that<ins>,</ins> Grüü, you don't look so good.<br />
<br />
===The Hammer of Thursagan===<br />
<br />
===The Legend of Wesmere===<br />
<br />
* We will follow you, Kalenz ? '?' -> '.' Can't translate.<br><br />
<br />
* Very well, Kalenz ? lead us! '?' -> '.' Can't translate.<br><br />
<br />
* Let us give them aid ? '?' -> '.' Can't translate.<br><br />
<br />
* ''utils/characters.cfg:152'' Prepare'''d''' to die, elven witch! -> Prepare<br />
<br />
===The Rise of Wesnoth===<br />
<br />
===The South Guard===<br />
<br />
===Two Brothers===<br />
<br />
===Under the Burning Suns===<br />
<br />
==Wesnoth Game==<br />
<br />
===Editor===<br />
<br />
===Tutorial===<br />
"After this dialog, hold the mouse over the landscape image below the minimap "<br><br />
below -> above (1.9.0 development)<br><br />
<br />
===Manual===<br />
<br />
===Manpages===<br />
<br />
===Units===<br />
<br />
* Dwarvish Pathfinder<br />
<br />
They are powerful '''pathfinders in a melee'''<br />
<br />
===1.10 Announcement===<br />
<br />
===Other (ingame help, ...)===<br />
<br />
* ― Haldric II, 42 YW, from Handbook of Tactical Analysis: Volume I<br />
<br />
Remove space after 42. (There is already such string, so there is no need to use pofix here).<br />
<br />
* Accuracy : (''src/generate_report.cpp:457'')<br />
<br />
Should be Accuracy: (with space after ':')<br />
<br />
* Parry : (''src/generate_report.cpp:473'')<br />
Should be Parry: (with space after ':')<br />
<br />
===Multiplayer maps===<br />
<br />
===Translation code bugs===<br />
<br />
==Unofficial campaigns==<br />
<br />
===Invasion from the unknown===<br />
<br />
==Common Errors==<br />
<br />
* '''alot''' &ndash; 'a lot' should be two words, unless you intended to write 'allot', meaning 'allocate'.<br />
<br />
* '''alright''' &ndash; Technically, 'alright' ''is'' correct; it's a back formation, derived in the same way as 'already', and it can be traced back for decades. But it looks very modern. As we usually want a more archaic tone for Wesnoth, please use '''all right''' as two words instead.<br />
<br />
* '''anymore''' &ndash; No, this ''is'' wrong. '''any more''' should be two words.<br />
<br />
* '<b>being through with</b>' &ndash; Constructs such as 'I am through dealing with these people' are also modern. Use sparingly.<br />
<br />
* '<b>Great.</b>' &ndash; Not necessarily wrong, but very modern, especially when used ironically.<br />
<br />
* '''guys''' &ndash; Very modern usage. Please avoid.<br />
<br />
* '''nevermind''' &ndash; Two words, please.<br />
<br />
* '''OK, okay''' &ndash; Modern; avoid.<br />
<br />
* '<b>Princess</b>' &ndash; Addressing a princess as 'Princess' is an egregious, tin-eared piece of George Lucas-level modern phrasing. It's not even correct in the real world. Correct Earth etiquette is to call her 'Your Royal Highness' when you first meet her, thereafter, 'Ma'am' (pronounced 'mam'). Search for 'Correct terms of address' if you have characters in your campaign for whom you need to get it right, or check this (and other) etiquette link(s) on Wikipedia: [http://en.wikipedia.org/wiki/Forms_of_address_in_the_United_Kingdom]. Any character born a noble ''will'' know this stuff, and will automatically get it right; to them, it's ingrained habit. Other characters might not, unless they're higher-level, better-educated, or have been briefed on what to do. But in formal encounters, such as meeting a (potential) enemy noble for the first time, characters will often at least try to be polite. Of course, Wesnoth etiquette is not necessarily the same as Earth etiquette. We haven't defined the rules for Wesnoth etiquette yet, and the Wikipedia article linked above is far more detailed than we'll ever need. Nevertheless, when we eventually do define our etiquette rules, they will be mostly Earth-like, and not George Lucas-like. Also look up the rules on l&egrave;se majest&eacute; (although those rules do only apply to sovereigns, not mere princesses), and bear in mind that any poor ignoramus who did address a princess as "Princess" would probably be taken away and flogged. This applies to other noble titles as well, to a greater or lesser degree. At least use phrases such as 'milady', 'my lord' and so on.<br />
<br />
* '<b>Right.</b>' &ndash; Not necessarily wrong, and preferable to 'Great.', but still very modern, especially when used ironically. Try 'Aye', or 'Yes', or 'Yea' instead.<br />
<br />
* '<b>technically</b>' &ndash; Modern; use sparingly.<br />
<br />
* '<b>Uh, Um, Er,</b>' &ndash; When they appear, these noises tend to be used in a modern way. You'll find 'O' and 'Oh' and 'Ah' and 'Ho' and 'Ha' in Shakespeare, but not 'Uh'. Instead of starting a sentence with 'Uh,' try to find a more archaic way of phrasing it.<br />
<br />
* '<b>'Yeah.</b>' &ndash; Modern phrasing.<br />
<br />
===Fantasy or archaic terms often confused===<br />
<br />
* '''behold'''<br />
<br />
Behold means 'see'. This means you can't behold sounds, or smells.<br />
<br />
* '''besieged/beset'''<br />
<br />
You can only be besieged if you're on some sort of defensible structure, but you don't have to be outmatched.<br />
<br />
You can be beset in the middle of a flat featureless plain, but only if you're outmatched or close to it.<br />
<br />
* '''breech/breach'''<br />
<br />
A breach is a break. Breach can also be a verb.<br />
<br />
'Once more unto the breach, dear friends!', as King Henry V once said.<br />
<br />
A breech is part of a gun. Breech can't be a verb.<br />
<br />
* '''Hear hear'''<br />
<br />
Never 'Here here'. 'Hear hear' is short for 'Hear him, hear him', and originated in the British parliament in the 18th century.<br />
<br />
* '''horde/hoard'''<br />
<br />
A horde of barbarians.<br />
<br />
A hoard of treasure. Hoard can also be a verb.<br />
<br />
*'''march/marsh'''<br />
<br />
See [[NotSpellingMistakes]]<br />
<br />
*'''prey/pray'''<br />
<br />
Predators prey on their prey. (verb and noun)<br />
<br />
Priests pray prayers. (verb and noun)<br />
<br />
The insects are known as ''praying mantises''.<br />
<br />
* '''ravish/ravage'''<br />
<br />
Ravish has sexual connotations which ravage does not.<br />
<br />
You can ravish a fair maiden, and an old crone could have ravaged features.<br />
<br />
You can ravage the land. You can't ravish the land, however.<br />
<br />
* '''rise up'''<br />
<br />
'Rise up' usually means 'rebel', and it is a rather inelegant term for 'advance'.</div>Stikonashttps://wiki.wesnoth.org/index.php?title=SpellingMistakes&diff=38368SpellingMistakes2010-09-13T10:09:30Z<p>Stikonas: /* The Legend of Wesmere */</p>
<hr />
<div>This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.<br />
<br />
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors. Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not. Note that the mainline campaigns are now using correct typography, including sexed quotes and en and em dashes. These will appear as three byte sequences if you are not using a viewer that supports UTF-8.<br />
<br />
==Mainline Campaigns==<br />
<br />
===An Orcish Incursion===<br />
<br />
===Dead Water===<br />
<br />
===Delfador's Memoirs===<br />
<br />
===Descent into Darkness===<br />
<br />
===Eastern Invasion===<br />
<br />
===Heir to the Throne===<br />
* Scenario 19b:322 ''as the remnants of the lich’s once-mortal'' lich’s -> Lich’s (as in lines 315 and 331)<br />
<br />
* Scenario 19b:365 ''do you not think I know what power does to one’s soul?''<br />
<br />
Should be ''do you think I do not know what power does to one’s soul?''<br />
<br />
===Liberty===<br />
<br />
===Northern Rebirth===<br />
<br />
===Sceptre of Fire===<br />
<br />
===Son of the Black Eye===<br />
Hush, Vraurk, <del>We</del> must trust [...]<br />
:Hush, Vraurk, <ins>we</ins> must trust [...]<br />
<br />
[...] you should have eaten that Grüü, you don't look so good.<br />
:[...] you should have eaten that<ins>,</ins> Grüü, you don't look so good.<br />
<br />
===The Hammer of Thursagan===<br />
<br />
===The Legend of Wesmere===<br />
<br />
* We will follow you, Kalenz ? '?' -> '.' Can't translate.<br><br />
<br />
* Very well, Kalenz ? lead us! '?' -> '.' Can't translate.<br><br />
<br />
* Let us give them aid ? '?' -> '.' Can't translate.<br><br />
<br />
* ''utils/characters.cfg:152'' Prepare'''d''' to die, elven witch! -> Prepare<br />
<br />
===The Rise of Wesnoth===<br />
<br />
===The South Guard===<br />
<br />
===Two Brothers===<br />
<br />
===Under the Burning Suns===<br />
<br />
==Wesnoth Game==<br />
<br />
===Editor===<br />
<br />
===Tutorial===<br />
"After this dialog, hold the mouse over the landscape image below the minimap "<br><br />
below -> above (1.9.0 development)<br><br />
<br />
===Manual===<br />
<br />
===Manpages===<br />
<br />
===Units===<br />
<br />
* Dwarvish Pathfinder<br />
<br />
They are powerful '''pathfinders in a melee'''<br />
<br />
===1.10 Announcement===<br />
<br />
===Other (ingame help, ...)===<br />
<br />
* ― Haldric II, 42 YW, from Handbook of Tactical Analysis: Volume I<br />
<br />
Remove space after 42. (There is already such string, so there is no need to use pofix here).<br />
<br />
* Accuracy : (''src/generate_report.cpp:457'')<br />
<br />
Should be Accuracy: (with space after ':')<br />
<br />
===Multiplayer maps===<br />
<br />
===Translation code bugs===<br />
<br />
==Unofficial campaigns==<br />
<br />
===Invasion from the unknown===<br />
<br />
==Common Errors==<br />
<br />
* '''alot''' &ndash; 'a lot' should be two words, unless you intended to write 'allot', meaning 'allocate'.<br />
<br />
* '''alright''' &ndash; Technically, 'alright' ''is'' correct; it's a back formation, derived in the same way as 'already', and it can be traced back for decades. But it looks very modern. As we usually want a more archaic tone for Wesnoth, please use '''all right''' as two words instead.<br />
<br />
* '''anymore''' &ndash; No, this ''is'' wrong. '''any more''' should be two words.<br />
<br />
* '<b>being through with</b>' &ndash; Constructs such as 'I am through dealing with these people' are also modern. Use sparingly.<br />
<br />
* '<b>Great.</b>' &ndash; Not necessarily wrong, but very modern, especially when used ironically.<br />
<br />
* '''guys''' &ndash; Very modern usage. Please avoid.<br />
<br />
* '''nevermind''' &ndash; Two words, please.<br />
<br />
* '''OK, okay''' &ndash; Modern; avoid.<br />
<br />
* '<b>Princess</b>' &ndash; Addressing a princess as 'Princess' is an egregious, tin-eared piece of George Lucas-level modern phrasing. It's not even correct in the real world. Correct Earth etiquette is to call her 'Your Royal Highness' when you first meet her, thereafter, 'Ma'am' (pronounced 'mam'). Search for 'Correct terms of address' if you have characters in your campaign for whom you need to get it right, or check this (and other) etiquette link(s) on Wikipedia: [http://en.wikipedia.org/wiki/Forms_of_address_in_the_United_Kingdom]. Any character born a noble ''will'' know this stuff, and will automatically get it right; to them, it's ingrained habit. Other characters might not, unless they're higher-level, better-educated, or have been briefed on what to do. But in formal encounters, such as meeting a (potential) enemy noble for the first time, characters will often at least try to be polite. Of course, Wesnoth etiquette is not necessarily the same as Earth etiquette. We haven't defined the rules for Wesnoth etiquette yet, and the Wikipedia article linked above is far more detailed than we'll ever need. Nevertheless, when we eventually do define our etiquette rules, they will be mostly Earth-like, and not George Lucas-like. Also look up the rules on l&egrave;se majest&eacute; (although those rules do only apply to sovereigns, not mere princesses), and bear in mind that any poor ignoramus who did address a princess as "Princess" would probably be taken away and flogged. This applies to other noble titles as well, to a greater or lesser degree. At least use phrases such as 'milady', 'my lord' and so on.<br />
<br />
* '<b>Right.</b>' &ndash; Not necessarily wrong, and preferable to 'Great.', but still very modern, especially when used ironically. Try 'Aye', or 'Yes', or 'Yea' instead.<br />
<br />
* '<b>technically</b>' &ndash; Modern; use sparingly.<br />
<br />
* '<b>Uh, Um, Er,</b>' &ndash; When they appear, these noises tend to be used in a modern way. You'll find 'O' and 'Oh' and 'Ah' and 'Ho' and 'Ha' in Shakespeare, but not 'Uh'. Instead of starting a sentence with 'Uh,' try to find a more archaic way of phrasing it.<br />
<br />
* '<b>'Yeah.</b>' &ndash; Modern phrasing.<br />
<br />
===Fantasy or archaic terms often confused===<br />
<br />
* '''behold'''<br />
<br />
Behold means 'see'. This means you can't behold sounds, or smells.<br />
<br />
* '''besieged/beset'''<br />
<br />
You can only be besieged if you're on some sort of defensible structure, but you don't have to be outmatched.<br />
<br />
You can be beset in the middle of a flat featureless plain, but only if you're outmatched or close to it.<br />
<br />
* '''breech/breach'''<br />
<br />
A breach is a break. Breach can also be a verb.<br />
<br />
'Once more unto the breach, dear friends!', as King Henry V once said.<br />
<br />
A breech is part of a gun. Breech can't be a verb.<br />
<br />
* '''Hear hear'''<br />
<br />
Never 'Here here'. 'Hear hear' is short for 'Hear him, hear him', and originated in the British parliament in the 18th century.<br />
<br />
* '''horde/hoard'''<br />
<br />
A horde of barbarians.<br />
<br />
A hoard of treasure. Hoard can also be a verb.<br />
<br />
*'''march/marsh'''<br />
<br />
See [[NotSpellingMistakes]]<br />
<br />
*'''prey/pray'''<br />
<br />
Predators prey on their prey. (verb and noun)<br />
<br />
Priests pray prayers. (verb and noun)<br />
<br />
The insects are known as ''praying mantises''.<br />
<br />
* '''ravish/ravage'''<br />
<br />
Ravish has sexual connotations which ravage does not.<br />
<br />
You can ravish a fair maiden, and an old crone could have ravaged features.<br />
<br />
You can ravage the land. You can't ravish the land, however.<br />
<br />
* '''rise up'''<br />
<br />
'Rise up' usually means 'rebel', and it is a rather inelegant term for 'advance'.</div>Stikonashttps://wiki.wesnoth.org/index.php?title=SpellingMistakes&diff=38367SpellingMistakes2010-09-13T10:08:55Z<p>Stikonas: /* The Legend of Wesmere */</p>
<hr />
<div>This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.<br />
<br />
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors. Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not. Note that the mainline campaigns are now using correct typography, including sexed quotes and en and em dashes. These will appear as three byte sequences if you are not using a viewer that supports UTF-8.<br />
<br />
==Mainline Campaigns==<br />
<br />
===An Orcish Incursion===<br />
<br />
===Dead Water===<br />
<br />
===Delfador's Memoirs===<br />
<br />
===Descent into Darkness===<br />
<br />
===Eastern Invasion===<br />
<br />
===Heir to the Throne===<br />
* Scenario 19b:322 ''as the remnants of the lich’s once-mortal'' lich’s -> Lich’s (as in lines 315 and 331)<br />
<br />
* Scenario 19b:365 ''do you not think I know what power does to one’s soul?''<br />
<br />
Should be ''do you think I do not know what power does to one’s soul?''<br />
<br />
===Liberty===<br />
<br />
===Northern Rebirth===<br />
<br />
===Sceptre of Fire===<br />
<br />
===Son of the Black Eye===<br />
Hush, Vraurk, <del>We</del> must trust [...]<br />
:Hush, Vraurk, <ins>we</ins> must trust [...]<br />
<br />
[...] you should have eaten that Grüü, you don't look so good.<br />
:[...] you should have eaten that<ins>,</ins> Grüü, you don't look so good.<br />
<br />
===The Hammer of Thursagan===<br />
<br />
===The Legend of Wesmere===<br />
<br />
* We will follow you, Kalenz ? '?' -> '.' Can't translate.<br><br />
<br />
* Very well, Kalenz ? lead us! '?' -> '.' Can't translate.<br><br />
<br />
* Let us give them aid ? '?' -> '.' Can't translate.<br><br />
<br />
* Prepare'''d''' to die, elven witch! -> Prepare<br />
<br />
===The Rise of Wesnoth===<br />
<br />
===The South Guard===<br />
<br />
===Two Brothers===<br />
<br />
===Under the Burning Suns===<br />
<br />
==Wesnoth Game==<br />
<br />
===Editor===<br />
<br />
===Tutorial===<br />
"After this dialog, hold the mouse over the landscape image below the minimap "<br><br />
below -> above (1.9.0 development)<br><br />
<br />
===Manual===<br />
<br />
===Manpages===<br />
<br />
===Units===<br />
<br />
* Dwarvish Pathfinder<br />
<br />
They are powerful '''pathfinders in a melee'''<br />
<br />
===1.10 Announcement===<br />
<br />
===Other (ingame help, ...)===<br />
<br />
* ― Haldric II, 42 YW, from Handbook of Tactical Analysis: Volume I<br />
<br />
Remove space after 42. (There is already such string, so there is no need to use pofix here).<br />
<br />
* Accuracy : (''src/generate_report.cpp:457'')<br />
<br />
Should be Accuracy: (with space after ':')<br />
<br />
===Multiplayer maps===<br />
<br />
===Translation code bugs===<br />
<br />
==Unofficial campaigns==<br />
<br />
===Invasion from the unknown===<br />
<br />
==Common Errors==<br />
<br />
* '''alot''' &ndash; 'a lot' should be two words, unless you intended to write 'allot', meaning 'allocate'.<br />
<br />
* '''alright''' &ndash; Technically, 'alright' ''is'' correct; it's a back formation, derived in the same way as 'already', and it can be traced back for decades. But it looks very modern. As we usually want a more archaic tone for Wesnoth, please use '''all right''' as two words instead.<br />
<br />
* '''anymore''' &ndash; No, this ''is'' wrong. '''any more''' should be two words.<br />
<br />
* '<b>being through with</b>' &ndash; Constructs such as 'I am through dealing with these people' are also modern. Use sparingly.<br />
<br />
* '<b>Great.</b>' &ndash; Not necessarily wrong, but very modern, especially when used ironically.<br />
<br />
* '''guys''' &ndash; Very modern usage. Please avoid.<br />
<br />
* '''nevermind''' &ndash; Two words, please.<br />
<br />
* '''OK, okay''' &ndash; Modern; avoid.<br />
<br />
* '<b>Princess</b>' &ndash; Addressing a princess as 'Princess' is an egregious, tin-eared piece of George Lucas-level modern phrasing. It's not even correct in the real world. Correct Earth etiquette is to call her 'Your Royal Highness' when you first meet her, thereafter, 'Ma'am' (pronounced 'mam'). Search for 'Correct terms of address' if you have characters in your campaign for whom you need to get it right, or check this (and other) etiquette link(s) on Wikipedia: [http://en.wikipedia.org/wiki/Forms_of_address_in_the_United_Kingdom]. Any character born a noble ''will'' know this stuff, and will automatically get it right; to them, it's ingrained habit. Other characters might not, unless they're higher-level, better-educated, or have been briefed on what to do. But in formal encounters, such as meeting a (potential) enemy noble for the first time, characters will often at least try to be polite. Of course, Wesnoth etiquette is not necessarily the same as Earth etiquette. We haven't defined the rules for Wesnoth etiquette yet, and the Wikipedia article linked above is far more detailed than we'll ever need. Nevertheless, when we eventually do define our etiquette rules, they will be mostly Earth-like, and not George Lucas-like. Also look up the rules on l&egrave;se majest&eacute; (although those rules do only apply to sovereigns, not mere princesses), and bear in mind that any poor ignoramus who did address a princess as "Princess" would probably be taken away and flogged. This applies to other noble titles as well, to a greater or lesser degree. At least use phrases such as 'milady', 'my lord' and so on.<br />
<br />
* '<b>Right.</b>' &ndash; Not necessarily wrong, and preferable to 'Great.', but still very modern, especially when used ironically. Try 'Aye', or 'Yes', or 'Yea' instead.<br />
<br />
* '<b>technically</b>' &ndash; Modern; use sparingly.<br />
<br />
* '<b>Uh, Um, Er,</b>' &ndash; When they appear, these noises tend to be used in a modern way. You'll find 'O' and 'Oh' and 'Ah' and 'Ho' and 'Ha' in Shakespeare, but not 'Uh'. Instead of starting a sentence with 'Uh,' try to find a more archaic way of phrasing it.<br />
<br />
* '<b>'Yeah.</b>' &ndash; Modern phrasing.<br />
<br />
===Fantasy or archaic terms often confused===<br />
<br />
* '''behold'''<br />
<br />
Behold means 'see'. This means you can't behold sounds, or smells.<br />
<br />
* '''besieged/beset'''<br />
<br />
You can only be besieged if you're on some sort of defensible structure, but you don't have to be outmatched.<br />
<br />
You can be beset in the middle of a flat featureless plain, but only if you're outmatched or close to it.<br />
<br />
* '''breech/breach'''<br />
<br />
A breach is a break. Breach can also be a verb.<br />
<br />
'Once more unto the breach, dear friends!', as King Henry V once said.<br />
<br />
A breech is part of a gun. Breech can't be a verb.<br />
<br />
* '''Hear hear'''<br />
<br />
Never 'Here here'. 'Hear hear' is short for 'Hear him, hear him', and originated in the British parliament in the 18th century.<br />
<br />
* '''horde/hoard'''<br />
<br />
A horde of barbarians.<br />
<br />
A hoard of treasure. Hoard can also be a verb.<br />
<br />
*'''march/marsh'''<br />
<br />
See [[NotSpellingMistakes]]<br />
<br />
*'''prey/pray'''<br />
<br />
Predators prey on their prey. (verb and noun)<br />
<br />
Priests pray prayers. (verb and noun)<br />
<br />
The insects are known as ''praying mantises''.<br />
<br />
* '''ravish/ravage'''<br />
<br />
Ravish has sexual connotations which ravage does not.<br />
<br />
You can ravish a fair maiden, and an old crone could have ravaged features.<br />
<br />
You can ravage the land. You can't ravish the land, however.<br />
<br />
* '''rise up'''<br />
<br />
'Rise up' usually means 'rebel', and it is a rather inelegant term for 'advance'.</div>Stikonashttps://wiki.wesnoth.org/index.php?title=SpellingMistakes&diff=38366SpellingMistakes2010-09-13T10:08:45Z<p>Stikonas: /* The Legend of Wesmere */</p>
<hr />
<div>This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.<br />
<br />
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors. Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not. Note that the mainline campaigns are now using correct typography, including sexed quotes and en and em dashes. These will appear as three byte sequences if you are not using a viewer that supports UTF-8.<br />
<br />
==Mainline Campaigns==<br />
<br />
===An Orcish Incursion===<br />
<br />
===Dead Water===<br />
<br />
===Delfador's Memoirs===<br />
<br />
===Descent into Darkness===<br />
<br />
===Eastern Invasion===<br />
<br />
===Heir to the Throne===<br />
* Scenario 19b:322 ''as the remnants of the lich’s once-mortal'' lich’s -> Lich’s (as in lines 315 and 331)<br />
<br />
* Scenario 19b:365 ''do you not think I know what power does to one’s soul?''<br />
<br />
Should be ''do you think I do not know what power does to one’s soul?''<br />
<br />
===Liberty===<br />
<br />
===Northern Rebirth===<br />
<br />
===Sceptre of Fire===<br />
<br />
===Son of the Black Eye===<br />
Hush, Vraurk, <del>We</del> must trust [...]<br />
:Hush, Vraurk, <ins>we</ins> must trust [...]<br />
<br />
[...] you should have eaten that Grüü, you don't look so good.<br />
:[...] you should have eaten that<ins>,</ins> Grüü, you don't look so good.<br />
<br />
===The Hammer of Thursagan===<br />
<br />
===The Legend of Wesmere===<br />
<br />
* We will follow you, Kalenz ? '?' -> '.' Can't translate.<br><br />
<br />
* Very well, Kalenz ? lead us! '?' -> '.' Can't translate.<br><br />
<br />
* Let us give them aid ? '?' -> '.' Can't translate.<br><br />
<br />
* Prepare''d'' to die, elven witch! -> Prepare<br />
<br />
===The Rise of Wesnoth===<br />
<br />
===The South Guard===<br />
<br />
===Two Brothers===<br />
<br />
===Under the Burning Suns===<br />
<br />
==Wesnoth Game==<br />
<br />
===Editor===<br />
<br />
===Tutorial===<br />
"After this dialog, hold the mouse over the landscape image below the minimap "<br><br />
below -> above (1.9.0 development)<br><br />
<br />
===Manual===<br />
<br />
===Manpages===<br />
<br />
===Units===<br />
<br />
* Dwarvish Pathfinder<br />
<br />
They are powerful '''pathfinders in a melee'''<br />
<br />
===1.10 Announcement===<br />
<br />
===Other (ingame help, ...)===<br />
<br />
* ― Haldric II, 42 YW, from Handbook of Tactical Analysis: Volume I<br />
<br />
Remove space after 42. (There is already such string, so there is no need to use pofix here).<br />
<br />
* Accuracy : (''src/generate_report.cpp:457'')<br />
<br />
Should be Accuracy: (with space after ':')<br />
<br />
===Multiplayer maps===<br />
<br />
===Translation code bugs===<br />
<br />
==Unofficial campaigns==<br />
<br />
===Invasion from the unknown===<br />
<br />
==Common Errors==<br />
<br />
* '''alot''' &ndash; 'a lot' should be two words, unless you intended to write 'allot', meaning 'allocate'.<br />
<br />
* '''alright''' &ndash; Technically, 'alright' ''is'' correct; it's a back formation, derived in the same way as 'already', and it can be traced back for decades. But it looks very modern. As we usually want a more archaic tone for Wesnoth, please use '''all right''' as two words instead.<br />
<br />
* '''anymore''' &ndash; No, this ''is'' wrong. '''any more''' should be two words.<br />
<br />
* '<b>being through with</b>' &ndash; Constructs such as 'I am through dealing with these people' are also modern. Use sparingly.<br />
<br />
* '<b>Great.</b>' &ndash; Not necessarily wrong, but very modern, especially when used ironically.<br />
<br />
* '''guys''' &ndash; Very modern usage. Please avoid.<br />
<br />
* '''nevermind''' &ndash; Two words, please.<br />
<br />
* '''OK, okay''' &ndash; Modern; avoid.<br />
<br />
* '<b>Princess</b>' &ndash; Addressing a princess as 'Princess' is an egregious, tin-eared piece of George Lucas-level modern phrasing. It's not even correct in the real world. Correct Earth etiquette is to call her 'Your Royal Highness' when you first meet her, thereafter, 'Ma'am' (pronounced 'mam'). Search for 'Correct terms of address' if you have characters in your campaign for whom you need to get it right, or check this (and other) etiquette link(s) on Wikipedia: [http://en.wikipedia.org/wiki/Forms_of_address_in_the_United_Kingdom]. Any character born a noble ''will'' know this stuff, and will automatically get it right; to them, it's ingrained habit. Other characters might not, unless they're higher-level, better-educated, or have been briefed on what to do. But in formal encounters, such as meeting a (potential) enemy noble for the first time, characters will often at least try to be polite. Of course, Wesnoth etiquette is not necessarily the same as Earth etiquette. We haven't defined the rules for Wesnoth etiquette yet, and the Wikipedia article linked above is far more detailed than we'll ever need. Nevertheless, when we eventually do define our etiquette rules, they will be mostly Earth-like, and not George Lucas-like. Also look up the rules on l&egrave;se majest&eacute; (although those rules do only apply to sovereigns, not mere princesses), and bear in mind that any poor ignoramus who did address a princess as "Princess" would probably be taken away and flogged. This applies to other noble titles as well, to a greater or lesser degree. At least use phrases such as 'milady', 'my lord' and so on.<br />
<br />
* '<b>Right.</b>' &ndash; Not necessarily wrong, and preferable to 'Great.', but still very modern, especially when used ironically. Try 'Aye', or 'Yes', or 'Yea' instead.<br />
<br />
* '<b>technically</b>' &ndash; Modern; use sparingly.<br />
<br />
* '<b>Uh, Um, Er,</b>' &ndash; When they appear, these noises tend to be used in a modern way. You'll find 'O' and 'Oh' and 'Ah' and 'Ho' and 'Ha' in Shakespeare, but not 'Uh'. Instead of starting a sentence with 'Uh,' try to find a more archaic way of phrasing it.<br />
<br />
* '<b>'Yeah.</b>' &ndash; Modern phrasing.<br />
<br />
===Fantasy or archaic terms often confused===<br />
<br />
* '''behold'''<br />
<br />
Behold means 'see'. This means you can't behold sounds, or smells.<br />
<br />
* '''besieged/beset'''<br />
<br />
You can only be besieged if you're on some sort of defensible structure, but you don't have to be outmatched.<br />
<br />
You can be beset in the middle of a flat featureless plain, but only if you're outmatched or close to it.<br />
<br />
* '''breech/breach'''<br />
<br />
A breach is a break. Breach can also be a verb.<br />
<br />
'Once more unto the breach, dear friends!', as King Henry V once said.<br />
<br />
A breech is part of a gun. Breech can't be a verb.<br />
<br />
* '''Hear hear'''<br />
<br />
Never 'Here here'. 'Hear hear' is short for 'Hear him, hear him', and originated in the British parliament in the 18th century.<br />
<br />
* '''horde/hoard'''<br />
<br />
A horde of barbarians.<br />
<br />
A hoard of treasure. Hoard can also be a verb.<br />
<br />
*'''march/marsh'''<br />
<br />
See [[NotSpellingMistakes]]<br />
<br />
*'''prey/pray'''<br />
<br />
Predators prey on their prey. (verb and noun)<br />
<br />
Priests pray prayers. (verb and noun)<br />
<br />
The insects are known as ''praying mantises''.<br />
<br />
* '''ravish/ravage'''<br />
<br />
Ravish has sexual connotations which ravage does not.<br />
<br />
You can ravish a fair maiden, and an old crone could have ravaged features.<br />
<br />
You can ravage the land. You can't ravish the land, however.<br />
<br />
* '''rise up'''<br />
<br />
'Rise up' usually means 'rebel', and it is a rather inelegant term for 'advance'.</div>Stikonashttps://wiki.wesnoth.org/index.php?title=SpellingMistakes&diff=38303SpellingMistakes2010-09-09T16:19:01Z<p>Stikonas: /* Heir to the Throne */</p>
<hr />
<div>This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.<br />
<br />
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors. Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not. Note that the mainline campaigns are now using correct typography, including sexed quotes and en and em dashes. These will appear as three byte sequences if you are not using a viewer that supports UTF-8.<br />
<br />
==Mainline Campaigns==<br />
<br />
===An Orcish Incursion===<br />
<br />
===Dead Water===<br />
<br />
===Delfador's Memoirs===<br />
<br />
===Descent into Darkness===<br />
<br />
===Eastern Invasion===<br />
<br />
===Heir to the Throne===<br />
* Scenario 19b:322 ''as the remnants of the lich’s once-mortal'' lich’s -> Lich’s (as in lines 315 and 331)<br />
<br />
* Scenario 19b:365 ''do you not think I know what power does to one’s soul?''<br />
<br />
Should be ''do you think I do not know what power does to one’s soul?''<br />
<br />
===Liberty===<br />
<br />
===Northern Rebirth===<br />
<br />
===Sceptre of Fire===<br />
<br />
===Son of the Black Eye===<br />
Hush, Vraurk, <del>We</del> must trust [...]<br />
:Hush, Vraurk, <ins>we</ins> must trust [...]<br />
<br />
[...] you should have eaten that Grüü, you don't look so good.<br />
:[...] you should have eaten that<ins>,</ins> Grüü, you don't look so good.<br />
<br />
Now, as his son, it’s up to you to thwart the selfish designs<br><br />
2byte character "it's" <br><br />
<br />
with enemy orcs during the fourth year of his leadership.<br><br />
with enemy orcs during the <ins>4th</ins> year of his leadership.<br><br />
Can't translate.<br />
<br />
the local earls and the orcish tribes and didn’t have any direct connection<br><br />
2byte character "didn't" <br><br />
<br />
===The Hammer of Thursagan===<br />
<br />
===The Legend of Wesmere===<br />
<br />
* Gentlemen, don't squabble. We cannot go back now. But be watchful; I don’t like the feel of this country one bit.<br><br />
The 2nd "don't" has a 2byte character.<br><br />
<br />
* We will follow you, Kalenz ? '?' -> '.' Can't translate.<br><br />
<br />
* Very well, Kalenz ? lead us! '?' -> '.' Can't translate.<br><br />
<br />
* Let us give them aid ? '?' -> '.' Can't translate.<br><br />
<br />
* Cleodil bore Kalenz children who were tall, and beautiful, and inherited in full measure both their mother’s healing gifts and their father’s talented and searching mind. In the fullness of time, after a long life full of accomplishment and love and laughter, Cleodil died after the manner of Elves, aging swiftly to a peaceful end. -> 2byte character : "mother's" "father's"<br><br />
<br />
* Farewell $unit.name. Your loyal service won’t be forgotten. -> 2byte character "won't"<br />
<br />
===The Rise of Wesnoth===<br />
<br />
===The South Guard===<br />
<br />
===Two Brothers===<br />
<br />
===Under the Burning Suns===<br />
<br />
==Wesnoth Game==<br />
<br />
===Editor===<br />
<br />
===Tutorial===<br />
"After this dialog, hold the mouse over the landscape image below the minimap "<br><br />
below -> above (1.9.0 development)<br><br />
<br />
===Manual===<br />
<br />
===Manpages===<br />
<br />
===Units===<br />
<br />
* Dwarvish Pathfinder<br />
<br />
They are powerful '''pathfinders in a melee'''<br />
<br />
===1.10 Announcement===<br />
<br />
===Other (ingame help, ...)===<br />
<br />
* ― Haldric II, 42 YW, from Handbook of Tactical Analysis: Volume I<br />
<br />
Remove space after 42. (There is already such string, so there is no need to use pofix here).<br />
<br />
* Accuracy : (''src/generate_report.cpp:457'')<br />
<br />
Should be Accuracy: (with space after ':')<br />
<br />
===Multiplayer maps===<br />
<br />
===Translation code bugs===<br />
<br />
==Unofficial campaigns==<br />
<br />
===Invasion from the unknown===<br />
<br />
==Common Errors==<br />
<br />
* '''alot''' &ndash; 'a lot' should be two words, unless you intended to write 'allot', meaning 'allocate'.<br />
<br />
* '''alright''' &ndash; Technically, 'alright' ''is'' correct; it's a back formation, derived in the same way as 'already', and it can be traced back for decades. But it looks very modern. As we usually want a more archaic tone for Wesnoth, please use '''all right''' as two words instead.<br />
<br />
* '''anymore''' &ndash; No, this ''is'' wrong. '''any more''' should be two words.<br />
<br />
* '<b>being through with</b>' &ndash; Constructs such as 'I am through dealing with these people' are also modern. Use sparingly.<br />
<br />
* '<b>Great.</b>' &ndash; Not necessarily wrong, but very modern, especially when used ironically.<br />
<br />
* '''guys''' &ndash; Very modern usage. Please avoid.<br />
<br />
* '''OK, okay''' &ndash; Modern; avoid.<br />
<br />
* '<b>Princess</b>' &ndash; Addressing a princess as 'Princess' is an egregious, tin-eared piece of George Lucas-level modern phrasing. It's not even correct in the real world. Correct Earth etiquette is to call her 'Your Royal Highness' when you first meet her, thereafter, 'Ma'am' (pronounced 'mam'). Search for 'Correct terms of address' if you have characters in your campaign for whom you need to get it right, or check this (and other) etiquette link(s) on Wikipedia: [http://en.wikipedia.org/wiki/Forms_of_address_in_the_United_Kingdom]. Any character born a noble ''will'' know this stuff, and will automatically get it right; to them, it's ingrained habit. Other characters might not, unless they're higher-level, better-educated, or have been briefed on what to do. But in formal encounters, such as meeting a (potential) enemy noble for the first time, characters will often at least try to be polite. Of course, Wesnoth etiquette is not necessarily the same as Earth etiquette. We haven't defined the rules for Wesnoth etiquette yet, and the Wikipedia article linked above is far more detailed than we'll ever need. Nevertheless, when we eventually do define our etiquette rules, they will be mostly Earth-like, and not George Lucas-like. Also look up the rules on l&egrave;se majest&eacute; (although those rules do only apply to sovereigns, not mere princesses), and bear in mind that any poor ignoramus who did address a princess as "Princess" would probably be taken away and flogged. This applies to other noble titles as well, to a greater or lesser degree. At least use phrases such as 'milady', 'my lord' and so on.<br />
<br />
* '<b>Right.</b>' &ndash; Not necessarily wrong, and preferable to 'Great.', but still very modern, especially when used ironically. Try 'Aye', or 'Yes', or 'Yea' instead.<br />
<br />
* '<b>technically</b>' &ndash; Modern; use sparingly.<br />
<br />
* '<b>Uh, Um, Er,</b>' &ndash; When they appear, these noises tend to be used in a modern way. You'll find 'O' and 'Oh' and 'Ah' and 'Ho' and 'Ha' in Shakespeare, but not 'Uh'. Instead of starting a sentence with 'Uh,' try to find a more archaic way of phrasing it.<br />
<br />
* '<b>'Yeah.</b>' &ndash; Modern phrasing.<br />
<br />
===Fantasy or archaic terms often confused===<br />
<br />
* '''behold'''<br />
<br />
Behold means 'see'. This means you can't behold sounds, or smells.<br />
<br />
* '''besieged/beset'''<br />
<br />
You can only be besieged if you're on some sort of defensible structure, but you don't have to be outmatched.<br />
<br />
You can be beset in the middle of a flat featureless plain, but only if you're outmatched or close to it.<br />
<br />
* '''breech/breach'''<br />
<br />
A breach is a break. Breach can also be a verb.<br />
<br />
'Once more unto the breach, dear friends!', as King Henry V once said.<br />
<br />
A breech is part of a gun. Breech can't be a verb.<br />
<br />
* '''Hear hear'''<br />
<br />
Never 'Here here'. 'Hear hear' is short for 'Hear him, hear him', and originated in the British parliament in the 18th century.<br />
<br />
* '''horde/hoard'''<br />
<br />
A horde of barbarians.<br />
<br />
A hoard of treasure. Hoard can also be a verb.<br />
<br />
*'''march/marsh'''<br />
<br />
See [[NotSpellingMistakes]]<br />
<br />
*'''prey/pray'''<br />
<br />
Predators prey on their prey. (verb and noun)<br />
<br />
Priests pray prayers. (verb and noun)<br />
<br />
The insects are known as ''praying mantises''.<br />
<br />
* '''ravish/ravage'''<br />
<br />
Ravish has sexual connotations which ravage does not.<br />
<br />
You can ravish a fair maiden, and an old crone could have ravaged features.<br />
<br />
You can ravage the land. You can't ravish the land, however.<br />
<br />
* '''rise up'''<br />
<br />
'Rise up' usually means 'rebel', and it is a rather inelegant term for 'advance'.</div>Stikonashttps://wiki.wesnoth.org/index.php?title=SpellingMistakes&diff=38302SpellingMistakes2010-09-09T15:37:58Z<p>Stikonas: /* Heir to the Throne */</p>
<hr />
<div>This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.<br />
<br />
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors. Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not. Note that the mainline campaigns are now using correct typography, including sexed quotes and en and em dashes. These will appear as three byte sequences if you are not using a viewer that supports UTF-8.<br />
<br />
==Mainline Campaigns==<br />
<br />
===An Orcish Incursion===<br />
<br />
===Dead Water===<br />
<br />
===Delfador's Memoirs===<br />
<br />
===Descent into Darkness===<br />
<br />
===Eastern Invasion===<br />
<br />
===Heir to the Throne===<br />
* Scenario 19b:322 ''as the remnants of the lich’s once-mortal'' lich’s -> Lich’s (as in lines 315 and 331)<br />
<br />
===Liberty===<br />
<br />
===Northern Rebirth===<br />
<br />
===Sceptre of Fire===<br />
<br />
===Son of the Black Eye===<br />
Hush, Vraurk, <del>We</del> must trust [...]<br />
:Hush, Vraurk, <ins>we</ins> must trust [...]<br />
<br />
[...] you should have eaten that Grüü, you don't look so good.<br />
:[...] you should have eaten that<ins>,</ins> Grüü, you don't look so good.<br />
<br />
Now, as his son, it’s up to you to thwart the selfish designs<br><br />
2byte character "it's" <br><br />
<br />
with enemy orcs during the fourth year of his leadership.<br><br />
with enemy orcs during the <ins>4th</ins> year of his leadership.<br><br />
Can't translate.<br />
<br />
the local earls and the orcish tribes and didn’t have any direct connection<br><br />
2byte character "didn't" <br><br />
<br />
===The Hammer of Thursagan===<br />
<br />
===The Legend of Wesmere===<br />
<br />
* Gentlemen, don't squabble. We cannot go back now. But be watchful; I don’t like the feel of this country one bit.<br><br />
The 2nd "don't" has a 2byte character.<br><br />
<br />
* We will follow you, Kalenz ? '?' -> '.' Can't translate.<br><br />
<br />
* Very well, Kalenz ? lead us! '?' -> '.' Can't translate.<br><br />
<br />
* Let us give them aid ? '?' -> '.' Can't translate.<br><br />
<br />
* Cleodil bore Kalenz children who were tall, and beautiful, and inherited in full measure both their mother’s healing gifts and their father’s talented and searching mind. In the fullness of time, after a long life full of accomplishment and love and laughter, Cleodil died after the manner of Elves, aging swiftly to a peaceful end. -> 2byte character : "mother's" "father's"<br><br />
<br />
* Farewell $unit.name. Your loyal service won’t be forgotten. -> 2byte character "won't"<br />
<br />
===The Rise of Wesnoth===<br />
<br />
===The South Guard===<br />
<br />
===Two Brothers===<br />
<br />
===Under the Burning Suns===<br />
<br />
==Wesnoth Game==<br />
<br />
===Editor===<br />
<br />
===Tutorial===<br />
"After this dialog, hold the mouse over the landscape image below the minimap "<br><br />
below -> above (1.9.0 development)<br><br />
<br />
===Manual===<br />
<br />
===Manpages===<br />
<br />
===Units===<br />
<br />
* Dwarvish Pathfinder<br />
<br />
They are powerful '''pathfinders in a melee'''<br />
<br />
===1.10 Announcement===<br />
<br />
===Other (ingame help, ...)===<br />
<br />
* ― Haldric II, 42 YW, from Handbook of Tactical Analysis: Volume I<br />
<br />
Remove space after 42. (There is already such string, so there is no need to use pofix here).<br />
<br />
* Accuracy : (''src/generate_report.cpp:457'')<br />
<br />
Should be Accuracy: (with space after ':')<br />
<br />
===Multiplayer maps===<br />
<br />
===Translation code bugs===<br />
<br />
==Unofficial campaigns==<br />
<br />
===Invasion from the unknown===<br />
<br />
==Common Errors==<br />
<br />
* '''alot''' &ndash; 'a lot' should be two words, unless you intended to write 'allot', meaning 'allocate'.<br />
<br />
* '''alright''' &ndash; Technically, 'alright' ''is'' correct; it's a back formation, derived in the same way as 'already', and it can be traced back for decades. But it looks very modern. As we usually want a more archaic tone for Wesnoth, please use '''all right''' as two words instead.<br />
<br />
* '''anymore''' &ndash; No, this ''is'' wrong. '''any more''' should be two words.<br />
<br />
* '<b>being through with</b>' &ndash; Constructs such as 'I am through dealing with these people' are also modern. Use sparingly.<br />
<br />
* '<b>Great.</b>' &ndash; Not necessarily wrong, but very modern, especially when used ironically.<br />
<br />
* '''guys''' &ndash; Very modern usage. Please avoid.<br />
<br />
* '''OK, okay''' &ndash; Modern; avoid.<br />
<br />
* '<b>Princess</b>' &ndash; Addressing a princess as 'Princess' is an egregious, tin-eared piece of George Lucas-level modern phrasing. It's not even correct in the real world. Correct Earth etiquette is to call her 'Your Royal Highness' when you first meet her, thereafter, 'Ma'am' (pronounced 'mam'). Search for 'Correct terms of address' if you have characters in your campaign for whom you need to get it right, or check this (and other) etiquette link(s) on Wikipedia: [http://en.wikipedia.org/wiki/Forms_of_address_in_the_United_Kingdom]. Any character born a noble ''will'' know this stuff, and will automatically get it right; to them, it's ingrained habit. Other characters might not, unless they're higher-level, better-educated, or have been briefed on what to do. But in formal encounters, such as meeting a (potential) enemy noble for the first time, characters will often at least try to be polite. Of course, Wesnoth etiquette is not necessarily the same as Earth etiquette. We haven't defined the rules for Wesnoth etiquette yet, and the Wikipedia article linked above is far more detailed than we'll ever need. Nevertheless, when we eventually do define our etiquette rules, they will be mostly Earth-like, and not George Lucas-like. Also look up the rules on l&egrave;se majest&eacute; (although those rules do only apply to sovereigns, not mere princesses), and bear in mind that any poor ignoramus who did address a princess as "Princess" would probably be taken away and flogged. This applies to other noble titles as well, to a greater or lesser degree. At least use phrases such as 'milady', 'my lord' and so on.<br />
<br />
* '<b>Right.</b>' &ndash; Not necessarily wrong, and preferable to 'Great.', but still very modern, especially when used ironically. Try 'Aye', or 'Yes', or 'Yea' instead.<br />
<br />
* '<b>technically</b>' &ndash; Modern; use sparingly.<br />
<br />
* '<b>Uh, Um, Er,</b>' &ndash; When they appear, these noises tend to be used in a modern way. You'll find 'O' and 'Oh' and 'Ah' and 'Ho' and 'Ha' in Shakespeare, but not 'Uh'. Instead of starting a sentence with 'Uh,' try to find a more archaic way of phrasing it.<br />
<br />
* '<b>'Yeah.</b>' &ndash; Modern phrasing.<br />
<br />
===Fantasy or archaic terms often confused===<br />
<br />
* '''behold'''<br />
<br />
Behold means 'see'. This means you can't behold sounds, or smells.<br />
<br />
* '''besieged/beset'''<br />
<br />
You can only be besieged if you're on some sort of defensible structure, but you don't have to be outmatched.<br />
<br />
You can be beset in the middle of a flat featureless plain, but only if you're outmatched or close to it.<br />
<br />
* '''breech/breach'''<br />
<br />
A breach is a break. Breach can also be a verb.<br />
<br />
'Once more unto the breach, dear friends!', as King Henry V once said.<br />
<br />
A breech is part of a gun. Breech can't be a verb.<br />
<br />
* '''Hear hear'''<br />
<br />
Never 'Here here'. 'Hear hear' is short for 'Hear him, hear him', and originated in the British parliament in the 18th century.<br />
<br />
* '''horde/hoard'''<br />
<br />
A horde of barbarians.<br />
<br />
A hoard of treasure. Hoard can also be a verb.<br />
<br />
*'''march/marsh'''<br />
<br />
See [[NotSpellingMistakes]]<br />
<br />
*'''prey/pray'''<br />
<br />
Predators prey on their prey. (verb and noun)<br />
<br />
Priests pray prayers. (verb and noun)<br />
<br />
The insects are known as ''praying mantises''.<br />
<br />
* '''ravish/ravage'''<br />
<br />
Ravish has sexual connotations which ravage does not.<br />
<br />
You can ravish a fair maiden, and an old crone could have ravaged features.<br />
<br />
You can ravage the land. You can't ravish the land, however.<br />
<br />
* '''rise up'''<br />
<br />
'Rise up' usually means 'rebel', and it is a rather inelegant term for 'advance'.</div>Stikonashttps://wiki.wesnoth.org/index.php?title=SpellingMistakes&diff=38125SpellingMistakes2010-08-31T08:59:53Z<p>Stikonas: /* Other (ingame help, ...) */ typo</p>
<hr />
<div>This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.<br />
<br />
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors. Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not.<br />
<br />
==An Orcish Incursion==<br />
<br />
==Dead Water==<br />
<br />
[[Category:Troubleshooting and Bugs]]<br />
In _main.cfg:<br />
"you will need cunning and bravery to be survive" -> "you will need cunning and bravery to survive"<br />
<br />
In 08_Talking_to_Tyegea.cfg:<br />
"but I seems" -> "but it seems"<br />
<br />
==Delfador's Memoirs==<br />
<br />
==Descent into Darkness==<br />
<br />
* Scenario 7: ''“For your final test as my apprentice, you will aid me in retrieving a book,” the necromancer says. ‘The book was... stolen from me long ago. Since it has personal value to me, think of the task as a small favor. I should warn you that it will require you to act against your countrymen of Wesnoth, since it was one of them who stole it from me.”'' – Replace ‘ with “<br />
<br />
* Scenario 9:318: ''Phew! Let’s get out of here'' (Period is missing at the end of the sentence.)<br />
<br />
==Eastern Invasion==<br />
<br />
==Heir to the Throne==<br />
<br />
==Liberty==<br />
<br />
==Northern Rebirth==<br />
<br />
==Sceptre of Fire==<br />
<br />
==Son of the Black Eye==<br />
Hush, Vraurk, <del>We</del> must trust [...]<br />
:Hush, Vraurk, <ins>we</ins> must trust [...]<br />
<br />
[...] you should have eaten that Grüü, you don't look so good.<br />
:[...] you should have eaten that<ins>,</ins> Grüü, you don't look so good.<br />
<br />
==The Hammer of Thursagan==<br />
<br />
==The Legend of Wesmere==<br />
<br />
* Let us pursue the '''ORC WH'''o murdered El'Isomithir! <br><br />
<br />
* Gentlemen, don't squabble. We cannot go back now. But be watchful; I don’t like the feel of this country one bit.<br><br />
The 2nd "don't" has a 2byte character.<br><br />
<br />
* We will follow you, Kalenz ? '?' -> '.' Can't translate.<br><br />
<br />
* Very well, Kalenz ? lead us! '?' -> '.' Can't translate.<br><br />
<br />
* Let us give them aid ? '?' -> '.' Can't translate.<br><br />
<br />
* Cleodil bore Kalenz children who were tall, and beautiful, and inherited in full measure both their mother’s healing gifts and their father’s talented and searching mind. In the fullness of time, after a long life full of accomplishment and love and laughter, Cleodil died after the manner of Elves, aging swiftly to a peaceful end. -> 2byte character : "mother's" "father's"<br><br />
<br />
* Farewell $unit.name. Your loyal service won’t be forgotten. -> 2byte character "won't"<br />
<br />
==The Rise of Wesnoth==<br />
<br />
"Lady Outlaw" states:<br />
He must mean the Ruby of Fire. It was our most powerful artifact. We brought it with us from the *east*. We thought it was lost in the war with your people, when Lich-Lord Lenvan fell!<br />
<br />
Should it not be "WEST" as the wesfolk and their lich lords come from there?<br />
-Crommy-<br />
<br />
==The South Guard==<br />
<br />
==Two Brothers==<br />
<br />
==Under the Burning Suns==<br />
<br />
==Editor==<br />
<br />
==Tutorial==<br />
"After this dialog, hold the mouse over the landscape image below the minimap "<br><br />
below -> above (1.9.0 development)<br><br />
<br />
==Manual==<br />
<br />
==Manpages==<br />
<br />
==Units==<br />
<br />
* Dwarvish Pathfinder<br />
<br />
They are powerful '''pathfinders in a melee'''<br />
<br />
==1.10 Announcement==<br />
<br />
==Other (ingame help, ...)==<br />
<br />
* ― Haldric II, 42 YW, from Handbook of Tactical Analysis: Volume I<br />
<br />
Remove space after 42. (There is already such string, so there is no need to use pofix here).<br />
<br />
* Accuracy : (''src/generate_report.cpp:457'')<br />
<br />
Should be Accuracy: (with space after ':')<br />
<br />
===Multiplayer maps===<br />
<br />
==Translation code bugs==<br />
<br />
==Unofficial campaigns==<br />
<br />
===Invasion from the unknown===</div>Stikonashttps://wiki.wesnoth.org/index.php?title=SpellingMistakes&diff=38104SpellingMistakes2010-08-29T22:09:18Z<p>Stikonas: Move Dead Water to official campaigns</p>
<hr />
<div>This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.<br />
<br />
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors. Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not.<br />
<br />
==An Orcish Incursion==<br />
<br />
==Dead Water==<br />
<br />
[[Category:Troubleshooting and Bugs]]<br />
In _main.cfg:<br />
"you will need cunning and bravery to be survive" -> "you will need cunning and bravery to survive"<br />
<br />
In 08_Talking_to_Tyegea.cfg:<br />
"but I seems" -> "but it seems"<br />
<br />
==Delfador's Memoirs==<br />
<br />
==Descent into Darkness==<br />
<br />
* Scenario 7: ''“For your final test as my apprentice, you will aid me in retrieving a book,” the necromancer says. ‘The book was... stolen from me long ago. Since it has personal value to me, think of the task as a small favor. I should warn you that it will require you to act against your countrymen of Wesnoth, since it was one of them who stole it from me.”'' – Replace ‘ with “<br />
<br />
* Scenario 9:318: ''Phew! Let’s get out of here'' (Period is missing at the end of the sentence.)<br />
<br />
==Eastern Invasion==<br />
<br />
==Heir to the Throne==<br />
<br />
==Liberty==<br />
<br />
==Northern Rebirth==<br />
<br />
==Sceptre of Fire==<br />
<br />
==Son of the Black Eye==<br />
Hush, Vraurk, <del>We</del> must trust [...]<br />
:Hush, Vraurk, <ins>we</ins> must trust [...]<br />
<br />
[...] you should have eaten that Grüü, you don't look so good.<br />
:[...] you should have eaten that<ins>,</ins> Grüü, you don't look so good.<br />
<br />
==The Hammer of Thursagan==<br />
<br />
==The Legend of Wesmere==<br />
<br />
* Let us pursue the '''ORC WH'''o murdered El'Isomithir! <br><br />
<br />
* Gentlemen, don't squabble. We cannot go back now. But be watchful; I don’t like the feel of this country one bit.<br><br />
The 2nd "don't" has a 2byte character.<br><br />
<br />
* We will follow you, Kalenz ? '?' -> '.' Can't translate.<br><br />
<br />
* Very well, Kalenz ? lead us! '?' -> '.' Can't translate.<br><br />
<br />
* Let us give them aid ? '?' -> '.' Can't translate.<br><br />
<br />
* Cleodil bore Kalenz children who were tall, and beautiful, and inherited in full measure both their mother’s healing gifts and their father’s talented and searching mind. In the fullness of time, after a long life full of accomplishment and love and laughter, Cleodil died after the manner of Elves, aging swiftly to a peaceful end. -> 2byte character : "mother's" "father's"<br><br />
<br />
* Farewell $unit.name. Your loyal service won’t be forgotten. -> 2byte character "won't"<br />
<br />
==The Rise of Wesnoth==<br />
<br />
"Lady Outlaw" states:<br />
He must mean the Ruby of Fire. It was our most powerful artifact. We brought it with us from the *east*. We thought it was lost in the war with your people, when Lich-Lord Lenvan fell!<br />
<br />
Should it not be "WEST" as the wesfolk and their lich lords come from there?<br />
-Crommy-<br />
<br />
==The South Guard==<br />
<br />
==Two Brothers==<br />
<br />
==Under the Burning Suns==<br />
<br />
==Editor==<br />
<br />
==Tutorial==<br />
"After this dialog, hold the mouse over the landscape image below the minimap "<br><br />
below -> above (1.9.0 development)<br><br />
<br />
==Manual==<br />
<br />
==Manpages==<br />
<br />
==Units==<br />
<br />
* Dwarvish Pathfinder<br />
<br />
They are powerful '''pathfinders in a melee'''<br />
<br />
==1.10 Announcement==<br />
<br />
==Other (ingame help, ...)==<br />
<br />
* ― Haldric II, 42 YW, from Handbook of Tactical Analysis: Volume I<br />
<br />
Remove space after 42. (There is already such string, so there is no need to use pofix here).<br />
<br />
* Accuracy : (''src/generater_report.cpp:457'')<br />
<br />
Should be Accuracy: (with space after ':')<br />
<br />
===Multiplayer maps===<br />
<br />
==Translation code bugs==<br />
<br />
==Unofficial campaigns==<br />
<br />
===Invasion from the unknown===</div>Stikonashttps://wiki.wesnoth.org/index.php?title=SpellingMistakes&diff=38103SpellingMistakes2010-08-29T21:58:00Z<p>Stikonas: /* Other (ingame help, ...) */</p>
<hr />
<div>This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.<br />
<br />
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors. Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not.<br />
<br />
==An Orcish Incursion==<br />
<br />
==Delfador's Memoirs==<br />
<br />
==Descent into Darkness==<br />
<br />
* Scenario 7: ''“For your final test as my apprentice, you will aid me in retrieving a book,” the necromancer says. ‘The book was... stolen from me long ago. Since it has personal value to me, think of the task as a small favor. I should warn you that it will require you to act against your countrymen of Wesnoth, since it was one of them who stole it from me.”'' – Replace ‘ with “<br />
<br />
* Scenario 9:318: ''Phew! Let’s get out of here'' (Period is missing at the end of the sentence.)<br />
<br />
==Eastern Invasion==<br />
<br />
==Heir to the Throne==<br />
<br />
==Liberty==<br />
<br />
==Northern Rebirth==<br />
<br />
==Sceptre of Fire==<br />
<br />
==Son of the Black Eye==<br />
Hush, Vraurk, <del>We</del> must trust [...]<br />
:Hush, Vraurk, <ins>we</ins> must trust [...]<br />
<br />
[...] you should have eaten that Grüü, you don't look so good.<br />
:[...] you should have eaten that<ins>,</ins> Grüü, you don't look so good.<br />
<br />
==The Hammer of Thursagan==<br />
<br />
==The Legend of Wesmere==<br />
<br />
* Let us pursue the '''ORC WH'''o murdered El'Isomithir! <br><br />
<br />
* Gentlemen, don't squabble. We cannot go back now. But be watchful; I don’t like the feel of this country one bit.<br><br />
The 2nd "don't" has a 2byte character.<br><br />
<br />
* We will follow you, Kalenz ? '?' -> '.' Can't translate.<br><br />
<br />
* Very well, Kalenz ? lead us! '?' -> '.' Can't translate.<br><br />
<br />
* Let us give them aid ? '?' -> '.' Can't translate.<br><br />
<br />
* Cleodil bore Kalenz children who were tall, and beautiful, and inherited in full measure both their mother’s healing gifts and their father’s talented and searching mind. In the fullness of time, after a long life full of accomplishment and love and laughter, Cleodil died after the manner of Elves, aging swiftly to a peaceful end. -> 2byte character : "mother's" "father's"<br><br />
<br />
* Farewell $unit.name. Your loyal service won’t be forgotten. -> 2byte character "won't"<br />
<br />
==The Rise of Wesnoth==<br />
<br />
"Lady Outlaw" states:<br />
He must mean the Ruby of Fire. It was our most powerful artifact. We brought it with us from the *east*. We thought it was lost in the war with your people, when Lich-Lord Lenvan fell!<br />
<br />
Should it not be "WEST" as the wesfolk and their lich lords come from there?<br />
-Crommy-<br />
<br />
==The South Guard==<br />
<br />
==Two Brothers==<br />
<br />
==Under the Burning Suns==<br />
<br />
==Editor==<br />
<br />
==Tutorial==<br />
"After this dialog, hold the mouse over the landscape image below the minimap "<br><br />
below -> above (1.9.0 development)<br><br />
<br />
==Manual==<br />
<br />
==Manpages==<br />
<br />
==Units==<br />
<br />
* Dwarvish Pathfinder<br />
<br />
They are powerful '''pathfinders in a melee'''<br />
<br />
==1.10 Announcement==<br />
<br />
==Other (ingame help, ...)==<br />
<br />
* ― Haldric II, 42 YW, from Handbook of Tactical Analysis: Volume I<br />
<br />
Remove space after 42. (There is already such string, so there is no need to use pofix here).<br />
<br />
* Accuracy : (''src/generater_report.cpp:457'')<br />
<br />
Should be Accuracy: (with space after ':')<br />
<br />
===Multiplayer maps===<br />
<br />
==Translation code bugs==<br />
<br />
==Unofficial campaigns==<br />
<br />
===Invasion from the unknown===<br />
<br />
===Dead Water===<br />
<br />
[[Category:Troubleshooting and Bugs]]<br />
In _main.cfg:<br />
"you will need cunning and bravery to be survive" -> "you will need cunning and bravery to survive"<br />
<br />
In 08_Talking_to_Tyegea.cfg:<br />
"but I seems" -> "but it seems"</div>Stikonashttps://wiki.wesnoth.org/index.php?title=SpellingMistakes&diff=38042SpellingMistakes2010-08-24T16:19:38Z<p>Stikonas: /* Units */</p>
<hr />
<div>This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.<br />
<br />
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors. Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not.<br />
<br />
==An Orcish Incursion==<br />
<br />
==Delfador's Memoirs==<br />
<br />
==Descent into Darkness==<br />
<br />
* Scenario 7: ''“For your final test as my apprentice, you will aid me in retrieving a book,” the necromancer says. ‘The book was... stolen from me long ago. Since it has personal value to me, think of the task as a small favor. I should warn you that it will require you to act against your countrymen of Wesnoth, since it was one of them who stole it from me.”'' – Replace ‘ with “<br />
<br />
* Scenario 9:318: ''Phew! Let’s get out of here'' (Period is missing at the end of the sentence.)<br />
<br />
==Eastern Invasion==<br />
<br />
==Heir to the Throne==<br />
<br />
==Liberty==<br />
<br />
==Northern Rebirth==<br />
<br />
==Sceptre of Fire==<br />
<br />
==Son of the Black Eye==<br />
Hush, Vraurk, <del>We</del> must trust [...]<br />
:Hush, Vraurk, <ins>we</ins> must trust [...]<br />
<br />
[...] you should have eaten that Grüü, you don't look so good.<br />
:[...] you should have eaten that<ins>,</ins> Grüü, you don't look so good.<br />
<br />
==The Hammer of Thursagan==<br />
<br />
==The Legend of Wesmere==<br />
<br />
* Let us pursue the '''ORC WH'''o murdered El'Isomithir! <br><br />
<br />
* Gentlemen, don't squabble. We cannot go back now. But be watchful; I don’t like the feel of this country one bit.<br><br />
The 2nd "don't" has a 2byte character.<br><br />
<br />
==The Rise of Wesnoth==<br />
<br />
==The South Guard==<br />
<br />
==Two Brothers==<br />
<br />
==Under the Burning Suns==<br />
<br />
==Editor==<br />
<br />
==Tutorial==<br />
"After this dialog, hold the mouse over the landscape image below the minimap "<br><br />
below -> above (1.9.0 development)<br><br />
<br />
==Manual==<br />
<br />
==Manpages==<br />
<br />
==Units==<br />
<br />
* Dwarvish Pathfinder<br />
<br />
They are powerful '''pathfinders in a melee'''<br />
<br />
==1.10 Announcement==<br />
<br />
==Other (ingame help, ...)==<br />
<br />
* ― Haldric II, 42 YW, from Handbook of Tactical Analysis: Volume I<br />
<br />
Remove space after 42. (There is already such string, so there is no need to use pofix here).<br />
<br />
===Multiplayer maps===<br />
<br />
==Translation code bugs==<br />
<br />
==Unofficial campaigns==<br />
<br />
===Invasion from the unknown===<br />
<br />
===Dead Water===<br />
<br />
[[Category:Troubleshooting and Bugs]]</div>Stikonashttps://wiki.wesnoth.org/index.php?title=SpellingMistakes&diff=38021SpellingMistakes2010-08-22T14:03:29Z<p>Stikonas: /* The Legend of Wesmere */</p>
<hr />
<div>This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.<br />
<br />
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors. Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not.<br />
<br />
==An Orcish Incursion==<br />
<br />
==Delfador's Memoirs==<br />
<br />
==Descent into Darkness==<br />
<br />
* Scenario 7: ''“For your final test as my apprentice, you will aid me in retrieving a book,” the necromancer says. ‘The book was... stolen from me long ago. Since it has personal value to me, think of the task as a small favor. I should warn you that it will require you to act against your countrymen of Wesnoth, since it was one of them who stole it from me.”'' – Replace ‘ with “<br />
<br />
* Scenario 9:318: ''Phew! Let’s get out of here'' (Period is missing at the end of the sentence.)<br />
<br />
==Eastern Invasion==<br />
<br />
==Heir to the Throne==<br />
<br />
==Liberty==<br />
<br />
==Northern Rebirth==<br />
<br />
==Sceptre of Fire==<br />
<br />
==Son of the Black Eye==<br />
Hush, Vraurk, <del>We</del> must trust [...]<br />
:Hush, Vraurk, <ins>we</ins> must trust [...]<br />
<br />
[...] you should have eaten that Grüü, you don't look so good.<br />
:[...] you should have eaten that<ins>,</ins> Grüü, you don't look so good.<br />
<br />
==The Hammer of Thursagan==<br />
<br />
==The Legend of Wesmere==<br />
<br />
* Let us pursue the '''ORC WH'''o murdered El'Isomithir!<br />
<br />
==The Rise of Wesnoth==<br />
<br />
==The South Guard==<br />
<br />
==Two Brothers==<br />
<br />
==Under the Burning Suns==<br />
<br />
==Editor==<br />
<br />
==Tutorial==<br />
"After this dialog, hold the mouse over the landscape image below the minimap "<br><br />
below -> above (1.9.0 development)<br><br />
<br />
==Manual==<br />
<br />
==Manpages==<br />
<br />
==Units==<br />
<br />
==1.10 Announcement==<br />
<br />
==Other (ingame help, ...)==<br />
<br />
* ― Haldric II, 42 YW, from Handbook of Tactical Analysis: Volume I<br />
<br />
Remove space after 42. (There is already such string, so there is no need to use pofix here).<br />
<br />
===Multiplayer maps===<br />
<br />
==Translation code bugs==<br />
<br />
==Unofficial campaigns==<br />
<br />
===Invasion from the unknown===<br />
<br />
===Dead Water===<br />
<br />
[[Category:Troubleshooting and Bugs]]</div>Stikonashttps://wiki.wesnoth.org/index.php?title=SpellingMistakes&diff=37981SpellingMistakes2010-08-18T19:10:13Z<p>Stikonas: /* Other (ingame help, ...) */</p>
<hr />
<div>This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.<br />
<br />
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors. Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not.<br />
<br />
==An Orcish Incursion==<br />
<br />
==Delfador's Memoirs==<br />
<br />
==Descent into Darkness==<br />
<br />
* Scenario 7: ''“For your final test as my apprentice, you will aid me in retrieving a book,” the necromancer says. ‘The book was... stolen from me long ago. Since it has personal value to me, think of the task as a small favor. I should warn you that it will require you to act against your countrymen of Wesnoth, since it was one of them who stole it from me.”'' – Replace ‘ with “<br />
<br />
* Scenario 9:318: ''Phew! Let’s get out of here'' (Period is missing at the end of the sentence.)<br />
<br />
==Eastern Invasion==<br />
<br />
==Heir to the Throne==<br />
<br />
==Liberty==<br />
<br />
==Northern Rebirth==<br />
<br />
==Sceptre of Fire==<br />
<br />
==Son of the Black Eye==<br />
Hush, Vraurk, <del>We</del> must trust [...]<br />
:Hush, Vraurk, <ins>we</ins> must trust [...]<br />
<br />
[...] you should have eaten that Grüü, you don't look so good.<br />
:[...] you should have eaten that<ins>,</ins> Grüü, you don't look so good.<br />
<br />
==The Hammer of Thursagan==<br />
<br />
==The Legend of Wesmere==<br />
<br />
==The Rise of Wesnoth==<br />
<br />
==The South Guard==<br />
<br />
==Two Brothers==<br />
<br />
==Under the Burning Suns==<br />
<br />
==Editor==<br />
<br />
==Tutorial==<br />
<br />
==Manual==<br />
<br />
==Manpages==<br />
<br />
==Units==<br />
<br />
==1.10 Announcement==<br />
<br />
==Other (ingame help, ...)==<br />
<br />
* ― Haldric II, 42 YW, from Handbook of Tactical Analysis: Volume I<br />
<br />
Remove space after 42. (There is already such string, so there is no need to use pofix here).<br />
<br />
===Multiplayer maps===<br />
<br />
==Translation code bugs==<br />
<br />
==Unofficial campaigns==<br />
<br />
===Invasion from the unknown===<br />
<br />
===Dead Water===<br />
<br />
[[Category:Troubleshooting and Bugs]]</div>Stikonashttps://wiki.wesnoth.org/index.php?title=SpellingMistakes&diff=37960SpellingMistakes2010-08-16T12:35:54Z<p>Stikonas: /* 1.8 Announcement */</p>
<hr />
<div>This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.<br />
<br />
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors. Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not.<br />
<br />
==An Orcish Incursion==<br />
<br />
==Delfador's Memoirs==<br />
<br />
==Descent into Darkness==<br />
<br />
* Scenario 7: ''“For your final test as my apprentice, you will aid me in retrieving a book,” the necromancer says. ‘The book was... stolen from me long ago. Since it has personal value to me, think of the task as a small favor. I should warn you that it will require you to act against your countrymen of Wesnoth, since it was one of them who stole it from me.”'' – Replace ‘ with “<br />
<br />
* Scenario 9:318: ''Phew! Let’s get out of here'' (Period is missing at the end of the sentence.)<br />
<br />
==Eastern Invasion==<br />
<br />
==Heir to the Throne==<br />
<br />
==Liberty==<br />
<br />
==Northern Rebirth==<br />
<br />
==Sceptre of Fire==<br />
<br />
==Son of the Black Eye==<br />
Hush, Vraurk, <del>We</del> must trust [...]<br />
:Hush, Vraurk, <ins>we</ins> must trust [...]<br />
<br />
[...] you should have eaten that Grüü, you don't look so good.<br />
:[...] you should have eaten that<ins>,</ins> Grüü, you don't look so good.<br />
<br />
==The Hammer of Thursagan==<br />
<br />
==The Legend of Wesmere==<br />
<br />
==The Rise of Wesnoth==<br />
<br />
==The South Guard==<br />
<br />
==Two Brothers==<br />
<br />
==Under the Burning Suns==<br />
<br />
==Editor==<br />
<br />
==Tutorial==<br />
<br />
==Manual==<br />
<br />
==Manpages==<br />
<br />
==Units==<br />
<br />
==1.10 Announcement==<br />
<br />
==Other (ingame help, ...)==<br />
===Multiplayer maps===<br />
<br />
==Translation code bugs==<br />
<br />
==Unofficial campaigns==<br />
<br />
===Invasion from the unknown===<br />
<br />
===Dead Water===<br />
<br />
[[Category:Troubleshooting and Bugs]]</div>Stikonashttps://wiki.wesnoth.org/index.php?title=SpellingMistakes&diff=37959SpellingMistakes2010-08-16T12:35:39Z<p>Stikonas: /* Descent into Darkness */</p>
<hr />
<div>This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.<br />
<br />
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors. Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not.<br />
<br />
==An Orcish Incursion==<br />
<br />
==Delfador's Memoirs==<br />
<br />
==Descent into Darkness==<br />
<br />
* Scenario 7: ''“For your final test as my apprentice, you will aid me in retrieving a book,” the necromancer says. ‘The book was... stolen from me long ago. Since it has personal value to me, think of the task as a small favor. I should warn you that it will require you to act against your countrymen of Wesnoth, since it was one of them who stole it from me.”'' – Replace ‘ with “<br />
<br />
* Scenario 9:318: ''Phew! Let’s get out of here'' (Period is missing at the end of the sentence.)<br />
<br />
==Eastern Invasion==<br />
<br />
==Heir to the Throne==<br />
<br />
==Liberty==<br />
<br />
==Northern Rebirth==<br />
<br />
==Sceptre of Fire==<br />
<br />
==Son of the Black Eye==<br />
Hush, Vraurk, <del>We</del> must trust [...]<br />
:Hush, Vraurk, <ins>we</ins> must trust [...]<br />
<br />
[...] you should have eaten that Grüü, you don't look so good.<br />
:[...] you should have eaten that<ins>,</ins> Grüü, you don't look so good.<br />
<br />
==The Hammer of Thursagan==<br />
<br />
==The Legend of Wesmere==<br />
<br />
==The Rise of Wesnoth==<br />
<br />
==The South Guard==<br />
<br />
==Two Brothers==<br />
<br />
==Under the Burning Suns==<br />
<br />
==Editor==<br />
<br />
==Tutorial==<br />
<br />
==Manual==<br />
<br />
==Manpages==<br />
<br />
==Units==<br />
<br />
==1.8 Announcement==<br />
<br />
==Other (ingame help, ...)==<br />
===Multiplayer maps===<br />
<br />
==Translation code bugs==<br />
<br />
==Unofficial campaigns==<br />
<br />
===Invasion from the unknown===<br />
<br />
===Dead Water===<br />
<br />
[[Category:Troubleshooting and Bugs]]</div>Stikonashttps://wiki.wesnoth.org/index.php?title=SpellingMistakes&diff=37958SpellingMistakes2010-08-16T11:25:13Z<p>Stikonas: /* Descent into Darkness */</p>
<hr />
<div>This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.<br />
<br />
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors. Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not.<br />
<br />
==An Orcish Incursion==<br />
<br />
==Delfador's Memoirs==<br />
<br />
==Descent into Darkness==<br />
* Scenario 9:318: ''Phew! Let’s get out of here'' (Period is missing at the end of the sentence.)<br />
<br />
==Eastern Invasion==<br />
<br />
==Heir to the Throne==<br />
<br />
==Liberty==<br />
<br />
==Northern Rebirth==<br />
<br />
==Sceptre of Fire==<br />
<br />
==Son of the Black Eye==<br />
Hush, Vraurk, <del>We</del> must trust [...]<br />
:Hush, Vraurk, <ins>we</ins> must trust [...]<br />
<br />
[...] you should have eaten that Grüü, you don't look so good.<br />
:[...] you should have eaten that<ins>,</ins> Grüü, you don't look so good.<br />
<br />
==The Hammer of Thursagan==<br />
<br />
==The Legend of Wesmere==<br />
<br />
==The Rise of Wesnoth==<br />
<br />
==The South Guard==<br />
<br />
==Two Brothers==<br />
<br />
==Under the Burning Suns==<br />
<br />
==Editor==<br />
<br />
==Tutorial==<br />
<br />
==Manual==<br />
<br />
==Manpages==<br />
<br />
==Units==<br />
<br />
==1.8 Announcement==<br />
<br />
==Other (ingame help, ...)==<br />
===Multiplayer maps===<br />
<br />
==Translation code bugs==<br />
<br />
==Unofficial campaigns==<br />
<br />
===Invasion from the unknown===<br />
<br />
===Dead Water===<br />
<br />
[[Category:Troubleshooting and Bugs]]</div>Stikonashttps://wiki.wesnoth.org/index.php?title=SpellingMistakes&diff=37957SpellingMistakes2010-08-16T11:24:15Z<p>Stikonas: /* Descent into Darkness */</p>
<hr />
<div>This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.<br />
<br />
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors. Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not.<br />
<br />
==An Orcish Incursion==<br />
<br />
==Delfador's Memoirs==<br />
<br />
==Descent into Darkness==<br />
* Scenario 9: ''Phew! Let’s get out of here'' (Period is missing at the end of the sentence.)<br />
<br />
==Eastern Invasion==<br />
<br />
==Heir to the Throne==<br />
<br />
==Liberty==<br />
<br />
==Northern Rebirth==<br />
<br />
==Sceptre of Fire==<br />
<br />
==Son of the Black Eye==<br />
Hush, Vraurk, <del>We</del> must trust [...]<br />
:Hush, Vraurk, <ins>we</ins> must trust [...]<br />
<br />
[...] you should have eaten that Grüü, you don't look so good.<br />
:[...] you should have eaten that<ins>,</ins> Grüü, you don't look so good.<br />
<br />
==The Hammer of Thursagan==<br />
<br />
==The Legend of Wesmere==<br />
<br />
==The Rise of Wesnoth==<br />
<br />
==The South Guard==<br />
<br />
==Two Brothers==<br />
<br />
==Under the Burning Suns==<br />
<br />
==Editor==<br />
<br />
==Tutorial==<br />
<br />
==Manual==<br />
<br />
==Manpages==<br />
<br />
==Units==<br />
<br />
==1.8 Announcement==<br />
<br />
==Other (ingame help, ...)==<br />
===Multiplayer maps===<br />
<br />
==Translation code bugs==<br />
<br />
==Unofficial campaigns==<br />
<br />
===Invasion from the unknown===<br />
<br />
===Dead Water===<br />
<br />
[[Category:Troubleshooting and Bugs]]</div>Stikonashttps://wiki.wesnoth.org/index.php?title=SpellingMistakes&diff=34400SpellingMistakes2010-03-09T13:05:17Z<p>Stikonas: /* 1.8 Announcement */</p>
<hr />
<div>This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.<br />
<br />
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors. Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not.<br />
<br />
==An Orcish Incursion==<br />
<br />
==Delfador's Memoirs==<br />
<br />
==Descent into Darkness==<br />
<br />
==Eastern Invasion==<br />
<br />
==Heir to the Throne==<br />
<br />
===Scenario 8 - The Princess of Wesnoth===<br />
At end of scenario, Delfador tells Li'sar to "flee an exile". I believe this should be "flee in exile". [[User:Eric Herboso|Eric Herboso]] 22:21, 8 March 2010 (UTC)<br />
<br />
==Liberty==<br />
<br />
==Northern Rebirth==<br />
<br />
==Sceptre of Fire==<br />
<br />
==Son of the Black Eye==<br />
<br />
==The Hammer of Thursagan==<br />
<br />
==The Legend of Wesmere==<br />
<br />
==The Rise of Wesnoth==<br />
<br />
==The South Guard==<br />
<br />
==Two Brothers==<br />
<br />
==Under the Burning Suns==<br />
<br />
==Editor==<br />
<br />
==Tutorial==<br />
<br />
==Manual==<br />
<br />
==Manpages==<br />
<br />
==Units==<br />
Whitespace / indentation breakage as of r39599 :<br />
* Merman Entagler<br />
* Merman Netcaster<br />
* Paladin (in empty line though, so does not matter as much)<br />
<br />
==1.8 Announcement==<br />
''WML events an AI components can now be written in lua'' - ''WML events an'''d''' AI components can now be written in lua''<br />
<br />
==Other (ingame help, ...)==<br />
In the description of concealment, it says<br />
"This unit can hide in deep water..."<br />
which should probably be "...in a village...".<br />
Also, a minor detail: It says "Enemy units can not see this unit...", whereas for the other similar abilities it says "cannot" without a space.<br />
<br />
==Translation code bugs==<br />
<br />
==Unofficial campaigns==<br />
<br />
===Invasion from the unknown===<br />
<br />
[[Category:Troubleshooting and Bugs]]</div>Stikonashttps://wiki.wesnoth.org/index.php?title=SpellingMistakes&diff=32024SpellingMistakes2009-08-25T21:14:28Z<p>Stikonas: /* The Hammer of Thursagan */</p>
<hr />
<div>This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.<br />
<br />
==An Orcish Incursion==<br />
<br />
==Delfador's Memoirs==<br />
<br />
A human mage... is it dead? ''scenarios/08_ur_thorondor.cfg:261''<br />
<br />
''it->he''<br />
<br />
*''melinath says:'' This is probably not a typo! It looks more like a purposeful move to show that the orcs don't value human life.<br />
<br />
Scenario 18, line 413/414: id/name mismatch.<br />
id=Skoogan<br />
name=_ "Skoogal"<br />
<br />
Scenario 19, line 212: missing period at the end of the quoted text.<br />
<br />
==Descent into Darkness==<br />
<br />
==Eastern Invasion==<br />
<br />
==Heir to the Throne==<br />
<br />
* ''data/campaigns/Heir_To_The_Throne/scenarios/6_*:561'' This is Kalenz, a great lord of the Northern Elves who came to the Council to offer us the support of the his people.<br />
<br />
of '''the''' his people -> of his people<br />
<br />
* ''data/campaigns/Heir_To_The_Throne/scenarios/24_Battle_for_Wesnoth.cfg:406''<br />
<br />
How dare you confront me, your queen. -> How dare you confront me, your queen'''?'''<br />
<br />
==Liberty==<br />
The first storyline phrases are:<br />
<br />
"In the Era of Turmoil, during the reign of King Garard II, the border towns of Delwyn and Dallben in the province of Annuvingrew increasingly dissatisfied with the King's rule. Being preoccupied with the great wars, the King was unable to send adequate forces to protect the frontier."<br />
<br />
but I think that "Being preoccupied with the great wars" should be substituted with "Being worried about the (upcoming?) great wars", since "preoccupied" is not so common in English.<br />
*''lotsofphil says:'' I disagree. I think there is nothing wrong with preoccupied.<br />
*''melinath uses preoccupied quite often and sees nothing wrong with its use.''<br />
<br />
Scenario 6 is called "The Gray Woods." Gray should be spelled with an E since that is how it is on the map. So...<br />
* Changes in Scenario 5<br />
**next_scenario=the_gr'''e'''y_woods (line 4)<br />
**"Well, good thing I found you first. Now hurry, you must make it past the city into the Gr'''e'''y Woods.<br />
* Changes in Scenario 6<br />
** name = _ "The Gr'''e'''y Woods"<br />
** map_data="{campaigns/Liberty/maps/gray_woods.map}" (if you want)<br />
** "The defeat of the evil lich infesting the Gr'''e'''y Woods was a bittersweet victory. With Helicrom dead, "<br />
* Changes in Scenario 7<br />
** "Baldras and his men quickly left the Gr'''e'''y Woods, not entirely convinced of their safety even after eradicating the lich."<br />
**"As they marched, many men and women from the small hamlets peppering the area around Carcyn and the Gr'''e'''y Woods approached the group, "<br />
<br />
==Northern Rebirth==<br />
#. [message]: speaker=narrator<br />
#: data/campaigns/Northern_Rebirth/scenarios/13a_Showdown.cfg:721<br />
msgid ""<br />
"Ro'Arthian's brother, Ro'Sothian went south with another crew of trolls, "<br />
"ogres and mages. Tallin himself led the western group."<br />
<br />
In version 1.6 its Anita=Eryssa, who leads the southern forces, not Ro'Sothian.<br />
BTW: She got 100 gold only and was no big use, maybe I squandered it in the scenario before - there she started with 500 gold.<br />
<br />
"...as you command ...Master." -> "...as you command...Master." ''scenario/06b_Slave_of_the_Undead.cfg:27''<br />
<br />
==Sceptre of Fire==<br />
In Scenario 1, "elves" is incorrectly capitalized.<br />
<br />
"I was never among those who agreed to that treaty. Not all of us '''E'''lves are as low as Kalenz, or make deals with those who betrayed us."<br />
<br />
Scenario 7 is called "Outriding the Outriders" but the name of the file is<br />
trunk/data/campaigns/Sceptre_of_Fire/scenarios/7_Outriding_'''of'''_Outriders.cfg<br />
<br />
Throughout the campaign, the capitalization of the Ruby of Fire and the Sceptre of Fire are confused. If Sceptre of Fire is capitalized, then "the Sceptre" should be too.<br />
<br />
In Scenario 8, "elvish" is incorrectly capitalized.<br />
"Thus Alanin escaped from his '''Elvish''' pursuers."<br />
<br />
In Scenario 2t, there is an "an" where there should be an "a":<br />
* "He gave us a magical stone, called the 'Ruby of Fire', and told us to make '''an''' sceptre out of it"<br />
<br />
In Scenario 3t, the "Eastern Mines" are capitalized once and not another time. Pick one:<br />
* "Fine, you all go to the eastern mines."<br />
* "Durstorn, send some miners along with us to the Eastern Mines"<br />
It's not capitalized twice in the next scenario, so go for no caps.<br />
<br />
In Scenario 5, dwarves shouldn't be capitalized<br />
* "Aha! I've spent years looking for you Dwarves"<br />
<br />
In Scenario 6, sceptre is misspelled<br />
* "if he wants his scepter intact he'd best send troops to meet us there."<br />
<br />
==Son of the Black Eye==<br />
Scenario 6, east is improperly capitalized:<br />
"When we realized that there was no way we could hold the humans off, we sent them '''East''' to a place near the Mourned Hills"<br />
<br />
Scenario 8: River should be capitalized. "A lot of hunters from the tribes used to hunt here and fish in the Bork '''river'''."<br />
<br />
Scenario 10: River should be capitalized. "The fortified bridge over the Bork '''river'''"<br />
<br />
Scenario 13: <br />
* Northern should not be capitalized. "the first snows of the long '''Northern''' winter began to fall."<br />
* river Bork should be Bork River. "the orcs sailed up the '''river Bork'''"<br />
<br />
Scenario 15: Whipping (or whooping) is misspelled. I think it should be whipping. "How about we warm ourselves up a bit by giving these traitors a good '''whopping''', boys?"<br />
<br />
==The Hammer of Thursagan==<br />
In Scenario 3, Strange Allies, the word "marsh" is typo-ed as "march".<br />
"Soon enough they came to the wilder '''march''' country, where raids by large bands of hostile orcs and men were all too common."<br />
<br />
In 1.7.-po-file, the new string <br />
"Kal-Kartha shall not fall!" should be <br />
"Kal Kartha shall not fall!"<br />
-> without the "-"<br />
<br />
#: data/campaigns/The_Hammer_of_Thursagan/scenarios/03_Strange_Allies.cfg:183<br />
msgid "That is our duty"<br />
Add a full stop at the end of the sentence. "That is our duty."<br />
<br />
==The Legend of Wesmere==<br />
In Scenario 1, "elves" is capitalized a couple of times when it shouldn't be.<br />
* Some changes were good. The Elves, awakened as from a long dream, began to increase in population. <br />
* This is the story of Kalenz, and of the Elves in the days of the humans in Wesnoth.<br />
It is like capitalizing "humans."<br />
<br />
==The Rise of Wesnoth==<br />
<br />
==The South Guard==<br />
<br />
''data/campaigns/The_South_Guard/scenarios/02_Proven_By_The_Sword.cfg:315''<br />
<br />
"Peace! for I am no enemy. -> "Peace! For I am no enemy.<br />
<br />
''trunk/data/campaigns/The_South_Guard/utils/sg_story.cfg''<br />
<br />
The '''B''' in Mal M'Brin is capitalized everywhere except in the epilogue.<br />
<br />
* "A great cry they let out as they stormed the encampment of Mal M'brin himself, and threw down the mighty wizard." <br />
* should be<br />
* "A great cry they let out as they stormed the encampment of Mal M''''B'''rin himself, and threw down the mighty wizard."<br />
<br />
Same error in scenario 5<br />
<br />
''data/campaigns/The_South_Guard/scenarios/05_Choice_In_The_Fog.cfg''<br />
side=4<br />
type=Lich<br />
id="Mal M''''b'''rin"<br />
name= _ "?"<br />
profile=portraits/mal-mbrin.png<br />
facing=sw<br />
<br />
==Two Brothers==<br />
In the preamble to scenario 2, the "Grey Woods" are referred to as the "Gray Woods". The former is correct since that's how it is spelled on the map.<br />
<br />
"The pursuit had already run for several days when the pursuers came to the bounds of the huge forest known as the '''Gray Woods'''. Ancient tales warned of lost souls haunting the wood, hunting and killing anyone brave enough to enter it."<br />
<br />
==Under the Burning Suns==<br />
<br />
==Editor==<br />
<br />
==Tutorial==<br />
<br />
''data/campaigns/tutorial/scenarios/2_Tutorial.cfg:28''<br />
<br />
"'''it''' will heal it 4 hitpoints per turn." -> "'''she''' will heal it 4 hitpoints per turn."<br />
<br />
==Manual==<br />
<br />
==Manpages==<br />
<br />
==1.8 Announcement==<br />
<br />
==Other (ingame help, ...)==<br />
<br />
From: An elf practiced at archery can hit targets that a man couldn't even see, even at night<br />
<br />
To: An elf practiced at archery even at night can hit targets that a man couldn't even see,<br />
<br />
==Translation code bugs==<br />
<br />
==Unofficial campaigns==<br />
<br />
===Invasion from the unknown===<br />
<br />
[[Category:Troubleshooting and Bugs]]</div>Stikonashttps://wiki.wesnoth.org/index.php?title=SpellingMistakes&diff=31950SpellingMistakes2009-08-18T08:21:34Z<p>Stikonas: /* Heir to the Throne */</p>
<hr />
<div>This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.<br />
<br />
==An Orcish Incursion==<br />
<br />
==Delfador's Memoirs==<br />
<br />
A human mage... is it dead? ''scenarios/08_ur_thorondor.cfg:261''<br />
<br />
''it->he''<br />
<br />
*''melinath says:'' This is probably not a typo! It looks more like a purposeful move to show that the orcs don't value human life.<br />
<br />
Scenario 18, line 413/414: id/name mismatch.<br />
id=Skoogan<br />
name=_ "Skoogal"<br />
<br />
Scenario 19, line 212: missing period at the end of the quoted text.<br />
<br />
==Descent into Darkness==<br />
<br />
==Eastern Invasion==<br />
<br />
==Heir to the Throne==<br />
<br />
* ''data/campaigns/Heir_To_The_Throne/scenarios/6_*:561'' This is Kalenz, a great lord of the Northern Elves who came to the Council to offer us the support of the his people.<br />
<br />
of '''the''' his people -> of his people<br />
<br />
* ''data/campaigns/Heir_To_The_Throne/scenarios/24_Battle_for_Wesnoth.cfg:406''<br />
<br />
How dare you confront me, your queen. -> How dare you confront me, your queen'''?'''<br />
<br />
==Liberty==<br />
The first storyline phrases are:<br />
<br />
"In the Era of Turmoil, during the reign of King Garard II, the border towns of Delwyn and Dallben in the province of Annuvingrew increasingly dissatisfied with the King's rule. Being preoccupied with the great wars, the King was unable to send adequate forces to protect the frontier."<br />
<br />
but I think that "Being preoccupied with the great wars" should be substituted with "Being worried about the (upcoming?) great wars", since "preoccupied" is not so common in English.<br />
*''lotsofphil says:'' I disagree. I think there is nothing wrong with preoccupied.<br />
*''melinath uses preoccupied quite often and sees nothing wrong with its use.''<br />
<br />
Scenario 6 is called "The Gray Woods." Gray should be spelled with an E since that is how it is on the map. So...<br />
* Changes in Scenario 5<br />
**next_scenario=the_gr'''e'''y_woods (line 4)<br />
**"Well, good thing I found you first. Now hurry, you must make it past the city into the Gr'''e'''y Woods.<br />
* Changes in Scenario 6<br />
** name = _ "The Gr'''e'''y Woods"<br />
** map_data="{campaigns/Liberty/maps/gray_woods.map}" (if you want)<br />
** "The defeat of the evil lich infesting the Gr'''e'''y Woods was a bittersweet victory. With Helicrom dead, "<br />
* Changes in Scenario 7<br />
** "Baldras and his men quickly left the Gr'''e'''y Woods, not entirely convinced of their safety even after eradicating the lich."<br />
**"As they marched, many men and women from the small hamlets peppering the area around Carcyn and the Gr'''e'''y Woods approached the group, "<br />
<br />
==Northern Rebirth==<br />
#. [message]: speaker=narrator<br />
#: data/campaigns/Northern_Rebirth/scenarios/13a_Showdown.cfg:721<br />
msgid ""<br />
"Ro'Arthian's brother, Ro'Sothian went south with another crew of trolls, "<br />
"ogres and mages. Tallin himself led the western group."<br />
<br />
In version 1.6 its Anita=Eryssa, who leads the southern forces, not Ro'Sothian.<br />
BTW: She got 100 gold only and was no big use, maybe I squandered it in the scenario before - there she started with 500 gold.<br />
<br />
"...as you command ...Master." -> "...as you command...Master." ''scenario/06b_Slave_of_the_Undead.cfg:27''<br />
<br />
==Sceptre of Fire==<br />
In Scenario 1, "elves" is incorrectly capitalized.<br />
<br />
"I was never among those who agreed to that treaty. Not all of us '''E'''lves are as low as Kalenz, or make deals with those who betrayed us."<br />
<br />
Scenario 7 is called "Outriding the Outriders" but the name of the file is<br />
trunk/data/campaigns/Sceptre_of_Fire/scenarios/7_Outriding_'''of'''_Outriders.cfg<br />
<br />
Throughout the campaign, the capitalization of the Ruby of Fire and the Sceptre of Fire are confused. If Sceptre of Fire is capitalized, then "the Sceptre" should be too.<br />
<br />
In Scenario 8, "elvish" is incorrectly capitalized.<br />
"Thus Alanin escaped from his '''Elvish''' pursuers."<br />
<br />
In Scenario 2t, there is an "an" where there should be an "a":<br />
* "He gave us a magical stone, called the 'Ruby of Fire', and told us to make '''an''' sceptre out of it"<br />
<br />
In Scenario 3t, the "Eastern Mines" are capitalized once and not another time. Pick one:<br />
* "Fine, you all go to the eastern mines."<br />
* "Durstorn, send some miners along with us to the Eastern Mines"<br />
It's not capitalized twice in the next scenario, so go for no caps.<br />
<br />
In Scenario 5, dwarves shouldn't be capitalized<br />
* "Aha! I've spent years looking for you Dwarves"<br />
<br />
In Scenario 6, sceptre is misspelled<br />
* "if he wants his scepter intact he'd best send troops to meet us there."<br />
<br />
==Son of the Black Eye==<br />
Scenario 6, east is improperly capitalized:<br />
"When we realized that there was no way we could hold the humans off, we sent them '''East''' to a place near the Mourned Hills"<br />
<br />
Scenario 8: River should be capitalized. "A lot of hunters from the tribes used to hunt here and fish in the Bork '''river'''."<br />
<br />
Scenario 10: River should be capitalized. "The fortified bridge over the Bork '''river'''"<br />
<br />
Scenario 13: <br />
* Northern should not be capitalized. "the first snows of the long '''Northern''' winter began to fall."<br />
* river Bork should be Bork River. "the orcs sailed up the '''river Bork'''"<br />
<br />
Scenario 15: Whipping (or whooping) is misspelled. I think it should be whipping. "How about we warm ourselves up a bit by giving these traitors a good '''whopping''', boys?"<br />
<br />
==The Hammer of Thursagan==<br />
In Scenario 3, Strange Allies, the word "marsh" is typo-ed as "march".<br />
"Soon enough they came to the wilder '''march''' country, where raids by large bands of hostile orcs and men were all too common."<br />
<br />
In 1.7.-po-file, the new string <br />
"Kal-Kartha shall not fall!" should be <br />
"Kal Kartha shall not fall!"<br />
-> without the "-"<br />
<br />
==The Legend of Wesmere==<br />
In Scenario 1, "elves" is capitalized a couple of times when it shouldn't be.<br />
* Some changes were good. The Elves, awakened as from a long dream, began to increase in population. <br />
* This is the story of Kalenz, and of the Elves in the days of the humans in Wesnoth.<br />
It is like capitalizing "humans."<br />
<br />
==The Rise of Wesnoth==<br />
<br />
==The South Guard==<br />
<br />
''data/campaigns/The_South_Guard/scenarios/02_Proven_By_The_Sword.cfg:315''<br />
<br />
"Peace! for I am no enemy. -> "Peace! For I am no enemy.<br />
<br />
''trunk/data/campaigns/The_South_Guard/utils/sg_story.cfg''<br />
<br />
The '''B''' in Mal M'Brin is capitalized everywhere except in the epilogue.<br />
<br />
* "A great cry they let out as they stormed the encampment of Mal M'brin himself, and threw down the mighty wizard." <br />
* should be<br />
* "A great cry they let out as they stormed the encampment of Mal M''''B'''rin himself, and threw down the mighty wizard."<br />
<br />
Same error in scenario 5<br />
<br />
''data/campaigns/The_South_Guard/scenarios/05_Choice_In_The_Fog.cfg''<br />
side=4<br />
type=Lich<br />
id="Mal M''''b'''rin"<br />
name= _ "?"<br />
profile=portraits/mal-mbrin.png<br />
facing=sw<br />
<br />
==Two Brothers==<br />
In the preamble to scenario 2, the "Grey Woods" are referred to as the "Gray Woods". The former is correct since that's how it is spelled on the map.<br />
<br />
"The pursuit had already run for several days when the pursuers came to the bounds of the huge forest known as the '''Gray Woods'''. Ancient tales warned of lost souls haunting the wood, hunting and killing anyone brave enough to enter it."<br />
<br />
==Under the Burning Suns==<br />
in the Scenario 7 "Speaking with trolls" (or similar), I cannot recruit because I have no gold left - although it is intended that I may recruit any unit I want to take the sword of fire. crommy<br />
<br />
==Editor==<br />
<br />
==Tutorial==<br />
<br />
''data/campaigns/tutorial/scenarios/2_Tutorial.cfg:28''<br />
<br />
"'''it''' will heal it 4 hitpoints per turn." -> "'''she''' will heal it 4 hitpoints per turn."<br />
<br />
==Manual==<br />
<br />
==Manpages==<br />
<br />
==1.8 Announcement==<br />
<br />
==Other (ingame help, ...)==<br />
<br />
From: An elf practiced at archery can hit targets that a man couldn't even see, even at night<br />
<br />
To: An elf practiced at archery even at night can hit targets that a man couldn't even see,<br />
<br />
==Translation code bugs==<br />
<br />
==Unofficial campaigns==<br />
<br />
===Invasion from the unknown===<br />
<br />
[[Category:Troubleshooting and Bugs]]</div>Stikonashttps://wiki.wesnoth.org/index.php?title=SpellingMistakes&diff=31934SpellingMistakes2009-08-17T18:00:28Z<p>Stikonas: /* Tutorial */ fixed</p>
<hr />
<div>This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.<br />
<br />
==An Orcish Incursion==<br />
<br />
==Delfador's Memoirs==<br />
<br />
A human mage... is it dead? ''scenarios/08_ur_thorondor.cfg:261''<br />
<br />
''it->he''<br />
<br />
*''melinath says:'' This is probably not a typo! It looks more like a purposeful move to show that the orcs don't value human life.<br />
<br />
Scenario 18, line 413/414: id/name mismatch.<br />
id=Skoogan<br />
name=_ "Skoogal"<br />
<br />
Scenario 19, line 212: missing period at the end of the quoted text.<br />
<br />
==Descent into Darkness==<br />
<br />
==Eastern Invasion==<br />
<br />
==Heir to the Throne==<br />
<br />
Scenario 6:561 ''This is Kalenz, a great lord of the Northern Elves who came to the Council to offer us the support of the his people.''<br />
<br />
of '''the''' his people -> of his people<br />
<br />
==Liberty==<br />
The first storyline phrases are:<br />
<br />
"In the Era of Turmoil, during the reign of King Garard II, the border towns of Delwyn and Dallben in the province of Annuvingrew increasingly dissatisfied with the King's rule. Being preoccupied with the great wars, the King was unable to send adequate forces to protect the frontier."<br />
<br />
but I think that "Being preoccupied with the great wars" should be substituted with "Being worried about the (upcoming?) great wars", since "preoccupied" is not so common in English.<br />
*''lotsofphil says:'' I disagree. I think there is nothing wrong with preoccupied.<br />
*''melinath uses preoccupied quite often and sees nothing wrong with its use.''<br />
<br />
Scenario 6 is called "The Gray Woods." Gray should be spelled with an E since that is how it is on the map. So...<br />
* Changes in Scenario 5<br />
**next_scenario=the_gr'''e'''y_woods (line 4)<br />
**"Well, good thing I found you first. Now hurry, you must make it past the city into the Gr'''e'''y Woods.<br />
* Changes in Scenario 6<br />
** name = _ "The Gr'''e'''y Woods"<br />
** map_data="{campaigns/Liberty/maps/gray_woods.map}" (if you want)<br />
** "The defeat of the evil lich infesting the Gr'''e'''y Woods was a bittersweet victory. With Helicrom dead, "<br />
* Changes in Scenario 7<br />
** "Baldras and his men quickly left the Gr'''e'''y Woods, not entirely convinced of their safety even after eradicating the lich."<br />
**"As they marched, many men and women from the small hamlets peppering the area around Carcyn and the Gr'''e'''y Woods approached the group, "<br />
<br />
==Northern Rebirth==<br />
#. [message]: speaker=narrator<br />
#: data/campaigns/Northern_Rebirth/scenarios/13a_Showdown.cfg:721<br />
msgid ""<br />
"Ro'Arthian's brother, Ro'Sothian went south with another crew of trolls, "<br />
"ogres and mages. Tallin himself led the western group."<br />
<br />
In version 1.6 its Anita=Eryssa, who leads the southern forces, not Ro'Sothian.<br />
BTW: She got 100 gold only and was no big use, maybe I squandered it in the scenario before - there she started with 500 gold.<br />
<br />
"...as you command ...Master." -> "...as you command...Master." ''scenario/06b_Slave_of_the_Undead.cfg:27''<br />
<br />
==Sceptre of Fire==<br />
In Scenario 1, "elves" is incorrectly capitalized.<br />
<br />
"I was never among those who agreed to that treaty. Not all of us '''E'''lves are as low as Kalenz, or make deals with those who betrayed us."<br />
<br />
Scenario 7 is called "Outriding the Outriders" but the name of the file is<br />
trunk/data/campaigns/Sceptre_of_Fire/scenarios/7_Outriding_'''of'''_Outriders.cfg<br />
<br />
Throughout the campaign, the capitalization of the Ruby of Fire and the Sceptre of Fire are confused. If Sceptre of Fire is capitalized, then "the Sceptre" should be too.<br />
<br />
In Scenario 8, "elvish" is incorrectly capitalized.<br />
"Thus Alanin escaped from his '''Elvish''' pursuers."<br />
<br />
In Scenario 2t, there is an "an" where there should be an "a":<br />
* "He gave us a magical stone, called the 'Ruby of Fire', and told us to make '''an''' sceptre out of it"<br />
<br />
In Scenario 3t, the "Eastern Mines" are capitalized once and not another time. Pick one:<br />
* "Fine, you all go to the eastern mines."<br />
* "Durstorn, send some miners along with us to the Eastern Mines"<br />
It's not capitalized twice in the next scenario, so go for no caps.<br />
<br />
In Scenario 5, dwarves shouldn't be capitalized<br />
* "Aha! I've spent years looking for you Dwarves"<br />
<br />
In Scenario 6, sceptre is misspelled<br />
* "if he wants his scepter intact he'd best send troops to meet us there."<br />
<br />
==Son of the Black Eye==<br />
Scenario 6, east is improperly capitalized:<br />
"When we realized that there was no way we could hold the humans off, we sent them '''East''' to a place near the Mourned Hills"<br />
<br />
Scenario 8: River should be capitalized. "A lot of hunters from the tribes used to hunt here and fish in the Bork '''river'''."<br />
<br />
Scenario 10: River should be capitalized. "The fortified bridge over the Bork '''river'''"<br />
<br />
Scenario 13: <br />
* Northern should not be capitalized. "the first snows of the long '''Northern''' winter began to fall."<br />
* river Bork should be Bork River. "the orcs sailed up the '''river Bork'''"<br />
<br />
Scenario 15: Whipping (or whooping) is misspelled. I think it should be whipping. "How about we warm ourselves up a bit by giving these traitors a good '''whopping''', boys?"<br />
<br />
==The Hammer of Thursagan==<br />
In Scenario 3, Strange Allies, the word "marsh" is typo-ed as "march".<br />
"Soon enough they came to the wilder '''march''' country, where raids by large bands of hostile orcs and men were all too common."<br />
<br />
In 1.7.-po-file, the new string <br />
"Kal-Kartha shall not fall!" should be <br />
"Kal Kartha shall not fall!"<br />
-> without the "-"<br />
<br />
==The Legend of Wesmere==<br />
In Scenario 1, "elves" is capitalized a couple of times when it shouldn't be.<br />
* Some changes were good. The Elves, awakened as from a long dream, began to increase in population. <br />
* This is the story of Kalenz, and of the Elves in the days of the humans in Wesnoth.<br />
It is like capitalizing "humans."<br />
<br />
==The Rise of Wesnoth==<br />
<br />
==The South Guard==<br />
<br />
''data/campaigns/The_South_Guard/scenarios/02_Proven_By_The_Sword.cfg:315''<br />
<br />
"Peace! for I am no enemy. -> "Peace! For I am no enemy.<br />
<br />
''trunk/data/campaigns/The_South_Guard/utils/sg_story.cfg''<br />
<br />
The '''B''' in Mal M'Brin is capitalized everywhere except in the epilogue.<br />
<br />
* "A great cry they let out as they stormed the encampment of Mal M'brin himself, and threw down the mighty wizard." <br />
* should be<br />
* "A great cry they let out as they stormed the encampment of Mal M''''B'''rin himself, and threw down the mighty wizard."<br />
<br />
Same error in scenario 5<br />
<br />
''data/campaigns/The_South_Guard/scenarios/05_Choice_In_The_Fog.cfg''<br />
side=4<br />
type=Lich<br />
id="Mal M''''b'''rin"<br />
name= _ "?"<br />
profile=portraits/mal-mbrin.png<br />
facing=sw<br />
<br />
==Two Brothers==<br />
In the preamble to scenario 2, the "Grey Woods" are referred to as the "Gray Woods". The former is correct since that's how it is spelled on the map.<br />
<br />
"The pursuit had already run for several days when the pursuers came to the bounds of the huge forest known as the '''Gray Woods'''. Ancient tales warned of lost souls haunting the wood, hunting and killing anyone brave enough to enter it."<br />
<br />
==Under the Burning Suns==<br />
in the Scenario 7 "Speaking with trolls" (or similar), I cannot recruit because I have no gold left - although it is intended that I may recruit any unit I want to take the sword of fire. crommy<br />
<br />
==Editor==<br />
<br />
==Tutorial==<br />
<br />
''data/campaigns/tutorial/scenarios/2_Tutorial.cfg:28''<br />
<br />
"'''it''' will heal it 4 hitpoints per turn." -> "'''she''' will heal it 4 hitpoints per turn."<br />
<br />
==Manual==<br />
<br />
==Manpages==<br />
<br />
==1.8 Announcement==<br />
<br />
==Other (ingame help, ...)==<br />
<br />
From: An elf practiced at archery can hit targets that a man couldn't even see, even at night<br />
<br />
To: An elf practiced at archery even at night can hit targets that a man couldn't even see,<br />
<br />
==Translation code bugs==<br />
<br />
==Unofficial campaigns==<br />
<br />
===Invasion from the unknown===<br />
<br />
[[Category:Troubleshooting and Bugs]]</div>Stikonashttps://wiki.wesnoth.org/index.php?title=SpellingMistakes&diff=31933SpellingMistakes2009-08-17T17:57:50Z<p>Stikonas: /* Eastern Invasion */</p>
<hr />
<div>This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.<br />
<br />
==An Orcish Incursion==<br />
<br />
==Delfador's Memoirs==<br />
<br />
A human mage... is it dead? ''scenarios/08_ur_thorondor.cfg:261''<br />
<br />
''it->he''<br />
<br />
*''melinath says:'' This is probably not a typo! It looks more like a purposeful move to show that the orcs don't value human life.<br />
<br />
Scenario 18, line 413/414: id/name mismatch.<br />
id=Skoogan<br />
name=_ "Skoogal"<br />
<br />
Scenario 19, line 212: missing period at the end of the quoted text.<br />
<br />
==Descent into Darkness==<br />
<br />
==Eastern Invasion==<br />
<br />
==Heir to the Throne==<br />
<br />
Scenario 6:561 ''This is Kalenz, a great lord of the Northern Elves who came to the Council to offer us the support of the his people.''<br />
<br />
of '''the''' his people -> of his people<br />
<br />
==Liberty==<br />
The first storyline phrases are:<br />
<br />
"In the Era of Turmoil, during the reign of King Garard II, the border towns of Delwyn and Dallben in the province of Annuvingrew increasingly dissatisfied with the King's rule. Being preoccupied with the great wars, the King was unable to send adequate forces to protect the frontier."<br />
<br />
but I think that "Being preoccupied with the great wars" should be substituted with "Being worried about the (upcoming?) great wars", since "preoccupied" is not so common in English.<br />
*''lotsofphil says:'' I disagree. I think there is nothing wrong with preoccupied.<br />
*''melinath uses preoccupied quite often and sees nothing wrong with its use.''<br />
<br />
Scenario 6 is called "The Gray Woods." Gray should be spelled with an E since that is how it is on the map. So...<br />
* Changes in Scenario 5<br />
**next_scenario=the_gr'''e'''y_woods (line 4)<br />
**"Well, good thing I found you first. Now hurry, you must make it past the city into the Gr'''e'''y Woods.<br />
* Changes in Scenario 6<br />
** name = _ "The Gr'''e'''y Woods"<br />
** map_data="{campaigns/Liberty/maps/gray_woods.map}" (if you want)<br />
** "The defeat of the evil lich infesting the Gr'''e'''y Woods was a bittersweet victory. With Helicrom dead, "<br />
* Changes in Scenario 7<br />
** "Baldras and his men quickly left the Gr'''e'''y Woods, not entirely convinced of their safety even after eradicating the lich."<br />
**"As they marched, many men and women from the small hamlets peppering the area around Carcyn and the Gr'''e'''y Woods approached the group, "<br />
<br />
==Northern Rebirth==<br />
#. [message]: speaker=narrator<br />
#: data/campaigns/Northern_Rebirth/scenarios/13a_Showdown.cfg:721<br />
msgid ""<br />
"Ro'Arthian's brother, Ro'Sothian went south with another crew of trolls, "<br />
"ogres and mages. Tallin himself led the western group."<br />
<br />
In version 1.6 its Anita=Eryssa, who leads the southern forces, not Ro'Sothian.<br />
BTW: She got 100 gold only and was no big use, maybe I squandered it in the scenario before - there she started with 500 gold.<br />
<br />
"...as you command ...Master." -> "...as you command...Master." ''scenario/06b_Slave_of_the_Undead.cfg:27''<br />
<br />
==Sceptre of Fire==<br />
In Scenario 1, "elves" is incorrectly capitalized.<br />
<br />
"I was never among those who agreed to that treaty. Not all of us '''E'''lves are as low as Kalenz, or make deals with those who betrayed us."<br />
<br />
Scenario 7 is called "Outriding the Outriders" but the name of the file is<br />
trunk/data/campaigns/Sceptre_of_Fire/scenarios/7_Outriding_'''of'''_Outriders.cfg<br />
<br />
Throughout the campaign, the capitalization of the Ruby of Fire and the Sceptre of Fire are confused. If Sceptre of Fire is capitalized, then "the Sceptre" should be too.<br />
<br />
In Scenario 8, "elvish" is incorrectly capitalized.<br />
"Thus Alanin escaped from his '''Elvish''' pursuers."<br />
<br />
In Scenario 2t, there is an "an" where there should be an "a":<br />
* "He gave us a magical stone, called the 'Ruby of Fire', and told us to make '''an''' sceptre out of it"<br />
<br />
In Scenario 3t, the "Eastern Mines" are capitalized once and not another time. Pick one:<br />
* "Fine, you all go to the eastern mines."<br />
* "Durstorn, send some miners along with us to the Eastern Mines"<br />
It's not capitalized twice in the next scenario, so go for no caps.<br />
<br />
In Scenario 5, dwarves shouldn't be capitalized<br />
* "Aha! I've spent years looking for you Dwarves"<br />
<br />
In Scenario 6, sceptre is misspelled<br />
* "if he wants his scepter intact he'd best send troops to meet us there."<br />
<br />
==Son of the Black Eye==<br />
Scenario 6, east is improperly capitalized:<br />
"When we realized that there was no way we could hold the humans off, we sent them '''East''' to a place near the Mourned Hills"<br />
<br />
Scenario 8: River should be capitalized. "A lot of hunters from the tribes used to hunt here and fish in the Bork '''river'''."<br />
<br />
Scenario 10: River should be capitalized. "The fortified bridge over the Bork '''river'''"<br />
<br />
Scenario 13: <br />
* Northern should not be capitalized. "the first snows of the long '''Northern''' winter began to fall."<br />
* river Bork should be Bork River. "the orcs sailed up the '''river Bork'''"<br />
<br />
Scenario 15: Whipping (or whooping) is misspelled. I think it should be whipping. "How about we warm ourselves up a bit by giving these traitors a good '''whopping''', boys?"<br />
<br />
==The Hammer of Thursagan==<br />
In Scenario 3, Strange Allies, the word "marsh" is typo-ed as "march".<br />
"Soon enough they came to the wilder '''march''' country, where raids by large bands of hostile orcs and men were all too common."<br />
<br />
In 1.7.-po-file, the new string <br />
"Kal-Kartha shall not fall!" should be <br />
"Kal Kartha shall not fall!"<br />
-> without the "-"<br />
<br />
==The Legend of Wesmere==<br />
In Scenario 1, "elves" is capitalized a couple of times when it shouldn't be.<br />
* Some changes were good. The Elves, awakened as from a long dream, began to increase in population. <br />
* This is the story of Kalenz, and of the Elves in the days of the humans in Wesnoth.<br />
It is like capitalizing "humans."<br />
<br />
==The Rise of Wesnoth==<br />
<br />
==The South Guard==<br />
<br />
''data/campaigns/The_South_Guard/scenarios/02_Proven_By_The_Sword.cfg:315''<br />
<br />
"Peace! for I am no enemy. -> "Peace! For I am no enemy.<br />
<br />
''trunk/data/campaigns/The_South_Guard/utils/sg_story.cfg''<br />
<br />
The '''B''' in Mal M'Brin is capitalized everywhere except in the epilogue.<br />
<br />
* "A great cry they let out as they stormed the encampment of Mal M'brin himself, and threw down the mighty wizard." <br />
* should be<br />
* "A great cry they let out as they stormed the encampment of Mal M''''B'''rin himself, and threw down the mighty wizard."<br />
<br />
Same error in scenario 5<br />
<br />
''data/campaigns/The_South_Guard/scenarios/05_Choice_In_The_Fog.cfg''<br />
side=4<br />
type=Lich<br />
id="Mal M''''b'''rin"<br />
name= _ "?"<br />
profile=portraits/mal-mbrin.png<br />
facing=sw<br />
<br />
==Two Brothers==<br />
In the preamble to scenario 2, the "Grey Woods" are referred to as the "Gray Woods". The former is correct since that's how it is spelled on the map.<br />
<br />
"The pursuit had already run for several days when the pursuers came to the bounds of the huge forest known as the '''Gray Woods'''. Ancient tales warned of lost souls haunting the wood, hunting and killing anyone brave enough to enter it."<br />
<br />
==Under the Burning Suns==<br />
in the Scenario 7 "Speaking with trolls" (or similar), I cannot recruit because I have no gold left - although it is intended that I may recruit any unit I want to take the sword of fire. crommy<br />
<br />
==Editor==<br />
<br />
==Tutorial==<br />
On the turn after you recruit the elves, if you attack the quintain with Konrad, Delfador will say "Your elf used a sword...". He should say nothing, or perhaps say something along the lines of "Try attacking the quintain with one of your elves."<br />
:It's supposed to say '''"You wouldn't do anything stupid like charging that quintain yourself again, now would you? Use the fighters you recruited first; they'll be a lot of help."''' according to the .po files. [[User:Polarina|Polarina]] 23:02, 4 April 2009 (UTC)<br />
<br />
''data/campaigns/tutorial/scenarios/2_Tutorial.cfg:28''<br />
<br />
"'''it''' will heal it 4 hitpoints per turn." -> "'''she''' will heal it 4 hitpoints per turn."<br />
<br />
==Manual==<br />
<br />
==Manpages==<br />
<br />
==1.8 Announcement==<br />
<br />
==Other (ingame help, ...)==<br />
<br />
From: An elf practiced at archery can hit targets that a man couldn't even see, even at night<br />
<br />
To: An elf practiced at archery even at night can hit targets that a man couldn't even see,<br />
<br />
==Translation code bugs==<br />
<br />
==Unofficial campaigns==<br />
<br />
===Invasion from the unknown===<br />
<br />
[[Category:Troubleshooting and Bugs]]</div>Stikonashttps://wiki.wesnoth.org/index.php?title=SpellingMistakes&diff=31932SpellingMistakes2009-08-17T17:56:55Z<p>Stikonas: /* An Orcish Incursion */ Already fixed</p>
<hr />
<div>This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.<br />
<br />
==An Orcish Incursion==<br />
<br />
==Delfador's Memoirs==<br />
<br />
A human mage... is it dead? ''scenarios/08_ur_thorondor.cfg:261''<br />
<br />
''it->he''<br />
<br />
*''melinath says:'' This is probably not a typo! It looks more like a purposeful move to show that the orcs don't value human life.<br />
<br />
Scenario 18, line 413/414: id/name mismatch.<br />
id=Skoogan<br />
name=_ "Skoogal"<br />
<br />
Scenario 19, line 212: missing period at the end of the quoted text.<br />
<br />
==Descent into Darkness==<br />
<br />
==Eastern Invasion==<br />
<br />
v 1.7.1 In Northern Outpost, scenario objectives window shows <small> tags in title. After several viewings, the objectives window shows no title.<br />
* ''should be fixed'' https://gna.org/bugs/?13888<br />
<br />
==Heir to the Throne==<br />
<br />
Scenario 6:561 ''This is Kalenz, a great lord of the Northern Elves who came to the Council to offer us the support of the his people.''<br />
<br />
of '''the''' his people -> of his people<br />
<br />
==Liberty==<br />
The first storyline phrases are:<br />
<br />
"In the Era of Turmoil, during the reign of King Garard II, the border towns of Delwyn and Dallben in the province of Annuvingrew increasingly dissatisfied with the King's rule. Being preoccupied with the great wars, the King was unable to send adequate forces to protect the frontier."<br />
<br />
but I think that "Being preoccupied with the great wars" should be substituted with "Being worried about the (upcoming?) great wars", since "preoccupied" is not so common in English.<br />
*''lotsofphil says:'' I disagree. I think there is nothing wrong with preoccupied.<br />
*''melinath uses preoccupied quite often and sees nothing wrong with its use.''<br />
<br />
Scenario 6 is called "The Gray Woods." Gray should be spelled with an E since that is how it is on the map. So...<br />
* Changes in Scenario 5<br />
**next_scenario=the_gr'''e'''y_woods (line 4)<br />
**"Well, good thing I found you first. Now hurry, you must make it past the city into the Gr'''e'''y Woods.<br />
* Changes in Scenario 6<br />
** name = _ "The Gr'''e'''y Woods"<br />
** map_data="{campaigns/Liberty/maps/gray_woods.map}" (if you want)<br />
** "The defeat of the evil lich infesting the Gr'''e'''y Woods was a bittersweet victory. With Helicrom dead, "<br />
* Changes in Scenario 7<br />
** "Baldras and his men quickly left the Gr'''e'''y Woods, not entirely convinced of their safety even after eradicating the lich."<br />
**"As they marched, many men and women from the small hamlets peppering the area around Carcyn and the Gr'''e'''y Woods approached the group, "<br />
<br />
==Northern Rebirth==<br />
#. [message]: speaker=narrator<br />
#: data/campaigns/Northern_Rebirth/scenarios/13a_Showdown.cfg:721<br />
msgid ""<br />
"Ro'Arthian's brother, Ro'Sothian went south with another crew of trolls, "<br />
"ogres and mages. Tallin himself led the western group."<br />
<br />
In version 1.6 its Anita=Eryssa, who leads the southern forces, not Ro'Sothian.<br />
BTW: She got 100 gold only and was no big use, maybe I squandered it in the scenario before - there she started with 500 gold.<br />
<br />
"...as you command ...Master." -> "...as you command...Master." ''scenario/06b_Slave_of_the_Undead.cfg:27''<br />
<br />
==Sceptre of Fire==<br />
In Scenario 1, "elves" is incorrectly capitalized.<br />
<br />
"I was never among those who agreed to that treaty. Not all of us '''E'''lves are as low as Kalenz, or make deals with those who betrayed us."<br />
<br />
Scenario 7 is called "Outriding the Outriders" but the name of the file is<br />
trunk/data/campaigns/Sceptre_of_Fire/scenarios/7_Outriding_'''of'''_Outriders.cfg<br />
<br />
Throughout the campaign, the capitalization of the Ruby of Fire and the Sceptre of Fire are confused. If Sceptre of Fire is capitalized, then "the Sceptre" should be too.<br />
<br />
In Scenario 8, "elvish" is incorrectly capitalized.<br />
"Thus Alanin escaped from his '''Elvish''' pursuers."<br />
<br />
In Scenario 2t, there is an "an" where there should be an "a":<br />
* "He gave us a magical stone, called the 'Ruby of Fire', and told us to make '''an''' sceptre out of it"<br />
<br />
In Scenario 3t, the "Eastern Mines" are capitalized once and not another time. Pick one:<br />
* "Fine, you all go to the eastern mines."<br />
* "Durstorn, send some miners along with us to the Eastern Mines"<br />
It's not capitalized twice in the next scenario, so go for no caps.<br />
<br />
In Scenario 5, dwarves shouldn't be capitalized<br />
* "Aha! I've spent years looking for you Dwarves"<br />
<br />
In Scenario 6, sceptre is misspelled<br />
* "if he wants his scepter intact he'd best send troops to meet us there."<br />
<br />
==Son of the Black Eye==<br />
Scenario 6, east is improperly capitalized:<br />
"When we realized that there was no way we could hold the humans off, we sent them '''East''' to a place near the Mourned Hills"<br />
<br />
Scenario 8: River should be capitalized. "A lot of hunters from the tribes used to hunt here and fish in the Bork '''river'''."<br />
<br />
Scenario 10: River should be capitalized. "The fortified bridge over the Bork '''river'''"<br />
<br />
Scenario 13: <br />
* Northern should not be capitalized. "the first snows of the long '''Northern''' winter began to fall."<br />
* river Bork should be Bork River. "the orcs sailed up the '''river Bork'''"<br />
<br />
Scenario 15: Whipping (or whooping) is misspelled. I think it should be whipping. "How about we warm ourselves up a bit by giving these traitors a good '''whopping''', boys?"<br />
<br />
==The Hammer of Thursagan==<br />
In Scenario 3, Strange Allies, the word "marsh" is typo-ed as "march".<br />
"Soon enough they came to the wilder '''march''' country, where raids by large bands of hostile orcs and men were all too common."<br />
<br />
In 1.7.-po-file, the new string <br />
"Kal-Kartha shall not fall!" should be <br />
"Kal Kartha shall not fall!"<br />
-> without the "-"<br />
<br />
==The Legend of Wesmere==<br />
In Scenario 1, "elves" is capitalized a couple of times when it shouldn't be.<br />
* Some changes were good. The Elves, awakened as from a long dream, began to increase in population. <br />
* This is the story of Kalenz, and of the Elves in the days of the humans in Wesnoth.<br />
It is like capitalizing "humans."<br />
<br />
==The Rise of Wesnoth==<br />
<br />
==The South Guard==<br />
<br />
''data/campaigns/The_South_Guard/scenarios/02_Proven_By_The_Sword.cfg:315''<br />
<br />
"Peace! for I am no enemy. -> "Peace! For I am no enemy.<br />
<br />
''trunk/data/campaigns/The_South_Guard/utils/sg_story.cfg''<br />
<br />
The '''B''' in Mal M'Brin is capitalized everywhere except in the epilogue.<br />
<br />
* "A great cry they let out as they stormed the encampment of Mal M'brin himself, and threw down the mighty wizard." <br />
* should be<br />
* "A great cry they let out as they stormed the encampment of Mal M''''B'''rin himself, and threw down the mighty wizard."<br />
<br />
Same error in scenario 5<br />
<br />
''data/campaigns/The_South_Guard/scenarios/05_Choice_In_The_Fog.cfg''<br />
side=4<br />
type=Lich<br />
id="Mal M''''b'''rin"<br />
name= _ "?"<br />
profile=portraits/mal-mbrin.png<br />
facing=sw<br />
<br />
==Two Brothers==<br />
In the preamble to scenario 2, the "Grey Woods" are referred to as the "Gray Woods". The former is correct since that's how it is spelled on the map.<br />
<br />
"The pursuit had already run for several days when the pursuers came to the bounds of the huge forest known as the '''Gray Woods'''. Ancient tales warned of lost souls haunting the wood, hunting and killing anyone brave enough to enter it."<br />
<br />
==Under the Burning Suns==<br />
in the Scenario 7 "Speaking with trolls" (or similar), I cannot recruit because I have no gold left - although it is intended that I may recruit any unit I want to take the sword of fire. crommy<br />
<br />
==Editor==<br />
<br />
==Tutorial==<br />
On the turn after you recruit the elves, if you attack the quintain with Konrad, Delfador will say "Your elf used a sword...". He should say nothing, or perhaps say something along the lines of "Try attacking the quintain with one of your elves."<br />
:It's supposed to say '''"You wouldn't do anything stupid like charging that quintain yourself again, now would you? Use the fighters you recruited first; they'll be a lot of help."''' according to the .po files. [[User:Polarina|Polarina]] 23:02, 4 April 2009 (UTC)<br />
<br />
''data/campaigns/tutorial/scenarios/2_Tutorial.cfg:28''<br />
<br />
"'''it''' will heal it 4 hitpoints per turn." -> "'''she''' will heal it 4 hitpoints per turn."<br />
<br />
==Manual==<br />
<br />
==Manpages==<br />
<br />
==1.8 Announcement==<br />
<br />
==Other (ingame help, ...)==<br />
<br />
From: An elf practiced at archery can hit targets that a man couldn't even see, even at night<br />
<br />
To: An elf practiced at archery even at night can hit targets that a man couldn't even see,<br />
<br />
==Translation code bugs==<br />
<br />
==Unofficial campaigns==<br />
<br />
===Invasion from the unknown===<br />
<br />
[[Category:Troubleshooting and Bugs]]</div>Stikonashttps://wiki.wesnoth.org/index.php?title=SpellingMistakes&diff=31931SpellingMistakes2009-08-17T17:55:46Z<p>Stikonas: /* Heir to the Throne */</p>
<hr />
<div>This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.<br />
<br />
==An Orcish Incursion==<br />
In the preamble to scenario 3, there is one verb in present tense. It should be past tense, like everything else.<br />
<br />
"The signs were obvious and unmistakable - tree stumps, an occasional half-rotten tree felled long ago, and dead wood around them in scarce grass. This had been forest once, like the woods they called home. It '''has''' been murdered."<br />
<br />
"It '''had''' been murdered."<br />
<br />
==Delfador's Memoirs==<br />
<br />
A human mage... is it dead? ''scenarios/08_ur_thorondor.cfg:261''<br />
<br />
''it->he''<br />
<br />
*''melinath says:'' This is probably not a typo! It looks more like a purposeful move to show that the orcs don't value human life.<br />
<br />
Scenario 18, line 413/414: id/name mismatch.<br />
id=Skoogan<br />
name=_ "Skoogal"<br />
<br />
Scenario 19, line 212: missing period at the end of the quoted text.<br />
<br />
==Descent into Darkness==<br />
<br />
==Eastern Invasion==<br />
<br />
v 1.7.1 In Northern Outpost, scenario objectives window shows <small> tags in title. After several viewings, the objectives window shows no title.<br />
* ''should be fixed'' https://gna.org/bugs/?13888<br />
<br />
==Heir to the Throne==<br />
<br />
Scenario 6:561 ''This is Kalenz, a great lord of the Northern Elves who came to the Council to offer us the support of the his people.''<br />
<br />
of '''the''' his people -> of his people<br />
<br />
==Liberty==<br />
The first storyline phrases are:<br />
<br />
"In the Era of Turmoil, during the reign of King Garard II, the border towns of Delwyn and Dallben in the province of Annuvingrew increasingly dissatisfied with the King's rule. Being preoccupied with the great wars, the King was unable to send adequate forces to protect the frontier."<br />
<br />
but I think that "Being preoccupied with the great wars" should be substituted with "Being worried about the (upcoming?) great wars", since "preoccupied" is not so common in English.<br />
*''lotsofphil says:'' I disagree. I think there is nothing wrong with preoccupied.<br />
*''melinath uses preoccupied quite often and sees nothing wrong with its use.''<br />
<br />
Scenario 6 is called "The Gray Woods." Gray should be spelled with an E since that is how it is on the map. So...<br />
* Changes in Scenario 5<br />
**next_scenario=the_gr'''e'''y_woods (line 4)<br />
**"Well, good thing I found you first. Now hurry, you must make it past the city into the Gr'''e'''y Woods.<br />
* Changes in Scenario 6<br />
** name = _ "The Gr'''e'''y Woods"<br />
** map_data="{campaigns/Liberty/maps/gray_woods.map}" (if you want)<br />
** "The defeat of the evil lich infesting the Gr'''e'''y Woods was a bittersweet victory. With Helicrom dead, "<br />
* Changes in Scenario 7<br />
** "Baldras and his men quickly left the Gr'''e'''y Woods, not entirely convinced of their safety even after eradicating the lich."<br />
**"As they marched, many men and women from the small hamlets peppering the area around Carcyn and the Gr'''e'''y Woods approached the group, "<br />
<br />
==Northern Rebirth==<br />
#. [message]: speaker=narrator<br />
#: data/campaigns/Northern_Rebirth/scenarios/13a_Showdown.cfg:721<br />
msgid ""<br />
"Ro'Arthian's brother, Ro'Sothian went south with another crew of trolls, "<br />
"ogres and mages. Tallin himself led the western group."<br />
<br />
In version 1.6 its Anita=Eryssa, who leads the southern forces, not Ro'Sothian.<br />
BTW: She got 100 gold only and was no big use, maybe I squandered it in the scenario before - there she started with 500 gold.<br />
<br />
"...as you command ...Master." -> "...as you command...Master." ''scenario/06b_Slave_of_the_Undead.cfg:27''<br />
<br />
==Sceptre of Fire==<br />
In Scenario 1, "elves" is incorrectly capitalized.<br />
<br />
"I was never among those who agreed to that treaty. Not all of us '''E'''lves are as low as Kalenz, or make deals with those who betrayed us."<br />
<br />
Scenario 7 is called "Outriding the Outriders" but the name of the file is<br />
trunk/data/campaigns/Sceptre_of_Fire/scenarios/7_Outriding_'''of'''_Outriders.cfg<br />
<br />
Throughout the campaign, the capitalization of the Ruby of Fire and the Sceptre of Fire are confused. If Sceptre of Fire is capitalized, then "the Sceptre" should be too.<br />
<br />
In Scenario 8, "elvish" is incorrectly capitalized.<br />
"Thus Alanin escaped from his '''Elvish''' pursuers."<br />
<br />
In Scenario 2t, there is an "an" where there should be an "a":<br />
* "He gave us a magical stone, called the 'Ruby of Fire', and told us to make '''an''' sceptre out of it"<br />
<br />
In Scenario 3t, the "Eastern Mines" are capitalized once and not another time. Pick one:<br />
* "Fine, you all go to the eastern mines."<br />
* "Durstorn, send some miners along with us to the Eastern Mines"<br />
It's not capitalized twice in the next scenario, so go for no caps.<br />
<br />
In Scenario 5, dwarves shouldn't be capitalized<br />
* "Aha! I've spent years looking for you Dwarves"<br />
<br />
In Scenario 6, sceptre is misspelled<br />
* "if he wants his scepter intact he'd best send troops to meet us there."<br />
<br />
==Son of the Black Eye==<br />
Scenario 6, east is improperly capitalized:<br />
"When we realized that there was no way we could hold the humans off, we sent them '''East''' to a place near the Mourned Hills"<br />
<br />
Scenario 8: River should be capitalized. "A lot of hunters from the tribes used to hunt here and fish in the Bork '''river'''."<br />
<br />
Scenario 10: River should be capitalized. "The fortified bridge over the Bork '''river'''"<br />
<br />
Scenario 13: <br />
* Northern should not be capitalized. "the first snows of the long '''Northern''' winter began to fall."<br />
* river Bork should be Bork River. "the orcs sailed up the '''river Bork'''"<br />
<br />
Scenario 15: Whipping (or whooping) is misspelled. I think it should be whipping. "How about we warm ourselves up a bit by giving these traitors a good '''whopping''', boys?"<br />
<br />
==The Hammer of Thursagan==<br />
In Scenario 3, Strange Allies, the word "marsh" is typo-ed as "march".<br />
"Soon enough they came to the wilder '''march''' country, where raids by large bands of hostile orcs and men were all too common."<br />
<br />
In 1.7.-po-file, the new string <br />
"Kal-Kartha shall not fall!" should be <br />
"Kal Kartha shall not fall!"<br />
-> without the "-"<br />
<br />
==The Legend of Wesmere==<br />
In Scenario 1, "elves" is capitalized a couple of times when it shouldn't be.<br />
* Some changes were good. The Elves, awakened as from a long dream, began to increase in population. <br />
* This is the story of Kalenz, and of the Elves in the days of the humans in Wesnoth.<br />
It is like capitalizing "humans."<br />
<br />
==The Rise of Wesnoth==<br />
<br />
==The South Guard==<br />
<br />
''data/campaigns/The_South_Guard/scenarios/02_Proven_By_The_Sword.cfg:315''<br />
<br />
"Peace! for I am no enemy. -> "Peace! For I am no enemy.<br />
<br />
''trunk/data/campaigns/The_South_Guard/utils/sg_story.cfg''<br />
<br />
The '''B''' in Mal M'Brin is capitalized everywhere except in the epilogue.<br />
<br />
* "A great cry they let out as they stormed the encampment of Mal M'brin himself, and threw down the mighty wizard." <br />
* should be<br />
* "A great cry they let out as they stormed the encampment of Mal M''''B'''rin himself, and threw down the mighty wizard."<br />
<br />
Same error in scenario 5<br />
<br />
''data/campaigns/The_South_Guard/scenarios/05_Choice_In_The_Fog.cfg''<br />
side=4<br />
type=Lich<br />
id="Mal M''''b'''rin"<br />
name= _ "?"<br />
profile=portraits/mal-mbrin.png<br />
facing=sw<br />
<br />
==Two Brothers==<br />
In the preamble to scenario 2, the "Grey Woods" are referred to as the "Gray Woods". The former is correct since that's how it is spelled on the map.<br />
<br />
"The pursuit had already run for several days when the pursuers came to the bounds of the huge forest known as the '''Gray Woods'''. Ancient tales warned of lost souls haunting the wood, hunting and killing anyone brave enough to enter it."<br />
<br />
==Under the Burning Suns==<br />
in the Scenario 7 "Speaking with trolls" (or similar), I cannot recruit because I have no gold left - although it is intended that I may recruit any unit I want to take the sword of fire. crommy<br />
<br />
==Editor==<br />
<br />
==Tutorial==<br />
On the turn after you recruit the elves, if you attack the quintain with Konrad, Delfador will say "Your elf used a sword...". He should say nothing, or perhaps say something along the lines of "Try attacking the quintain with one of your elves."<br />
:It's supposed to say '''"You wouldn't do anything stupid like charging that quintain yourself again, now would you? Use the fighters you recruited first; they'll be a lot of help."''' according to the .po files. [[User:Polarina|Polarina]] 23:02, 4 April 2009 (UTC)<br />
<br />
''data/campaigns/tutorial/scenarios/2_Tutorial.cfg:28''<br />
<br />
"'''it''' will heal it 4 hitpoints per turn." -> "'''she''' will heal it 4 hitpoints per turn."<br />
<br />
==Manual==<br />
<br />
==Manpages==<br />
<br />
==1.8 Announcement==<br />
<br />
==Other (ingame help, ...)==<br />
<br />
From: An elf practiced at archery can hit targets that a man couldn't even see, even at night<br />
<br />
To: An elf practiced at archery even at night can hit targets that a man couldn't even see,<br />
<br />
==Translation code bugs==<br />
<br />
==Unofficial campaigns==<br />
<br />
===Invasion from the unknown===<br />
<br />
[[Category:Troubleshooting and Bugs]]</div>Stikonashttps://wiki.wesnoth.org/index.php?title=SpellingMistakes&diff=31930SpellingMistakes2009-08-17T17:53:44Z<p>Stikonas: /* Other (ingame help, ...) */ Already fixed.</p>
<hr />
<div>This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.<br />
<br />
==An Orcish Incursion==<br />
In the preamble to scenario 3, there is one verb in present tense. It should be past tense, like everything else.<br />
<br />
"The signs were obvious and unmistakable - tree stumps, an occasional half-rotten tree felled long ago, and dead wood around them in scarce grass. This had been forest once, like the woods they called home. It '''has''' been murdered."<br />
<br />
"It '''had''' been murdered."<br />
<br />
==Delfador's Memoirs==<br />
<br />
A human mage... is it dead? ''scenarios/08_ur_thorondor.cfg:261''<br />
<br />
''it->he''<br />
<br />
*''melinath says:'' This is probably not a typo! It looks more like a purposeful move to show that the orcs don't value human life.<br />
<br />
Scenario 18, line 413/414: id/name mismatch.<br />
id=Skoogan<br />
name=_ "Skoogal"<br />
<br />
Scenario 19, line 212: missing period at the end of the quoted text.<br />
<br />
==Descent into Darkness==<br />
<br />
==Eastern Invasion==<br />
<br />
v 1.7.1 In Northern Outpost, scenario objectives window shows <small> tags in title. After several viewings, the objectives window shows no title.<br />
* ''should be fixed'' https://gna.org/bugs/?13888<br />
<br />
==Heir to the Throne==<br />
<br />
==Liberty==<br />
The first storyline phrases are:<br />
<br />
"In the Era of Turmoil, during the reign of King Garard II, the border towns of Delwyn and Dallben in the province of Annuvingrew increasingly dissatisfied with the King's rule. Being preoccupied with the great wars, the King was unable to send adequate forces to protect the frontier."<br />
<br />
but I think that "Being preoccupied with the great wars" should be substituted with "Being worried about the (upcoming?) great wars", since "preoccupied" is not so common in English.<br />
*''lotsofphil says:'' I disagree. I think there is nothing wrong with preoccupied.<br />
*''melinath uses preoccupied quite often and sees nothing wrong with its use.''<br />
<br />
Scenario 6 is called "The Gray Woods." Gray should be spelled with an E since that is how it is on the map. So...<br />
* Changes in Scenario 5<br />
**next_scenario=the_gr'''e'''y_woods (line 4)<br />
**"Well, good thing I found you first. Now hurry, you must make it past the city into the Gr'''e'''y Woods.<br />
* Changes in Scenario 6<br />
** name = _ "The Gr'''e'''y Woods"<br />
** map_data="{campaigns/Liberty/maps/gray_woods.map}" (if you want)<br />
** "The defeat of the evil lich infesting the Gr'''e'''y Woods was a bittersweet victory. With Helicrom dead, "<br />
* Changes in Scenario 7<br />
** "Baldras and his men quickly left the Gr'''e'''y Woods, not entirely convinced of their safety even after eradicating the lich."<br />
**"As they marched, many men and women from the small hamlets peppering the area around Carcyn and the Gr'''e'''y Woods approached the group, "<br />
<br />
==Northern Rebirth==<br />
#. [message]: speaker=narrator<br />
#: data/campaigns/Northern_Rebirth/scenarios/13a_Showdown.cfg:721<br />
msgid ""<br />
"Ro'Arthian's brother, Ro'Sothian went south with another crew of trolls, "<br />
"ogres and mages. Tallin himself led the western group."<br />
<br />
In version 1.6 its Anita=Eryssa, who leads the southern forces, not Ro'Sothian.<br />
BTW: She got 100 gold only and was no big use, maybe I squandered it in the scenario before - there she started with 500 gold.<br />
<br />
"...as you command ...Master." -> "...as you command...Master." ''scenario/06b_Slave_of_the_Undead.cfg:27''<br />
<br />
==Sceptre of Fire==<br />
In Scenario 1, "elves" is incorrectly capitalized.<br />
<br />
"I was never among those who agreed to that treaty. Not all of us '''E'''lves are as low as Kalenz, or make deals with those who betrayed us."<br />
<br />
Scenario 7 is called "Outriding the Outriders" but the name of the file is<br />
trunk/data/campaigns/Sceptre_of_Fire/scenarios/7_Outriding_'''of'''_Outriders.cfg<br />
<br />
Throughout the campaign, the capitalization of the Ruby of Fire and the Sceptre of Fire are confused. If Sceptre of Fire is capitalized, then "the Sceptre" should be too.<br />
<br />
In Scenario 8, "elvish" is incorrectly capitalized.<br />
"Thus Alanin escaped from his '''Elvish''' pursuers."<br />
<br />
In Scenario 2t, there is an "an" where there should be an "a":<br />
* "He gave us a magical stone, called the 'Ruby of Fire', and told us to make '''an''' sceptre out of it"<br />
<br />
In Scenario 3t, the "Eastern Mines" are capitalized once and not another time. Pick one:<br />
* "Fine, you all go to the eastern mines."<br />
* "Durstorn, send some miners along with us to the Eastern Mines"<br />
It's not capitalized twice in the next scenario, so go for no caps.<br />
<br />
In Scenario 5, dwarves shouldn't be capitalized<br />
* "Aha! I've spent years looking for you Dwarves"<br />
<br />
In Scenario 6, sceptre is misspelled<br />
* "if he wants his scepter intact he'd best send troops to meet us there."<br />
<br />
==Son of the Black Eye==<br />
Scenario 6, east is improperly capitalized:<br />
"When we realized that there was no way we could hold the humans off, we sent them '''East''' to a place near the Mourned Hills"<br />
<br />
Scenario 8: River should be capitalized. "A lot of hunters from the tribes used to hunt here and fish in the Bork '''river'''."<br />
<br />
Scenario 10: River should be capitalized. "The fortified bridge over the Bork '''river'''"<br />
<br />
Scenario 13: <br />
* Northern should not be capitalized. "the first snows of the long '''Northern''' winter began to fall."<br />
* river Bork should be Bork River. "the orcs sailed up the '''river Bork'''"<br />
<br />
Scenario 15: Whipping (or whooping) is misspelled. I think it should be whipping. "How about we warm ourselves up a bit by giving these traitors a good '''whopping''', boys?"<br />
<br />
==The Hammer of Thursagan==<br />
In Scenario 3, Strange Allies, the word "marsh" is typo-ed as "march".<br />
"Soon enough they came to the wilder '''march''' country, where raids by large bands of hostile orcs and men were all too common."<br />
<br />
In 1.7.-po-file, the new string <br />
"Kal-Kartha shall not fall!" should be <br />
"Kal Kartha shall not fall!"<br />
-> without the "-"<br />
<br />
==The Legend of Wesmere==<br />
In Scenario 1, "elves" is capitalized a couple of times when it shouldn't be.<br />
* Some changes were good. The Elves, awakened as from a long dream, began to increase in population. <br />
* This is the story of Kalenz, and of the Elves in the days of the humans in Wesnoth.<br />
It is like capitalizing "humans."<br />
<br />
==The Rise of Wesnoth==<br />
<br />
==The South Guard==<br />
<br />
''data/campaigns/The_South_Guard/scenarios/02_Proven_By_The_Sword.cfg:315''<br />
<br />
"Peace! for I am no enemy. -> "Peace! For I am no enemy.<br />
<br />
''trunk/data/campaigns/The_South_Guard/utils/sg_story.cfg''<br />
<br />
The '''B''' in Mal M'Brin is capitalized everywhere except in the epilogue.<br />
<br />
* "A great cry they let out as they stormed the encampment of Mal M'brin himself, and threw down the mighty wizard." <br />
* should be<br />
* "A great cry they let out as they stormed the encampment of Mal M''''B'''rin himself, and threw down the mighty wizard."<br />
<br />
Same error in scenario 5<br />
<br />
''data/campaigns/The_South_Guard/scenarios/05_Choice_In_The_Fog.cfg''<br />
side=4<br />
type=Lich<br />
id="Mal M''''b'''rin"<br />
name= _ "?"<br />
profile=portraits/mal-mbrin.png<br />
facing=sw<br />
<br />
==Two Brothers==<br />
In the preamble to scenario 2, the "Grey Woods" are referred to as the "Gray Woods". The former is correct since that's how it is spelled on the map.<br />
<br />
"The pursuit had already run for several days when the pursuers came to the bounds of the huge forest known as the '''Gray Woods'''. Ancient tales warned of lost souls haunting the wood, hunting and killing anyone brave enough to enter it."<br />
<br />
==Under the Burning Suns==<br />
in the Scenario 7 "Speaking with trolls" (or similar), I cannot recruit because I have no gold left - although it is intended that I may recruit any unit I want to take the sword of fire. crommy<br />
<br />
==Editor==<br />
<br />
==Tutorial==<br />
On the turn after you recruit the elves, if you attack the quintain with Konrad, Delfador will say "Your elf used a sword...". He should say nothing, or perhaps say something along the lines of "Try attacking the quintain with one of your elves."<br />
:It's supposed to say '''"You wouldn't do anything stupid like charging that quintain yourself again, now would you? Use the fighters you recruited first; they'll be a lot of help."''' according to the .po files. [[User:Polarina|Polarina]] 23:02, 4 April 2009 (UTC)<br />
<br />
''data/campaigns/tutorial/scenarios/2_Tutorial.cfg:28''<br />
<br />
"'''it''' will heal it 4 hitpoints per turn." -> "'''she''' will heal it 4 hitpoints per turn."<br />
<br />
==Manual==<br />
<br />
==Manpages==<br />
<br />
==1.8 Announcement==<br />
<br />
==Other (ingame help, ...)==<br />
<br />
From: An elf practiced at archery can hit targets that a man couldn't even see, even at night<br />
<br />
To: An elf practiced at archery even at night can hit targets that a man couldn't even see,<br />
<br />
==Translation code bugs==<br />
<br />
==Unofficial campaigns==<br />
<br />
===Invasion from the unknown===<br />
<br />
[[Category:Troubleshooting and Bugs]]</div>Stikonashttps://wiki.wesnoth.org/index.php?title=SpellingMistakes&diff=31345SpellingMistakes2009-07-21T17:42:29Z<p>Stikonas: /* Tutorial */</p>
<hr />
<div>This page is meant to be a list of mistakes in campaigns and other texts in the en_US development version of the game.<br />
<br />
==An Orcish Incursion==<br />
In the preamble to scenario 3, there is one verb in present tense. It should be past tense, like everything else.<br />
<br />
"The signs were obvious and unmistakable - tree stumps, an occasional half-rotten tree felled long ago, and dead wood around them in scarce grass. This had been forest once, like the woods they called home. It '''has''' been murdered."<br />
<br />
"It '''had''' been murdered."<br />
<br />
==Delfador's Memoirs==<br />
<br />
A human mage... is it dead? ''scenarios/08_ur_thorondor.cfg:261''<br />
<br />
''it->he''<br />
<br />
No! it's all over! ''utils/death:107''<br />
<br />
''it's -> It's''<br />
<br />
==Descent into Darkness==<br />
<br />
==Eastern Invasion==<br />
<br />
v 1.7.1 In Northern Outpost, scenario objectives window shows <small> tags in title. After several viewings, the objectives window shows no title.<br />
<br />
==Heir to the Throne==<br />
<br />
==Liberty==<br />
The first storyline phrases are:<br />
<br />
"In the Era of Turmoil, during the reign of King Garard II, the border towns of Delwyn and Dallben in the province of Annuvingrew increasingly dissatisfied with the King's rule. Being preoccupied with the great wars, the King was unable to send adequate forces to protect the frontier."<br />
<br />
but I think that "Being preoccupied with the great wars" should be substituted with "Being worried about the (upcoming?) great wars", since "preoccupied" is not so common in English.<br />
*''lotsofphil says:'' I disagree. I think there is nothing wrong with preoccupied.<br />
<br />
Scenario 6 is called "The Gray Woods." Gray should be spelled with an E since that is how it is on the map. So...<br />
* Changes in Scenario 5<br />
**next_scenario=the_gr'''e'''y_woods (line 4)<br />
**"Well, good thing I found you first. Now hurry, you must make it past the city into the Gr'''e'''y Woods.<br />
* Changes in Scenario 6<br />
** name = _ "The Gr'''e'''y Woods"<br />
** map_data="{campaigns/Liberty/maps/gray_woods.map}" (if you want)<br />
** "The defeat of the evil lich infesting the Gr'''e'''y Woods was a bittersweet victory. With Helicrom dead, "<br />
* Changes in Scenario 7<br />
** "Baldras and his men quickly left the Gr'''e'''y Woods, not entirely convinced of their safety even after eradicating the lich."<br />
**"As they marched, many men and women from the small hamlets peppering the area around Carcyn and the Gr'''e'''y Woods approached the group, "<br />
<br />
==Northern Rebirth==<br />
#. [message]: speaker=narrator<br />
#: data/campaigns/Northern_Rebirth/scenarios/13a_Showdown.cfg:721<br />
msgid ""<br />
"Ro'Arthian's brother, Ro'Sothian went south with another crew of trolls, "<br />
"ogres and mages. Tallin himself led the western group."<br />
<br />
In version 1.6 its Anita=Eryssa, who leads the southern forces, not Ro'Sothian.<br />
BTW: She got 100 gold only and was no big use, maybe I squandered it in the scenario before - there she started with 500 gold.<br />
<br />
"...as you command ...Master." -> "...as you command...Master." ''scenario/06b_Slave_of_the_Undead.cfg:27''<br />
<br />
==Sceptre of Fire==<br />
In Scenario 1, "elves" is incorrectly capitalized.<br />
<br />
"I was never among those who agreed to that treaty. Not all of us '''E'''lves are as low as Kalenz, or make deals with those who betrayed us."<br />
<br />
Scenario 7 is called "Outriding the Outriders" but the name of the file is<br />
trunk/data/campaigns/Sceptre_of_Fire/scenarios/7_Outriding_'''of'''_Outriders.cfg<br />
<br />
Throughout the campaign, the capitalization of the Ruby of Fire and the Sceptre of Fire are confused. If Sceptre of Fire is capitalized, then "the Sceptre" should be too.<br />
<br />
In Scenario 8, "elvish" is incorrectly capitalized.<br />
"Thus Alanin escaped from his '''Elvish''' pursuers."<br />
<br />
In Scenario 2t, there is an "an" where there should be an "a":<br />
* "He gave us a magical stone, called the 'Ruby of Fire', and told us to make '''an''' sceptre out of it"<br />
<br />
In Scenario 3t, the "Eastern Mines" are capitalized once and not another time. Pick one:<br />
* "Fine, you all go to the eastern mines."<br />
* "Durstorn, send some miners along with us to the Eastern Mines"<br />
It's not capitalized twice in the next scenario, so go for no caps.<br />
<br />
In Scenario 5, dwarves shouldn't be capitalized<br />
* "Aha! I've spent years looking for you Dwarves"<br />
<br />
In Scenario 6, sceptre is misspelled<br />
* "if he wants his scepter intact he'd best send troops to meet us there."<br />
<br />
==Son of the Black Eye==<br />
Scenario 6, east is improperly capitalized:<br />
"When we realized that there was no way we could hold the humans off, we sent them '''East''' to a place near the Mourned Hills"<br />
<br />
Scenario 8: River should be capitalized. "A lot of hunters from the tribes used to hunt here and fish in the Bork '''river'''."<br />
<br />
Scenario 10: River should be capitalized. "The fortified bridge over the Bork '''river'''"<br />
<br />
Scenario 13: <br />
* Northern should not be capitalized. "the first snows of the long '''Northern''' winter began to fall."<br />
* river Bork should be Bork River. "the orcs sailed up the '''river Bork'''"<br />
<br />
Scenario 15: Whipping (or whooping) is misspelled. I think it should be whipping. "How about we warm ourselves up a bit by giving these traitors a good '''whopping''', boys?"<br />
<br />
==The Hammer of Thursagan==<br />
In Scenario 3, Strange Allies, the word "marsh" is typo-ed as "march".<br />
<br />
"Soon enough they came to the wilder '''march''' country, where raids by large bands of hostile orcs and men were all too common."<br />
<br />
==The Legend of Wesmere==<br />
In Scenario 1, "elves" is capitalized a couple of times when it shouldn't be.<br />
* Some changes were good. The Elves, awakened as from a long dream, began to increase in population. <br />
* This is the story of Kalenz, and of the Elves in the days of the humans in Wesnoth.<br />
It is like capitalizing "humans."<br />
<br />
==The Rise of Wesnoth==<br />
<br />
==The South Guard==<br />
<br />
''data/campaigns/The_South_Guard/scenarios/02_Proven_By_The_Sword.cfg:315''<br />
<br />
"Peace! for I am no enemy. -> "Peace! For I am no enemy.<br />
<br />
''trunk/data/campaigns/The_South_Guard/utils/sg_story.cfg''<br />
<br />
The '''B''' in Mal M'Brin is capitalized everywhere except in the epilogue.<br />
<br />
* "A great cry they let out as they stormed the encampment of Mal M'brin himself, and threw down the mighty wizard." <br />
* should be<br />
* "A great cry they let out as they stormed the encampment of Mal M''''B'''rin himself, and threw down the mighty wizard."<br />
<br />
Same error in scenario 5<br />
<br />
''data/campaigns/The_South_Guard/scenarios/05_Choice_In_The_Fog.cfg''<br />
side=4<br />
type=Lich<br />
id="Mal M''''b'''rin"<br />
name= _ "?"<br />
profile=portraits/mal-mbrin.png<br />
facing=sw<br />
<br />
==Two Brothers==<br />
In the preamble to scenario 2, the "Grey Woods" are referred to as the "Gray Woods". The former is correct since that's how it is spelled on the map.<br />
<br />
"The pursuit had already run for several days when the pursuers came to the bounds of the huge forest known as the '''Gray Woods'''. Ancient tales warned of lost souls haunting the wood, hunting and killing anyone brave enough to enter it."<br />
<br />
==Under the Burning Suns==<br />
<br />
==Editor==<br />
<br />
==Tutorial==<br />
On the turn after you recruit the elves, if you attack the quintain with Konrad, Delfador will say "Your elf used a sword...". He should say nothing, or perhaps say something along the lines of "Try attacking the quintain with one of your elves."<br />
:It's supposed to say '''"You wouldn't do anything stupid like charging that quintain yourself again, now would you? Use the fighters you recruited first; they'll be a lot of help."''' according to the .po files. [[User:Polarina|Polarina]] 23:02, 4 April 2009 (UTC)<br />
<br />
''data/campaigns/tutorial/scenarios/2_Tutorial.cfg:28''<br />
<br />
"'''it''' will heal it 4 hitpoints per turn." -> "'''she''' will heal it 4 hitpoints per turn."<br />
<br />
==Manual==<br />
<br />
==Manpages==<br />
<br />
==1.8 Announcement==<br />
<br />
==Other (ingame help, ...)==<br />
In the Display tag of the Preferences dialog, the first line says, "Toggle Full Screen". That can be slightly confusing (or at least strange) because ''all'' of the options are toggles. It should just read, "Full Screen".<br />
: Actually, I think it should read "Show Full Screen" to remain consistent with the other check boxes. However, I do agree that the word "toggle" is not best suited here. —[[User:Ancestral|Ancestral]] 21:02, 8 July 2009 (UTC)<br />
<br />
From: An elf practiced at archery can hit targets that a man couldn't even see, even at night<br />
<br />
To: An elf practiced at archery even at night can hit targets that a man couldn't even see,<br />
<br />
==Translation code bugs==<br />
<br />
==Unofficial campaigns==<br />
<br />
===Invasion from the unknown===<br />
<br />
[[Category:Troubleshooting and Bugs]]</div>Stikonashttps://wiki.wesnoth.org/index.php?title=SpellingMistakes&diff=31340SpellingMistakes2009-07-21T14:11:17Z<p>Stikonas: /* Northern Rebirth */</p>
<hr />
<div>This page is meant to be a list of mistakes in campaigns and other texts in the en_US development version of the game.<br />
<br />
==An Orcish Incursion==<br />
In the preamble to scenario 3, there is one verb in present tense. It should be past tense, like everything else.<br />
<br />
"The signs were obvious and unmistakable - tree stumps, an occasional half-rotten tree felled long ago, and dead wood around them in scarce grass. This had been forest once, like the woods they called home. It '''has''' been murdered."<br />
<br />
"It '''had''' been murdered."<br />
<br />
==Delfador's Memoirs==<br />
<br />
A human mage... is it dead? ''scenarios/08_ur_thorondor.cfg:261''<br />
<br />
''it->he''<br />
<br />
No! it's all over! ''utils/death:107''<br />
<br />
''it's -> It's''<br />
<br />
==Descent into Darkness==<br />
<br />
==Eastern Invasion==<br />
<br />
v 1.7.1 In Northern Outpost, scenario objectives window shows <small> tags in title. After several viewings, the objectives window shows no title.<br />
<br />
==Heir to the Throne==<br />
<br />
==Liberty==<br />
The first storyline phrases are:<br />
<br />
"In the Era of Turmoil, during the reign of King Garard II, the border towns of Delwyn and Dallben in the province of Annuvingrew increasingly dissatisfied with the King's rule. Being preoccupied with the great wars, the King was unable to send adequate forces to protect the frontier."<br />
<br />
but I think that "Being preoccupied with the great wars" should be substituted with "Being worried about the (upcoming?) great wars", since "preoccupied" is not so common in English.<br />
*''lotsofphil says:'' I disagree. I think there is nothing wrong with preoccupied.<br />
<br />
Scenario 6 is called "The Gray Woods." Gray should be spelled with an E since that is how it is on the map. So...<br />
* Changes in Scenario 5<br />
**next_scenario=the_gr'''e'''y_woods (line 4)<br />
**"Well, good thing I found you first. Now hurry, you must make it past the city into the Gr'''e'''y Woods.<br />
* Changes in Scenario 6<br />
** name = _ "The Gr'''e'''y Woods"<br />
** map_data="{campaigns/Liberty/maps/gray_woods.map}" (if you want)<br />
** "The defeat of the evil lich infesting the Gr'''e'''y Woods was a bittersweet victory. With Helicrom dead, "<br />
* Changes in Scenario 7<br />
** "Baldras and his men quickly left the Gr'''e'''y Woods, not entirely convinced of their safety even after eradicating the lich."<br />
**"As they marched, many men and women from the small hamlets peppering the area around Carcyn and the Gr'''e'''y Woods approached the group, "<br />
<br />
==Northern Rebirth==<br />
#. [message]: speaker=narrator<br />
#: data/campaigns/Northern_Rebirth/scenarios/13a_Showdown.cfg:721<br />
msgid ""<br />
"Ro'Arthian's brother, Ro'Sothian went south with another crew of trolls, "<br />
"ogres and mages. Tallin himself led the western group."<br />
<br />
In version 1.6 its Anita=Eryssa, who leads the southern forces, not Ro'Sothian.<br />
BTW: She got 100 gold only and was no big use, maybe I squandered it in the scenario before - there she started with 500 gold.<br />
<br />
"...as you command ...Master." -> "...as you command...Master." ''scenario/06b_Slave_of_the_Undead.cfg:27''<br />
<br />
==Sceptre of Fire==<br />
In Scenario 1, "elves" is incorrectly capitalized.<br />
<br />
"I was never among those who agreed to that treaty. Not all of us '''E'''lves are as low as Kalenz, or make deals with those who betrayed us."<br />
<br />
Scenario 7 is called "Outriding the Outriders" but the name of the file is<br />
trunk/data/campaigns/Sceptre_of_Fire/scenarios/7_Outriding_'''of'''_Outriders.cfg<br />
<br />
Throughout the campaign, the capitalization of the Ruby of Fire and the Sceptre of Fire are confused. If Sceptre of Fire is capitalized, then "the Sceptre" should be too.<br />
<br />
In Scenario 8, "elvish" is incorrectly capitalized.<br />
"Thus Alanin escaped from his '''Elvish''' pursuers."<br />
<br />
In Scenario 2t, there is an "an" where there should be an "a":<br />
* "He gave us a magical stone, called the 'Ruby of Fire', and told us to make '''an''' sceptre out of it"<br />
<br />
In Scenario 3t, the "Eastern Mines" are capitalized once and not another time. Pick one:<br />
* "Fine, you all go to the eastern mines."<br />
* "Durstorn, send some miners along with us to the Eastern Mines"<br />
It's not capitalized twice in the next scenario, so go for no caps.<br />
<br />
In Scenario 5, dwarves shouldn't be capitalized<br />
* "Aha! I've spent years looking for you Dwarves"<br />
<br />
In Scenario 6, sceptre is misspelled<br />
* "if he wants his scepter intact he'd best send troops to meet us there."<br />
<br />
==Son of the Black Eye==<br />
Scenario 6, east is improperly capitalized:<br />
"When we realized that there was no way we could hold the humans off, we sent them '''East''' to a place near the Mourned Hills"<br />
<br />
Scenario 8: River should be capitalized. "A lot of hunters from the tribes used to hunt here and fish in the Bork '''river'''."<br />
<br />
Scenario 10: River should be capitalized. "The fortified bridge over the Bork '''river'''"<br />
<br />
Scenario 13: <br />
* Northern should not be capitalized. "the first snows of the long '''Northern''' winter began to fall."<br />
* river Bork should be Bork River. "the orcs sailed up the '''river Bork'''"<br />
<br />
Scenario 15: Whipping (or whooping) is misspelled. I think it should be whipping. "How about we warm ourselves up a bit by giving these traitors a good '''whopping''', boys?"<br />
<br />
==The Hammer of Thursagan==<br />
In Scenario 3, Strange Allies, the word "marsh" is typo-ed as "march".<br />
<br />
"Soon enough they came to the wilder '''march''' country, where raids by large bands of hostile orcs and men were all too common."<br />
<br />
==The Legend of Wesmere==<br />
In Scenario 1, "elves" is capitalized a couple of times when it shouldn't be.<br />
* Some changes were good. The Elves, awakened as from a long dream, began to increase in population. <br />
* This is the story of Kalenz, and of the Elves in the days of the humans in Wesnoth.<br />
It is like capitalizing "humans."<br />
<br />
==The Rise of Wesnoth==<br />
<br />
==The South Guard==<br />
<br />
''data/campaigns/The_South_Guard/scenarios/02_Proven_By_The_Sword.cfg:315''<br />
<br />
"Peace! for I am no enemy. -> "Peace! For I am no enemy.<br />
<br />
''trunk/data/campaigns/The_South_Guard/utils/sg_story.cfg''<br />
<br />
The '''B''' in Mal M'Brin is capitalized everywhere except in the epilogue.<br />
<br />
* "A great cry they let out as they stormed the encampment of Mal M'brin himself, and threw down the mighty wizard." <br />
* should be<br />
* "A great cry they let out as they stormed the encampment of Mal M''''B'''rin himself, and threw down the mighty wizard."<br />
<br />
Same error in scenario 5<br />
<br />
''data/campaigns/The_South_Guard/scenarios/05_Choice_In_The_Fog.cfg''<br />
side=4<br />
type=Lich<br />
id="Mal M''''b'''rin"<br />
name= _ "?"<br />
profile=portraits/mal-mbrin.png<br />
facing=sw<br />
<br />
==Two Brothers==<br />
In the preamble to scenario 2, the "Grey Woods" are referred to as the "Gray Woods". The former is correct since that's how it is spelled on the map.<br />
<br />
"The pursuit had already run for several days when the pursuers came to the bounds of the huge forest known as the '''Gray Woods'''. Ancient tales warned of lost souls haunting the wood, hunting and killing anyone brave enough to enter it."<br />
<br />
==Under the Burning Suns==<br />
<br />
==Editor==<br />
<br />
==Tutorial==<br />
On the turn after you recruit the elves, if you attack the quintain with Konrad, Delfador will say "Your elf used a sword...". He should say nothing, or perhaps say something along the lines of "Try attacking the quintain with one of your elves."<br />
:It's supposed to say '''"You wouldn't do anything stupid like charging that quintain yourself again, now would you? Use the fighters you recruited first; they'll be a lot of help."''' according to the .po files. [[User:Polarina|Polarina]] 23:02, 4 April 2009 (UTC)<br />
<br />
==Manual==<br />
<br />
==Manpages==<br />
<br />
==1.8 Announcement==<br />
<br />
==Other (ingame help, ...)==<br />
In the Display tag of the Preferences dialog, the first line says, "Toggle Full Screen". That can be slightly confusing (or at least strange) because ''all'' of the options are toggles. It should just read, "Full Screen".<br />
: Actually, I think it should read "Show Full Screen" to remain consistent with the other check boxes. However, I do agree that the word "toggle" is not best suited here. —[[User:Ancestral|Ancestral]] 21:02, 8 July 2009 (UTC)<br />
<br />
From: An elf practiced at archery can hit targets that a man couldn't even see, even at night<br />
<br />
To: An elf practiced at archery even at night can hit targets that a man couldn't even see,<br />
<br />
==Translation code bugs==<br />
<br />
==Unofficial campaigns==<br />
<br />
===Invasion from the unknown===<br />
<br />
[[Category:Troubleshooting and Bugs]]</div>Stikonashttps://wiki.wesnoth.org/index.php?title=SpellingMistakes&diff=31336SpellingMistakes2009-07-21T12:11:33Z<p>Stikonas: /* Delfador's Memoirs */</p>
<hr />
<div>This page is meant to be a list of mistakes in campaigns and other texts in the en_US development version of the game.<br />
<br />
==An Orcish Incursion==<br />
In the preamble to scenario 3, there is one verb in present tense. It should be past tense, like everything else.<br />
<br />
"The signs were obvious and unmistakable - tree stumps, an occasional half-rotten tree felled long ago, and dead wood around them in scarce grass. This had been forest once, like the woods they called home. It '''has''' been murdered."<br />
<br />
"It '''had''' been murdered."<br />
<br />
==Delfador's Memoirs==<br />
<br />
A human mage... is it dead? ''scenarios/08_ur_thorondor.cfg:261''<br />
<br />
''it->he''<br />
<br />
No! it's all over! ''utils/death:107''<br />
<br />
''it's -> It's''<br />
<br />
==Descent into Darkness==<br />
<br />
==Eastern Invasion==<br />
<br />
v 1.7.1 In Northern Outpost, scenario objectives window shows <small> tags in title. After several viewings, the objectives window shows no title.<br />
<br />
==Heir to the Throne==<br />
<br />
==Liberty==<br />
The first storyline phrases are:<br />
<br />
"In the Era of Turmoil, during the reign of King Garard II, the border towns of Delwyn and Dallben in the province of Annuvingrew increasingly dissatisfied with the King's rule. Being preoccupied with the great wars, the King was unable to send adequate forces to protect the frontier."<br />
<br />
but I think that "Being preoccupied with the great wars" should be substituted with "Being worried about the (upcoming?) great wars", since "preoccupied" is not so common in English.<br />
*''lotsofphil says:'' I disagree. I think there is nothing wrong with preoccupied.<br />
<br />
Scenario 6 is called "The Gray Woods." Gray should be spelled with an E since that is how it is on the map. So...<br />
* Changes in Scenario 5<br />
**next_scenario=the_gr'''e'''y_woods (line 4)<br />
**"Well, good thing I found you first. Now hurry, you must make it past the city into the Gr'''e'''y Woods.<br />
* Changes in Scenario 6<br />
** name = _ "The Gr'''e'''y Woods"<br />
** map_data="{campaigns/Liberty/maps/gray_woods.map}" (if you want)<br />
** "The defeat of the evil lich infesting the Gr'''e'''y Woods was a bittersweet victory. With Helicrom dead, "<br />
* Changes in Scenario 7<br />
** "Baldras and his men quickly left the Gr'''e'''y Woods, not entirely convinced of their safety even after eradicating the lich."<br />
**"As they marched, many men and women from the small hamlets peppering the area around Carcyn and the Gr'''e'''y Woods approached the group, "<br />
<br />
==Northern Rebirth==<br />
#. [message]: speaker=narrator<br />
#: data/campaigns/Northern_Rebirth/scenarios/13a_Showdown.cfg:721<br />
msgid ""<br />
"Ro'Arthian's brother, Ro'Sothian went south with another crew of trolls, "<br />
"ogres and mages. Tallin himself led the western group."<br />
<br />
In version 1.6 its Anita=Eryssa, who leads the southern forces, not Ro'Sothian.<br />
BTW: She got 100 gold only and was no big use, maybe I squandered it in the scenario before - there she started with 500 gold.<br />
<br />
==Sceptre of Fire==<br />
In Scenario 1, "elves" is incorrectly capitalized.<br />
<br />
"I was never among those who agreed to that treaty. Not all of us '''E'''lves are as low as Kalenz, or make deals with those who betrayed us."<br />
<br />
Scenario 7 is called "Outriding the Outriders" but the name of the file is<br />
trunk/data/campaigns/Sceptre_of_Fire/scenarios/7_Outriding_'''of'''_Outriders.cfg<br />
<br />
Throughout the campaign, the capitalization of the Ruby of Fire and the Sceptre of Fire are confused. If Sceptre of Fire is capitalized, then "the Sceptre" should be too.<br />
<br />
In Scenario 8, "elvish" is incorrectly capitalized.<br />
"Thus Alanin escaped from his '''Elvish''' pursuers."<br />
<br />
In Scenario 2t, there is an "an" where there should be an "a":<br />
* "He gave us a magical stone, called the 'Ruby of Fire', and told us to make '''an''' sceptre out of it"<br />
<br />
In Scenario 3t, the "Eastern Mines" are capitalized once and not another time. Pick one:<br />
* "Fine, you all go to the eastern mines."<br />
* "Durstorn, send some miners along with us to the Eastern Mines"<br />
It's not capitalized twice in the next scenario, so go for no caps.<br />
<br />
In Scenario 5, dwarves shouldn't be capitalized<br />
* "Aha! I've spent years looking for you Dwarves"<br />
<br />
In Scenario 6, sceptre is misspelled<br />
* "if he wants his scepter intact he'd best send troops to meet us there."<br />
<br />
==Son of the Black Eye==<br />
Scenario 6, east is improperly capitalized:<br />
"When we realized that there was no way we could hold the humans off, we sent them '''East''' to a place near the Mourned Hills"<br />
<br />
Scenario 8: River should be capitalized. "A lot of hunters from the tribes used to hunt here and fish in the Bork '''river'''."<br />
<br />
Scenario 10: River should be capitalized. "The fortified bridge over the Bork '''river'''"<br />
<br />
Scenario 13: <br />
* Northern should not be capitalized. "the first snows of the long '''Northern''' winter began to fall."<br />
* river Bork should be Bork River. "the orcs sailed up the '''river Bork'''"<br />
<br />
Scenario 15: Whipping (or whooping) is misspelled. I think it should be whipping. "How about we warm ourselves up a bit by giving these traitors a good '''whopping''', boys?"<br />
<br />
==The Hammer of Thursagan==<br />
In Scenario 3, Strange Allies, the word "marsh" is typo-ed as "march".<br />
<br />
"Soon enough they came to the wilder '''march''' country, where raids by large bands of hostile orcs and men were all too common."<br />
<br />
==The Legend of Wesmere==<br />
In Scenario 1, "elves" is capitalized a couple of times when it shouldn't be.<br />
* Some changes were good. The Elves, awakened as from a long dream, began to increase in population. <br />
* This is the story of Kalenz, and of the Elves in the days of the humans in Wesnoth.<br />
It is like capitalizing "humans."<br />
<br />
==The Rise of Wesnoth==<br />
<br />
==The South Guard==<br />
<br />
''data/campaigns/The_South_Guard/scenarios/02_Proven_By_The_Sword.cfg:315''<br />
<br />
"Peace! for I am no enemy. -> "Peace! For I am no enemy.<br />
<br />
''trunk/data/campaigns/The_South_Guard/utils/sg_story.cfg''<br />
<br />
The '''B''' in Mal M'Brin is capitalized everywhere except in the epilogue.<br />
<br />
* "A great cry they let out as they stormed the encampment of Mal M'brin himself, and threw down the mighty wizard." <br />
* should be<br />
* "A great cry they let out as they stormed the encampment of Mal M''''B'''rin himself, and threw down the mighty wizard."<br />
<br />
Same error in scenario 5<br />
<br />
''data/campaigns/The_South_Guard/scenarios/05_Choice_In_The_Fog.cfg''<br />
side=4<br />
type=Lich<br />
id="Mal M''''b'''rin"<br />
name= _ "?"<br />
profile=portraits/mal-mbrin.png<br />
facing=sw<br />
<br />
==Two Brothers==<br />
In the preamble to scenario 2, the "Grey Woods" are referred to as the "Gray Woods". The former is correct since that's how it is spelled on the map.<br />
<br />
"The pursuit had already run for several days when the pursuers came to the bounds of the huge forest known as the '''Gray Woods'''. Ancient tales warned of lost souls haunting the wood, hunting and killing anyone brave enough to enter it."<br />
<br />
==Under the Burning Suns==<br />
<br />
==Editor==<br />
<br />
==Tutorial==<br />
On the turn after you recruit the elves, if you attack the quintain with Konrad, Delfador will say "Your elf used a sword...". He should say nothing, or perhaps say something along the lines of "Try attacking the quintain with one of your elves."<br />
:It's supposed to say '''"You wouldn't do anything stupid like charging that quintain yourself again, now would you? Use the fighters you recruited first; they'll be a lot of help."''' according to the .po files. [[User:Polarina|Polarina]] 23:02, 4 April 2009 (UTC)<br />
<br />
==Manual==<br />
<br />
==Manpages==<br />
<br />
==1.8 Announcement==<br />
<br />
==Other (ingame help, ...)==<br />
In the Display tag of the Preferences dialog, the first line says, "Toggle Full Screen". That can be slightly confusing (or at least strange) because ''all'' of the options are toggles. It should just read, "Full Screen".<br />
: Actually, I think it should read "Show Full Screen" to remain consistent with the other check boxes. However, I do agree that the word "toggle" is not best suited here. —[[User:Ancestral|Ancestral]] 21:02, 8 July 2009 (UTC)<br />
<br />
From: An elf practiced at archery can hit targets that a man couldn't even see, even at night<br />
<br />
To: An elf practiced at archery even at night can hit targets that a man couldn't even see,<br />
<br />
==Translation code bugs==<br />
<br />
==Unofficial campaigns==<br />
<br />
===Invasion from the unknown===<br />
<br />
[[Category:Troubleshooting and Bugs]]</div>Stikonashttps://wiki.wesnoth.org/index.php?title=SpellingMistakes&diff=31335SpellingMistakes2009-07-21T12:10:08Z<p>Stikonas: /* Delfador's Memoirs */</p>
<hr />
<div>This page is meant to be a list of mistakes in campaigns and other texts in the en_US development version of the game.<br />
<br />
==An Orcish Incursion==<br />
In the preamble to scenario 3, there is one verb in present tense. It should be past tense, like everything else.<br />
<br />
"The signs were obvious and unmistakable - tree stumps, an occasional half-rotten tree felled long ago, and dead wood around them in scarce grass. This had been forest once, like the woods they called home. It '''has''' been murdered."<br />
<br />
"It '''had''' been murdered."<br />
<br />
==Delfador's Memoirs==<br />
<br />
A human mage... is it dead?<br />
<br />
''it->he''<br />
<br />
No! it's all over!<br />
<br />
''it's -> It's''<br />
<br />
==Descent into Darkness==<br />
<br />
==Eastern Invasion==<br />
<br />
v 1.7.1 In Northern Outpost, scenario objectives window shows <small> tags in title. After several viewings, the objectives window shows no title.<br />
<br />
==Heir to the Throne==<br />
<br />
==Liberty==<br />
The first storyline phrases are:<br />
<br />
"In the Era of Turmoil, during the reign of King Garard II, the border towns of Delwyn and Dallben in the province of Annuvingrew increasingly dissatisfied with the King's rule. Being preoccupied with the great wars, the King was unable to send adequate forces to protect the frontier."<br />
<br />
but I think that "Being preoccupied with the great wars" should be substituted with "Being worried about the (upcoming?) great wars", since "preoccupied" is not so common in English.<br />
*''lotsofphil says:'' I disagree. I think there is nothing wrong with preoccupied.<br />
<br />
Scenario 6 is called "The Gray Woods." Gray should be spelled with an E since that is how it is on the map. So...<br />
* Changes in Scenario 5<br />
**next_scenario=the_gr'''e'''y_woods (line 4)<br />
**"Well, good thing I found you first. Now hurry, you must make it past the city into the Gr'''e'''y Woods.<br />
* Changes in Scenario 6<br />
** name = _ "The Gr'''e'''y Woods"<br />
** map_data="{campaigns/Liberty/maps/gray_woods.map}" (if you want)<br />
** "The defeat of the evil lich infesting the Gr'''e'''y Woods was a bittersweet victory. With Helicrom dead, "<br />
* Changes in Scenario 7<br />
** "Baldras and his men quickly left the Gr'''e'''y Woods, not entirely convinced of their safety even after eradicating the lich."<br />
**"As they marched, many men and women from the small hamlets peppering the area around Carcyn and the Gr'''e'''y Woods approached the group, "<br />
<br />
==Northern Rebirth==<br />
#. [message]: speaker=narrator<br />
#: data/campaigns/Northern_Rebirth/scenarios/13a_Showdown.cfg:721<br />
msgid ""<br />
"Ro'Arthian's brother, Ro'Sothian went south with another crew of trolls, "<br />
"ogres and mages. Tallin himself led the western group."<br />
<br />
In version 1.6 its Anita=Eryssa, who leads the southern forces, not Ro'Sothian.<br />
BTW: She got 100 gold only and was no big use, maybe I squandered it in the scenario before - there she started with 500 gold.<br />
<br />
==Sceptre of Fire==<br />
In Scenario 1, "elves" is incorrectly capitalized.<br />
<br />
"I was never among those who agreed to that treaty. Not all of us '''E'''lves are as low as Kalenz, or make deals with those who betrayed us."<br />
<br />
Scenario 7 is called "Outriding the Outriders" but the name of the file is<br />
trunk/data/campaigns/Sceptre_of_Fire/scenarios/7_Outriding_'''of'''_Outriders.cfg<br />
<br />
Throughout the campaign, the capitalization of the Ruby of Fire and the Sceptre of Fire are confused. If Sceptre of Fire is capitalized, then "the Sceptre" should be too.<br />
<br />
In Scenario 8, "elvish" is incorrectly capitalized.<br />
"Thus Alanin escaped from his '''Elvish''' pursuers."<br />
<br />
In Scenario 2t, there is an "an" where there should be an "a":<br />
* "He gave us a magical stone, called the 'Ruby of Fire', and told us to make '''an''' sceptre out of it"<br />
<br />
In Scenario 3t, the "Eastern Mines" are capitalized once and not another time. Pick one:<br />
* "Fine, you all go to the eastern mines."<br />
* "Durstorn, send some miners along with us to the Eastern Mines"<br />
It's not capitalized twice in the next scenario, so go for no caps.<br />
<br />
In Scenario 5, dwarves shouldn't be capitalized<br />
* "Aha! I've spent years looking for you Dwarves"<br />
<br />
In Scenario 6, sceptre is misspelled<br />
* "if he wants his scepter intact he'd best send troops to meet us there."<br />
<br />
==Son of the Black Eye==<br />
Scenario 6, east is improperly capitalized:<br />
"When we realized that there was no way we could hold the humans off, we sent them '''East''' to a place near the Mourned Hills"<br />
<br />
Scenario 8: River should be capitalized. "A lot of hunters from the tribes used to hunt here and fish in the Bork '''river'''."<br />
<br />
Scenario 10: River should be capitalized. "The fortified bridge over the Bork '''river'''"<br />
<br />
Scenario 13: <br />
* Northern should not be capitalized. "the first snows of the long '''Northern''' winter began to fall."<br />
* river Bork should be Bork River. "the orcs sailed up the '''river Bork'''"<br />
<br />
Scenario 15: Whipping (or whooping) is misspelled. I think it should be whipping. "How about we warm ourselves up a bit by giving these traitors a good '''whopping''', boys?"<br />
<br />
==The Hammer of Thursagan==<br />
In Scenario 3, Strange Allies, the word "marsh" is typo-ed as "march".<br />
<br />
"Soon enough they came to the wilder '''march''' country, where raids by large bands of hostile orcs and men were all too common."<br />
<br />
==The Legend of Wesmere==<br />
In Scenario 1, "elves" is capitalized a couple of times when it shouldn't be.<br />
* Some changes were good. The Elves, awakened as from a long dream, began to increase in population. <br />
* This is the story of Kalenz, and of the Elves in the days of the humans in Wesnoth.<br />
It is like capitalizing "humans."<br />
<br />
==The Rise of Wesnoth==<br />
<br />
==The South Guard==<br />
<br />
''data/campaigns/The_South_Guard/scenarios/02_Proven_By_The_Sword.cfg:315''<br />
<br />
"Peace! for I am no enemy. -> "Peace! For I am no enemy.<br />
<br />
''trunk/data/campaigns/The_South_Guard/utils/sg_story.cfg''<br />
<br />
The '''B''' in Mal M'Brin is capitalized everywhere except in the epilogue.<br />
<br />
* "A great cry they let out as they stormed the encampment of Mal M'brin himself, and threw down the mighty wizard." <br />
* should be<br />
* "A great cry they let out as they stormed the encampment of Mal M''''B'''rin himself, and threw down the mighty wizard."<br />
<br />
Same error in scenario 5<br />
<br />
''data/campaigns/The_South_Guard/scenarios/05_Choice_In_The_Fog.cfg''<br />
side=4<br />
type=Lich<br />
id="Mal M''''b'''rin"<br />
name= _ "?"<br />
profile=portraits/mal-mbrin.png<br />
facing=sw<br />
<br />
==Two Brothers==<br />
In the preamble to scenario 2, the "Grey Woods" are referred to as the "Gray Woods". The former is correct since that's how it is spelled on the map.<br />
<br />
"The pursuit had already run for several days when the pursuers came to the bounds of the huge forest known as the '''Gray Woods'''. Ancient tales warned of lost souls haunting the wood, hunting and killing anyone brave enough to enter it."<br />
<br />
==Under the Burning Suns==<br />
<br />
==Editor==<br />
<br />
==Tutorial==<br />
On the turn after you recruit the elves, if you attack the quintain with Konrad, Delfador will say "Your elf used a sword...". He should say nothing, or perhaps say something along the lines of "Try attacking the quintain with one of your elves."<br />
:It's supposed to say '''"You wouldn't do anything stupid like charging that quintain yourself again, now would you? Use the fighters you recruited first; they'll be a lot of help."''' according to the .po files. [[User:Polarina|Polarina]] 23:02, 4 April 2009 (UTC)<br />
<br />
==Manual==<br />
<br />
==Manpages==<br />
<br />
==1.8 Announcement==<br />
<br />
==Other (ingame help, ...)==<br />
In the Display tag of the Preferences dialog, the first line says, "Toggle Full Screen". That can be slightly confusing (or at least strange) because ''all'' of the options are toggles. It should just read, "Full Screen".<br />
: Actually, I think it should read "Show Full Screen" to remain consistent with the other check boxes. However, I do agree that the word "toggle" is not best suited here. —[[User:Ancestral|Ancestral]] 21:02, 8 July 2009 (UTC)<br />
<br />
From: An elf practiced at archery can hit targets that a man couldn't even see, even at night<br />
<br />
To: An elf practiced at archery even at night can hit targets that a man couldn't even see,<br />
<br />
==Translation code bugs==<br />
<br />
==Unofficial campaigns==<br />
<br />
===Invasion from the unknown===<br />
<br />
[[Category:Troubleshooting and Bugs]]</div>Stikonashttps://wiki.wesnoth.org/index.php?title=GettextForTranslators&diff=31330GettextForTranslators2009-07-20T15:05:54Z<p>Stikonas: /* FAQ */ add msgattrib tip to wrap .po files</p>
<hr />
<div>== Gettext for translators ==<br />
<br />
Wesnoth translation is now divided into several text-domains:<br />
* wesnoth<br />
* wesnoth-editor<br />
* wesnoth-lib (contains strings shared by game and editor)<br />
* plus one text-domain for each campaign. The names of these text-domains are constructed from the word wesnoth and the common abbreviation of the campaign (wesnoth-ei, wesnoth-httt, wesnoth-trow, wesnoth-tb, wesnoth-tsg and wesnoth-utbs).<br />
<br />
We will use the Swedish (sv) language and the ''wesnoth'' domain as an example in this page.<br />
There are three important files for each text-domain:<br />
* ''wesnoth/wesnoth.pot'' file, which contains all the strings used in the main game (neither editor, nor campaign strings). You can see how a ''.pot'' file looks like in SVN : [http://svn.gna.org/viewcvs/wesnoth/trunk/po/wesnoth/wesnoth.pot?view=markup Current SVN version].<br />
* ''wesnoth/sv.po'', the file containing the translation, you can see how a ''.po'' file looks like in SVN: [http://svn.gna.org/viewcvs/wesnoth/trunk/po/wesnoth/sv.po?view=markup Current SVN version].<br />
* ''{translations_dir}/sv/LC_MESSAGES/wesnoth.gmo'', which is a binary version of <lang>.po that the game will use for efficiency reasons. This is not found in cvs, but is created during compilation of the game.<br />
<br />
The first of these files, we update every once in a while, when there is new or modified text,<br />
for instance when a new campaign scenario hits the SVN.<br />
<br />
Then, ''msgmerge'' is used to merge this new "state of the game strings" with your current translations, and generate a new, up-to-date, ''sv.po''.<br />
<br />
Then, a tool called ''msgfmt'' is called, which generates a new ''wesnoth.gmo'' file from your ''wesnoth.po'' file, which will be used by the game once installed.<br />
<br />
"make -C po update-po" does these three steps in one pass.<br />
<br />
That was for the "Big Picture".<br />
But you really just need to be concerned with the po file:<br />
translating new strings, checking "fuzzy" entries.<br />
We can handle the administrative tasks of updating etc.<br />
You really don't need to bother with any of these commands, unless you want to compile gmo files to check in-game.<br />
<br />
Ivanovic is now responsible for integrating translations into Wesnoth, with the help of Torangan and ott.<br />
You should contact Ivanovic (crazy-ivanovic AT gmx DOT net), and he'll put them in the game.<br />
<br />
When sending po files to a maintainer to be included in SVN, please create a zip or tar.gz/bz2 archive that you attach, rather than cutting and pasting the translations into an email. The translated strings are<br />
very sensitive to formatting and the archive will also help distinguish which file is which when sending more than one po file.<br />
<br />
== FAQ ==<br />
* What's a fuzzy string?<br />
** It's a string calling for translator revision. For example, if an English string gets a small change and you run the ''msgmerge'' program, it will mark the translation of that string fuzzy. When we switched to gettext we marked all translations as fuzzy as lots of them were outdated.<br />
* What are "Plural-forms"?<br />
** Some languages have different word forms for different numbers of things (for example in English we have "1 thing" but "2 thing'''s'''"). The rules are different for different languages. You can find them [http://translate.sourceforge.net/wiki/l10n/pluralforms here].<br />
* My language needs a different font to get displayed correctly.<br />
** Wesnoth uses several different fonts, and the number is likely to grow with the support for new alphabets/writing systems. Right now we are using DejaVuSans (Roman and Cyrillic), FreeSans (Greek), sazanami-gothic (Japanese) and gkai00mp (Chinese). In the wesnoth/sv.po you will find a string containing the currently used fonts. By changing the order of fonts listed, you choose which font is preferred for your translations. A language using Greek letters would for instance translate that string with:<br />
msgid "DejaVuSans.ttf,FreeSans.ttf,sazanami-gothic.ttf,gkai00mp.ttf"<br />
msgstr "FreeSans.ttf,DejaVuSans.ttf,sazanami-gothic.ttf,gkai00mp.ttf"<br />
Note that if a certain letter/glyph is not found in the first font listed, the second font will be scanned for it and so on.<br />
* What should I do to insert a newline in a string?<br />
** If you want to insert a newline in a string you need to include the pair of characters "". You can use normal newlines as you wish as they don't affect the translation.<br />
* How do I use ' within a single-quote delimited string when translating text= in help screen texts?<br />
** Add a backslash before it.<br />
* What should I do with strings like "Prefs section^General"?<br />
** There are ambiguous strings which should be translated in a different way depending on where they appear. For example, we have "General" in the preferences as "General preferences" and we can also have "a General". These strings can have different translations for a given language, so we use "context" to solve this. The prefix only tries to give a hint about the string, and should be not translated, for example:<br />
msgid "Prefs section^General"<br />
msgstr "General"<br />
* Who can I ask for further information?<br />
** You can ask Ivanovic, Torangan, ott, Yann or Isaac in IRC (irc.freenode.net, #wesnoth or #wesnoth-dev).<br />
If you don't like IRC, send a mail to crazy-ivanovic AT gmx DOT net, or pm him (ivanovic) at the forum.<br />
* How do I quickly test PO file changes?<br />
** When you modify a PO file, run "make update-gmo" in the main po directory to create a new MO file, then run "make install" there to install the new MO file.<br />
** Then force cache rebuild. This is tricky -- if you only update MO files, the game may use a cached (i.e., old) version letting you wonder why it still displays the old translation. Either change game.cfg modification time, e.g. with "touch /usr/local/share/wesnoth/game.cfg", or delete the corresponding cache[s] in ~/.wesnoth/cache.<br />
* The .po file in SVN has changed, how do I move over the translations I've made?<br />
** If your file with additional translations is called old.po and the new file from SVN is called svn.po, create a new file called new.po by doing<br />
<br />
msgmerge -o new.po old.po svn.po<br />
<br />
The new file new.po will keep your translations from old.po as well as the new strings from svn.po, but check the result -- some translations will not be possible to move across if the original strings changed, these are kept as comments at the end of the file.<br />
<br />
* How to generate man files from wesnoth-man(current 1.3 trunk) .po files?<br />
To create "real" manpages out of the po files you have to install a prog<br />
named "po4a" and run make update-po4a inside the maindir before running<br />
make and make install. They are not automatically created out of po<br />
files. With that command the files will be created and afterwards installed.<br />
<br />
Note: At least 80% of the .po file must be translated for the creation of a man file<br />
<br />
*Why ''svn diff'' is so huge? I have only made a small change to the .po file with poedit.<br />
**When saving .po file poedit unwraps all strings. Usually, all .po files are wrapped at 80 characters so if you want smaller diffs and less merge conflicts you can execute the following commands each time after editing with poedit:<br />
<br />
msgattrib file.po > file.po1<br />
mv file.po1 file.po<br />
<br />
== Tools ==<br />
<br />
There are several tools to work with .po files:<br />
* [http://userbase.kde.org/Lokalize Lokalize] (Unix KDE, intended to replace KBabel)<br />
* [http://i18n.kde.org/tools/kbabel/ KBabel] (Unix KDE)<br />
* [http://gtranslator.sourceforge.net/ GTranslator] (Unix Gnome)<br />
* [http://www.poedit.net/ poEdit] (Multiplatform)<br />
* [http://www.gnu.org/software/emacs/emacs.html Emacs with po-mode] (Multiplatform)<br />
* [http://www.vim.org/ Vim] with [http://www.vim.org/scripts/script.php?script_id=695 PO plug-in] (Multiplatform)<br />
<br />
Of course, you can edit po files with any UTF-8 capable text editor, but the tools listed above have great advantages over any text editor regarding .po translation, like going to next fuzzy/untranslated string, searching only in specific fields (msgid, msgstr, comment), ...<br />
<br />
== See Also ==<br />
<br />
* [[WesnothTranslations]]<br />
* [[WesnothTranslationsHowTo]]<br />
* [[GettextForWesnothDevelopers]]<br />
* [http://gettext.wesnoth.org/ Translation statistics]<br />
<br />
[[Category:Translations]]</div>Stikonashttps://wiki.wesnoth.org/index.php?title=SpellingMistakes&diff=31306SpellingMistakes2009-07-19T07:44:44Z<p>Stikonas: /* Other (ingame help, ...) */</p>
<hr />
<div>This page is meant to be a list of mistakes in campaigns and other texts in the en_US development version of the game.<br />
<br />
==An Orcish Incursion==<br />
In the preamble to scenario 3, there is one verb in present tense. It should be past tense, like everything else.<br />
<br />
"The signs were obvious and unmistakable - tree stumps, an occasional half-rotten tree felled long ago, and dead wood around them in scarce grass. This had been forest once, like the woods they called home. It '''has''' been murdered."<br />
<br />
"It '''had''' been murdered."<br />
<br />
==Delfador's Memoirs==<br />
<br />
A human mage... is it dead?<br />
<br />
''it->he''<br />
<br />
==Descent into Darkness==<br />
<br />
==Eastern Invasion==<br />
<br />
v 1.7.1 In Northern Outpost, scenario objectives window shows <small> tags in title. After several viewings, the objectives window shows no title.<br />
<br />
==Heir to the Throne==<br />
<br />
==Liberty==<br />
The first storyline phrases are:<br />
<br />
"In the Era of Turmoil, during the reign of King Garard II, the border towns of Delwyn and Dallben in the province of Annuvingrew increasingly dissatisfied with the King's rule. Being preoccupied with the great wars, the King was unable to send adequate forces to protect the frontier."<br />
<br />
but I think that "Being preoccupied with the great wars" should be substituted with "Being worried about the (upcoming?) great wars", since "preoccupied" is not so common in English.<br />
*''lotsofphil says:'' I disagree. I think there is nothing wrong with preoccupied.<br />
<br />
Scenario 6 is called "The Gray Woods." Gray should be spelled with an E since that is how it is on the map. So...<br />
* Changes in Scenario 5<br />
**next_scenario=the_gr'''e'''y_woods (line 4)<br />
**"Well, good thing I found you first. Now hurry, you must make it past the city into the Gr'''e'''y Woods.<br />
* Changes in Scenario 6<br />
** name = _ "The Gr'''e'''y Woods"<br />
** map_data="{campaigns/Liberty/maps/gray_woods.map}" (if you want)<br />
** "The defeat of the evil lich infesting the Gr'''e'''y Woods was a bittersweet victory. With Helicrom dead, "<br />
* Changes in Scenario 7<br />
** "Baldras and his men quickly left the Gr'''e'''y Woods, not entirely convinced of their safety even after eradicating the lich."<br />
**"As they marched, many men and women from the small hamlets peppering the area around Carcyn and the Gr'''e'''y Woods approached the group, "<br />
<br />
==Northern Rebirth==<br />
#. [message]: speaker=narrator<br />
#: data/campaigns/Northern_Rebirth/scenarios/13a_Showdown.cfg:721<br />
msgid ""<br />
"Ro'Arthian's brother, Ro'Sothian went south with another crew of trolls, "<br />
"ogres and mages. Tallin himself led the western group."<br />
<br />
In version 1.6 its Anita=Eryssa, who leads the southern forces, not Ro'Sothian.<br />
BTW: She got 100 gold only and was no big use, maybe I squandered it in the scenario before - there she started with 500 gold.<br />
<br />
==Sceptre of Fire==<br />
In Scenario 1, "elves" is incorrectly capitalized.<br />
<br />
"I was never among those who agreed to that treaty. Not all of us '''E'''lves are as low as Kalenz, or make deals with those who betrayed us."<br />
<br />
Scenario 7 is called "Outriding the Outriders" but the name of the file is<br />
trunk/data/campaigns/Sceptre_of_Fire/scenarios/7_Outriding_'''of'''_Outriders.cfg<br />
<br />
Throughout the campaign, the capitalization of the Ruby of Fire and the Sceptre of Fire are confused. If Sceptre of Fire is capitalized, then "the Sceptre" should be too.<br />
<br />
In Scenario 8, "elvish" is incorrectly capitalized.<br />
"Thus Alanin escaped from his '''Elvish''' pursuers."<br />
<br />
In Scenario 2t, there is an "an" where there should be an "a":<br />
* "He gave us a magical stone, called the 'Ruby of Fire', and told us to make '''an''' sceptre out of it"<br />
<br />
In Scenario 3t, the "Eastern Mines" are capitalized once and not another time. Pick one:<br />
* "Fine, you all go to the eastern mines."<br />
* "Durstorn, send some miners along with us to the Eastern Mines"<br />
It's not capitalized twice in the next scenario, so go for no caps.<br />
<br />
In Scenario 5, dwarves shouldn't be capitalized<br />
* "Aha! I've spent years looking for you Dwarves"<br />
<br />
In Scenario 6, sceptre is misspelled<br />
* "if he wants his scepter intact he'd best send troops to meet us there."<br />
<br />
==Son of the Black Eye==<br />
Scenario 6, east is improperly capitalized:<br />
"When we realized that there was no way we could hold the humans off, we sent them '''East''' to a place near the Mourned Hills"<br />
<br />
Scenario 8: River should be capitalized. "A lot of hunters from the tribes used to hunt here and fish in the Bork '''river'''."<br />
<br />
Scenario 10: River should be capitalized. "The fortified bridge over the Bork '''river'''"<br />
<br />
Scenario 13: <br />
* Northern should not be capitalized. "the first snows of the long '''Northern''' winter began to fall."<br />
* river Bork should be Bork River. "the orcs sailed up the '''river Bork'''"<br />
<br />
Scenario 15: Whipping (or whooping) is misspelled. I think it should be whipping. "How about we warm ourselves up a bit by giving these traitors a good '''whopping''', boys?"<br />
<br />
==The Hammer of Thursagan==<br />
In Scenario 3, Strange Allies, the word "marsh" is typo-ed as "march".<br />
<br />
"Soon enough they came to the wilder '''march''' country, where raids by large bands of hostile orcs and men were all too common."<br />
<br />
==The Legend of Wesmere==<br />
In Scenario 1, "elves" is capitalized a couple of times when it shouldn't be.<br />
* Some changes were good. The Elves, awakened as from a long dream, began to increase in population. <br />
* This is the story of Kalenz, and of the Elves in the days of the humans in Wesnoth.<br />
It is like capitalizing "humans."<br />
<br />
==The Rise of Wesnoth==<br />
<br />
==The South Guard==<br />
<br />
''data/campaigns/The_South_Guard/scenarios/02_Proven_By_The_Sword.cfg:315''<br />
<br />
"Peace! for I am no enemy. -> "Peace! For I am no enemy.<br />
<br />
''trunk/data/campaigns/The_South_Guard/utils/sg_story.cfg''<br />
<br />
The '''B''' in Mal M'Brin is capitalized everywhere except in the epilogue.<br />
<br />
* "A great cry they let out as they stormed the encampment of Mal M'brin himself, and threw down the mighty wizard." <br />
* should be<br />
* "A great cry they let out as they stormed the encampment of Mal M''''B'''rin himself, and threw down the mighty wizard."<br />
<br />
Same error in scenario 5<br />
<br />
''data/campaigns/The_South_Guard/scenarios/05_Choice_In_The_Fog.cfg''<br />
side=4<br />
type=Lich<br />
id="Mal M''''b'''rin"<br />
name= _ "?"<br />
profile=portraits/mal-mbrin.png<br />
facing=sw<br />
<br />
==Two Brothers==<br />
In the preamble to scenario 2, the "Grey Woods" are referred to as the "Gray Woods". The former is correct since that's how it is spelled on the map.<br />
<br />
"The pursuit had already run for several days when the pursuers came to the bounds of the huge forest known as the '''Gray Woods'''. Ancient tales warned of lost souls haunting the wood, hunting and killing anyone brave enough to enter it."<br />
<br />
==Under the Burning Suns==<br />
<br />
==Editor==<br />
<br />
==Tutorial==<br />
On the turn after you recruit the elves, if you attack the quintain with Konrad, Delfador will say "Your elf used a sword...". He should say nothing, or perhaps say something along the lines of "Try attacking the quintain with one of your elves."<br />
:It's supposed to say '''"You wouldn't do anything stupid like charging that quintain yourself again, now would you? Use the fighters you recruited first; they'll be a lot of help."''' according to the .po files. [[User:Polarina|Polarina]] 23:02, 4 April 2009 (UTC)<br />
<br />
==Manual==<br />
<br />
==Manpages==<br />
<br />
==1.8 Announcement==<br />
<br />
==Other (ingame help, ...)==<br />
In the Display tag of the Preferences dialog, the first line says, "Toggle Full Screen". That can be slightly confusing (or at least strange) because ''all'' of the options are toggles. It should just read, "Full Screen".<br />
: Actually, I think it should read "Show Full Screen" to remain consistent with the other check boxes. However, I do agree that the word "toggle" is not best suited here. —[[User:Ancestral|Ancestral]] 21:02, 8 July 2009 (UTC)<br />
<br />
From: An elf practiced at archery can hit targets that a man couldn't even see, even at night<br />
<br />
To: An elf practiced at archery even at night can hit targets that a man couldn't even see,<br />
<br />
==Translation code bugs==<br />
<br />
==Unofficial campaigns==<br />
<br />
===Invasion from the unknown===<br />
<br />
[[Category:Troubleshooting and Bugs]]</div>Stikonashttps://wiki.wesnoth.org/index.php?title=SpellingMistakes&diff=31305SpellingMistakes2009-07-19T07:44:27Z<p>Stikonas: /* Other (ingame help, ...) */</p>
<hr />
<div>This page is meant to be a list of mistakes in campaigns and other texts in the en_US development version of the game.<br />
<br />
==An Orcish Incursion==<br />
In the preamble to scenario 3, there is one verb in present tense. It should be past tense, like everything else.<br />
<br />
"The signs were obvious and unmistakable - tree stumps, an occasional half-rotten tree felled long ago, and dead wood around them in scarce grass. This had been forest once, like the woods they called home. It '''has''' been murdered."<br />
<br />
"It '''had''' been murdered."<br />
<br />
==Delfador's Memoirs==<br />
<br />
A human mage... is it dead?<br />
<br />
''it->he''<br />
<br />
==Descent into Darkness==<br />
<br />
==Eastern Invasion==<br />
<br />
v 1.7.1 In Northern Outpost, scenario objectives window shows <small> tags in title. After several viewings, the objectives window shows no title.<br />
<br />
==Heir to the Throne==<br />
<br />
==Liberty==<br />
The first storyline phrases are:<br />
<br />
"In the Era of Turmoil, during the reign of King Garard II, the border towns of Delwyn and Dallben in the province of Annuvingrew increasingly dissatisfied with the King's rule. Being preoccupied with the great wars, the King was unable to send adequate forces to protect the frontier."<br />
<br />
but I think that "Being preoccupied with the great wars" should be substituted with "Being worried about the (upcoming?) great wars", since "preoccupied" is not so common in English.<br />
*''lotsofphil says:'' I disagree. I think there is nothing wrong with preoccupied.<br />
<br />
Scenario 6 is called "The Gray Woods." Gray should be spelled with an E since that is how it is on the map. So...<br />
* Changes in Scenario 5<br />
**next_scenario=the_gr'''e'''y_woods (line 4)<br />
**"Well, good thing I found you first. Now hurry, you must make it past the city into the Gr'''e'''y Woods.<br />
* Changes in Scenario 6<br />
** name = _ "The Gr'''e'''y Woods"<br />
** map_data="{campaigns/Liberty/maps/gray_woods.map}" (if you want)<br />
** "The defeat of the evil lich infesting the Gr'''e'''y Woods was a bittersweet victory. With Helicrom dead, "<br />
* Changes in Scenario 7<br />
** "Baldras and his men quickly left the Gr'''e'''y Woods, not entirely convinced of their safety even after eradicating the lich."<br />
**"As they marched, many men and women from the small hamlets peppering the area around Carcyn and the Gr'''e'''y Woods approached the group, "<br />
<br />
==Northern Rebirth==<br />
#. [message]: speaker=narrator<br />
#: data/campaigns/Northern_Rebirth/scenarios/13a_Showdown.cfg:721<br />
msgid ""<br />
"Ro'Arthian's brother, Ro'Sothian went south with another crew of trolls, "<br />
"ogres and mages. Tallin himself led the western group."<br />
<br />
In version 1.6 its Anita=Eryssa, who leads the southern forces, not Ro'Sothian.<br />
BTW: She got 100 gold only and was no big use, maybe I squandered it in the scenario before - there she started with 500 gold.<br />
<br />
==Sceptre of Fire==<br />
In Scenario 1, "elves" is incorrectly capitalized.<br />
<br />
"I was never among those who agreed to that treaty. Not all of us '''E'''lves are as low as Kalenz, or make deals with those who betrayed us."<br />
<br />
Scenario 7 is called "Outriding the Outriders" but the name of the file is<br />
trunk/data/campaigns/Sceptre_of_Fire/scenarios/7_Outriding_'''of'''_Outriders.cfg<br />
<br />
Throughout the campaign, the capitalization of the Ruby of Fire and the Sceptre of Fire are confused. If Sceptre of Fire is capitalized, then "the Sceptre" should be too.<br />
<br />
In Scenario 8, "elvish" is incorrectly capitalized.<br />
"Thus Alanin escaped from his '''Elvish''' pursuers."<br />
<br />
In Scenario 2t, there is an "an" where there should be an "a":<br />
* "He gave us a magical stone, called the 'Ruby of Fire', and told us to make '''an''' sceptre out of it"<br />
<br />
In Scenario 3t, the "Eastern Mines" are capitalized once and not another time. Pick one:<br />
* "Fine, you all go to the eastern mines."<br />
* "Durstorn, send some miners along with us to the Eastern Mines"<br />
It's not capitalized twice in the next scenario, so go for no caps.<br />
<br />
In Scenario 5, dwarves shouldn't be capitalized<br />
* "Aha! I've spent years looking for you Dwarves"<br />
<br />
In Scenario 6, sceptre is misspelled<br />
* "if he wants his scepter intact he'd best send troops to meet us there."<br />
<br />
==Son of the Black Eye==<br />
Scenario 6, east is improperly capitalized:<br />
"When we realized that there was no way we could hold the humans off, we sent them '''East''' to a place near the Mourned Hills"<br />
<br />
Scenario 8: River should be capitalized. "A lot of hunters from the tribes used to hunt here and fish in the Bork '''river'''."<br />
<br />
Scenario 10: River should be capitalized. "The fortified bridge over the Bork '''river'''"<br />
<br />
Scenario 13: <br />
* Northern should not be capitalized. "the first snows of the long '''Northern''' winter began to fall."<br />
* river Bork should be Bork River. "the orcs sailed up the '''river Bork'''"<br />
<br />
Scenario 15: Whipping (or whooping) is misspelled. I think it should be whipping. "How about we warm ourselves up a bit by giving these traitors a good '''whopping''', boys?"<br />
<br />
==The Hammer of Thursagan==<br />
In Scenario 3, Strange Allies, the word "marsh" is typo-ed as "march".<br />
<br />
"Soon enough they came to the wilder '''march''' country, where raids by large bands of hostile orcs and men were all too common."<br />
<br />
==The Legend of Wesmere==<br />
In Scenario 1, "elves" is capitalized a couple of times when it shouldn't be.<br />
* Some changes were good. The Elves, awakened as from a long dream, began to increase in population. <br />
* This is the story of Kalenz, and of the Elves in the days of the humans in Wesnoth.<br />
It is like capitalizing "humans."<br />
<br />
==The Rise of Wesnoth==<br />
<br />
==The South Guard==<br />
<br />
''data/campaigns/The_South_Guard/scenarios/02_Proven_By_The_Sword.cfg:315''<br />
<br />
"Peace! for I am no enemy. -> "Peace! For I am no enemy.<br />
<br />
''trunk/data/campaigns/The_South_Guard/utils/sg_story.cfg''<br />
<br />
The '''B''' in Mal M'Brin is capitalized everywhere except in the epilogue.<br />
<br />
* "A great cry they let out as they stormed the encampment of Mal M'brin himself, and threw down the mighty wizard." <br />
* should be<br />
* "A great cry they let out as they stormed the encampment of Mal M''''B'''rin himself, and threw down the mighty wizard."<br />
<br />
Same error in scenario 5<br />
<br />
''data/campaigns/The_South_Guard/scenarios/05_Choice_In_The_Fog.cfg''<br />
side=4<br />
type=Lich<br />
id="Mal M''''b'''rin"<br />
name= _ "?"<br />
profile=portraits/mal-mbrin.png<br />
facing=sw<br />
<br />
==Two Brothers==<br />
In the preamble to scenario 2, the "Grey Woods" are referred to as the "Gray Woods". The former is correct since that's how it is spelled on the map.<br />
<br />
"The pursuit had already run for several days when the pursuers came to the bounds of the huge forest known as the '''Gray Woods'''. Ancient tales warned of lost souls haunting the wood, hunting and killing anyone brave enough to enter it."<br />
<br />
==Under the Burning Suns==<br />
<br />
==Editor==<br />
<br />
==Tutorial==<br />
On the turn after you recruit the elves, if you attack the quintain with Konrad, Delfador will say "Your elf used a sword...". He should say nothing, or perhaps say something along the lines of "Try attacking the quintain with one of your elves."<br />
:It's supposed to say '''"You wouldn't do anything stupid like charging that quintain yourself again, now would you? Use the fighters you recruited first; they'll be a lot of help."''' according to the .po files. [[User:Polarina|Polarina]] 23:02, 4 April 2009 (UTC)<br />
<br />
==Manual==<br />
<br />
==Manpages==<br />
<br />
==1.8 Announcement==<br />
<br />
==Other (ingame help, ...)==<br />
In the Display tag of the Preferences dialog, the first line says, "Toggle Full Screen". That can be slightly confusing (or at least strange) because ''all'' of the options are toggles. It should just read, "Full Screen".<br />
: Actually, I think it should read "Show Full Screen" to remain consistent with the other check boxes. However, I do agree that the word "toggle" is not best suited here. —[[User:Ancestral|Ancestral]] 21:02, 8 July 2009 (UTC)<br />
<br />
From:<br />
An elf practiced at archery can hit targets that a man couldn't even see, even at night<br />
To:<br />
An elf practiced at archery even at night can hit targets that a man couldn't even see,<br />
<br />
==Translation code bugs==<br />
<br />
==Unofficial campaigns==<br />
<br />
===Invasion from the unknown===<br />
<br />
[[Category:Troubleshooting and Bugs]]</div>Stikonashttps://wiki.wesnoth.org/index.php?title=SpellingMistakes&diff=31304SpellingMistakes2009-07-19T07:43:30Z<p>Stikonas: /* Delfador's Memoirs */</p>
<hr />
<div>This page is meant to be a list of mistakes in campaigns and other texts in the en_US development version of the game.<br />
<br />
==An Orcish Incursion==<br />
In the preamble to scenario 3, there is one verb in present tense. It should be past tense, like everything else.<br />
<br />
"The signs were obvious and unmistakable - tree stumps, an occasional half-rotten tree felled long ago, and dead wood around them in scarce grass. This had been forest once, like the woods they called home. It '''has''' been murdered."<br />
<br />
"It '''had''' been murdered."<br />
<br />
==Delfador's Memoirs==<br />
<br />
A human mage... is it dead?<br />
<br />
''it->he''<br />
<br />
==Descent into Darkness==<br />
<br />
==Eastern Invasion==<br />
<br />
v 1.7.1 In Northern Outpost, scenario objectives window shows <small> tags in title. After several viewings, the objectives window shows no title.<br />
<br />
==Heir to the Throne==<br />
<br />
==Liberty==<br />
The first storyline phrases are:<br />
<br />
"In the Era of Turmoil, during the reign of King Garard II, the border towns of Delwyn and Dallben in the province of Annuvingrew increasingly dissatisfied with the King's rule. Being preoccupied with the great wars, the King was unable to send adequate forces to protect the frontier."<br />
<br />
but I think that "Being preoccupied with the great wars" should be substituted with "Being worried about the (upcoming?) great wars", since "preoccupied" is not so common in English.<br />
*''lotsofphil says:'' I disagree. I think there is nothing wrong with preoccupied.<br />
<br />
Scenario 6 is called "The Gray Woods." Gray should be spelled with an E since that is how it is on the map. So...<br />
* Changes in Scenario 5<br />
**next_scenario=the_gr'''e'''y_woods (line 4)<br />
**"Well, good thing I found you first. Now hurry, you must make it past the city into the Gr'''e'''y Woods.<br />
* Changes in Scenario 6<br />
** name = _ "The Gr'''e'''y Woods"<br />
** map_data="{campaigns/Liberty/maps/gray_woods.map}" (if you want)<br />
** "The defeat of the evil lich infesting the Gr'''e'''y Woods was a bittersweet victory. With Helicrom dead, "<br />
* Changes in Scenario 7<br />
** "Baldras and his men quickly left the Gr'''e'''y Woods, not entirely convinced of their safety even after eradicating the lich."<br />
**"As they marched, many men and women from the small hamlets peppering the area around Carcyn and the Gr'''e'''y Woods approached the group, "<br />
<br />
==Northern Rebirth==<br />
#. [message]: speaker=narrator<br />
#: data/campaigns/Northern_Rebirth/scenarios/13a_Showdown.cfg:721<br />
msgid ""<br />
"Ro'Arthian's brother, Ro'Sothian went south with another crew of trolls, "<br />
"ogres and mages. Tallin himself led the western group."<br />
<br />
In version 1.6 its Anita=Eryssa, who leads the southern forces, not Ro'Sothian.<br />
BTW: She got 100 gold only and was no big use, maybe I squandered it in the scenario before - there she started with 500 gold.<br />
<br />
==Sceptre of Fire==<br />
In Scenario 1, "elves" is incorrectly capitalized.<br />
<br />
"I was never among those who agreed to that treaty. Not all of us '''E'''lves are as low as Kalenz, or make deals with those who betrayed us."<br />
<br />
Scenario 7 is called "Outriding the Outriders" but the name of the file is<br />
trunk/data/campaigns/Sceptre_of_Fire/scenarios/7_Outriding_'''of'''_Outriders.cfg<br />
<br />
Throughout the campaign, the capitalization of the Ruby of Fire and the Sceptre of Fire are confused. If Sceptre of Fire is capitalized, then "the Sceptre" should be too.<br />
<br />
In Scenario 8, "elvish" is incorrectly capitalized.<br />
"Thus Alanin escaped from his '''Elvish''' pursuers."<br />
<br />
In Scenario 2t, there is an "an" where there should be an "a":<br />
* "He gave us a magical stone, called the 'Ruby of Fire', and told us to make '''an''' sceptre out of it"<br />
<br />
In Scenario 3t, the "Eastern Mines" are capitalized once and not another time. Pick one:<br />
* "Fine, you all go to the eastern mines."<br />
* "Durstorn, send some miners along with us to the Eastern Mines"<br />
It's not capitalized twice in the next scenario, so go for no caps.<br />
<br />
In Scenario 5, dwarves shouldn't be capitalized<br />
* "Aha! I've spent years looking for you Dwarves"<br />
<br />
In Scenario 6, sceptre is misspelled<br />
* "if he wants his scepter intact he'd best send troops to meet us there."<br />
<br />
==Son of the Black Eye==<br />
Scenario 6, east is improperly capitalized:<br />
"When we realized that there was no way we could hold the humans off, we sent them '''East''' to a place near the Mourned Hills"<br />
<br />
Scenario 8: River should be capitalized. "A lot of hunters from the tribes used to hunt here and fish in the Bork '''river'''."<br />
<br />
Scenario 10: River should be capitalized. "The fortified bridge over the Bork '''river'''"<br />
<br />
Scenario 13: <br />
* Northern should not be capitalized. "the first snows of the long '''Northern''' winter began to fall."<br />
* river Bork should be Bork River. "the orcs sailed up the '''river Bork'''"<br />
<br />
Scenario 15: Whipping (or whooping) is misspelled. I think it should be whipping. "How about we warm ourselves up a bit by giving these traitors a good '''whopping''', boys?"<br />
<br />
==The Hammer of Thursagan==<br />
In Scenario 3, Strange Allies, the word "marsh" is typo-ed as "march".<br />
<br />
"Soon enough they came to the wilder '''march''' country, where raids by large bands of hostile orcs and men were all too common."<br />
<br />
==The Legend of Wesmere==<br />
In Scenario 1, "elves" is capitalized a couple of times when it shouldn't be.<br />
* Some changes were good. The Elves, awakened as from a long dream, began to increase in population. <br />
* This is the story of Kalenz, and of the Elves in the days of the humans in Wesnoth.<br />
It is like capitalizing "humans."<br />
<br />
==The Rise of Wesnoth==<br />
<br />
==The South Guard==<br />
<br />
''data/campaigns/The_South_Guard/scenarios/02_Proven_By_The_Sword.cfg:315''<br />
<br />
"Peace! for I am no enemy. -> "Peace! For I am no enemy.<br />
<br />
''trunk/data/campaigns/The_South_Guard/utils/sg_story.cfg''<br />
<br />
The '''B''' in Mal M'Brin is capitalized everywhere except in the epilogue.<br />
<br />
* "A great cry they let out as they stormed the encampment of Mal M'brin himself, and threw down the mighty wizard." <br />
* should be<br />
* "A great cry they let out as they stormed the encampment of Mal M''''B'''rin himself, and threw down the mighty wizard."<br />
<br />
Same error in scenario 5<br />
<br />
''data/campaigns/The_South_Guard/scenarios/05_Choice_In_The_Fog.cfg''<br />
side=4<br />
type=Lich<br />
id="Mal M''''b'''rin"<br />
name= _ "?"<br />
profile=portraits/mal-mbrin.png<br />
facing=sw<br />
<br />
==Two Brothers==<br />
In the preamble to scenario 2, the "Grey Woods" are referred to as the "Gray Woods". The former is correct since that's how it is spelled on the map.<br />
<br />
"The pursuit had already run for several days when the pursuers came to the bounds of the huge forest known as the '''Gray Woods'''. Ancient tales warned of lost souls haunting the wood, hunting and killing anyone brave enough to enter it."<br />
<br />
==Under the Burning Suns==<br />
<br />
==Editor==<br />
<br />
==Tutorial==<br />
On the turn after you recruit the elves, if you attack the quintain with Konrad, Delfador will say "Your elf used a sword...". He should say nothing, or perhaps say something along the lines of "Try attacking the quintain with one of your elves."<br />
:It's supposed to say '''"You wouldn't do anything stupid like charging that quintain yourself again, now would you? Use the fighters you recruited first; they'll be a lot of help."''' according to the .po files. [[User:Polarina|Polarina]] 23:02, 4 April 2009 (UTC)<br />
<br />
==Manual==<br />
<br />
==Manpages==<br />
<br />
==1.8 Announcement==<br />
<br />
==Other (ingame help, ...)==<br />
In the Display tag of the Preferences dialog, the first line says, "Toggle Full Screen". That can be slightly confusing (or at least strange) because ''all'' of the options are toggles. It should just read, "Full Screen".<br />
: Actually, I think it should read "Show Full Screen" to remain consistent with the other check boxes. However, I do agree that the word "toggle" is not best suited here. —[[User:Ancestral|Ancestral]] 21:02, 8 July 2009 (UTC)<br />
<br />
==Translation code bugs==<br />
<br />
==Unofficial campaigns==<br />
<br />
===Invasion from the unknown===<br />
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[[Category:Troubleshooting and Bugs]]</div>Stikonashttps://wiki.wesnoth.org/index.php?title=Humans&diff=31087Humans2009-07-06T18:47:25Z<p>Stikonas: Although->While</p>
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<div>{{Race |<br />
race = Humans |<br />
image= <br />
http://svn.gna.org/viewcvs/*checkout*/wesnoth/trunk/data/core/images/units/human-magi/great-mage-attack-staff-1.png |<br />
faction=[[Loyalists]], [[Knalgan Alliance]], [[Undead]], [[Rebels]] |<br />
alignment=Lawful, Neutral, Chaotic |<br />
tree=[http://www.wesnoth.org/units/1.6/C/mainline.html#Humans 1.6]<br />
}}<br />
<br />
<!--The text of the article is the official in-game race description. Please do not add or remove text unless it actually changes in-game.--><br />
The race of men is an extremely diverse one. Although they originally came from the Old Continent, men have spread all over the world and split into many different cultures and races. Although they are not imbued with magic like other creatures, '''humans''' can learn to wield it and able to learn more types than most others. They have no extra special abilities or aptitudes except their versatility and drive. While often at odds with all races, they can occasionally form alliances with the less aggressive races such as [[elves]] and [[dwarves]]. The less scrupulous among them do not shrink back from hiring [[Orcs|orcish]] mercenaries, either. They have no natural enemies, although the majority of men, like most people of all races, have an instinctive dislike of the [[Undead (race)|undead]]. Men are shorter than the elves, but taller still than dwarves. Their skin color can vary, from almost white to dark brown.<br />
<br />
<div class="thumb tright"><div><br />
[http://www.wesnoth.org/images/sshots/wesnoth-1.3.13-4.jpg http://www.wesnoth.org/images/sshots/wesnoth-1.3.13-4-175.jpg]<br />
<div class="thumbcaption">A daring rescue attempt in the<br><br />
campaign Two Brothers</div></div><br />
</div><br />
===Subjects of the Crown===<br />
Many different groups of men exist, but the majority of them on the Great Continent live under the rule of the Crown of Wesnoth. The humans first appeared on the Great Continent from a land far across the ocean to the West, the Green Isle, and soon established their capital at the inland city of Weldyn. Over the following centuries they have built up a number cities across the continent. The soldiers from the Crown of Wesnoth protect the country, forming the most organized military force in the known world. Its warriors come from the main provinces, where all men are conscripted at an early age.<br />
<br />
===The Clansmen===<br />
The eastern provinces of Wesnoth, known as the Clan Homelands, have a geography consisting of more open plains and rolling hills than the western, more civilized provinces. They are home to the Horse Clans, who are allied with the Crown of Wesnoth but operate independently and maintain their own identity. Some consider them to be a tributary state, which sends food and soldiers to Crown in exchange for protection. Others say they are on equal footing with the western half of Wesnoth. In any case, the eastern provinces do not have a conscript army the way Western Wesnoth does. Training for fighting is part of the way of life of the Clans; the parents teach the children to ride horses, fight and shoot a bow from an early age. In general, the Clan warriors are less organized than the civilized fighters, and the strengths and weaknesses of these groups complement each other.<br />
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===See also===<br />
*[[Loyalists]]<br />
*[[Knalgan Alliance]]<br />
*[[Undead]]<br />
*[[Rebels]]<br />
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{{Racebox}}<br />
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[[Category:Races]]</div>Stikonashttps://wiki.wesnoth.org/index.php?title=Races&diff=31086Races2009-07-06T18:46:47Z<p>Stikonas: /* Humans */ Although->While</p>
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<div>The '''races''' in Battle for Wesnoth are the various forms of sentient creatures located in the world. Most of the ones focused on in the game are located on the [[WesnothGeography|Great Continent]] in the timespan covered by the game. Of all the races, six races in particular have been instrumental in the history of the world of Wesnoth - the [[humans]], the [[elves]], the [[orcs]], the [[dwarves]], the [[undead]], and the [[drakes]].<br />
<br />
== The Six Main Races ==<br />
<br />
=== Humans ===<br />
''Main article: [[Humans]]<br />
<br />
<div class="thumb tright"><div><br />
http://units.wesnoth.org/1.4/units/human-peasants/peasant.png<hr><br />
A [[humans|human]].</div><br />
</div><br />
<br />
The race of men is an extremely diverse one. Although they originally came from the Old Continent, men have spread all over the world and split into many different cultures and races. Although they are not imbued with magic like other creatures, '''humans''' can learn to wield it and able to learn more types than most others. They have no extra special abilities or aptitudes except their versatility and drive. While often at odds with all races, they can occasionally form alliances with the less aggressive races such as [[elves]] and [[dwarves]]. The less scrupulous among them do not shrink back from hiring [[Orcs|orcish]] mercenaries, either. They have no natural enemies, although the majority of men, like most people of all races, have an instinctive dislike of the [[Undead (race)|undead]]. Men are shorter than the elves, but taller still than dwarves. Their skin color can vary, from almost white to dark brown.<br />
<br />
=== Elves ===<br />
''Main article: [[Elves]]<br />
<div class="thumb tright"><div><br />
http://units.wesnoth.org/1.4/units/elves-wood/enchantress.png<hr><br />
An [[elves|elf]].</div><br />
</div><br />
Compared to [[humans]], '''elves''' are somewhat taller, more agile but less sturdy. They have slightly pointy ears, pale skin and usually blond hair. Few differences between humans and elves are more pronounced than the latter’s unusually long life - most, unless claimed by illness, accident or war, live a full two centuries. While some elves possessing a high magical aptitude have been known to live an additional full century, most elves begin to grow physically frail approaching their twentieth decade and pass away within a few decades after. Elves are naturally imbued with magic to a small degree. Though most are unable to channel it directly, its latent presence gives them their keen senses and long life. Many elves have magic-driven talents such as marksmanship or stealth, allowing them to achieve tasks that most normal beings would find astonishing. Those elves that learn to wield this power in more general ways can become truly formidable in its use. Many choose to use their gift to heal others.<br />
<br />
=== Orcs ===<br />
''Main article: [[Orcs]]<br />
<br />
In appearance, orcs are half [[humans|men]] and half beasts. They are taller, sturdier and stronger than humans. They are warlike, savage, and cruel by nature. Their blood is darker and thicker than that of normal humans and they have little care for personal hygiene or their personal appearance. Although Orcs are violent even among themselves creatures, they are pack-oriented; an orc never travels long or lives alone in groups smaller than half a dozen.<br />
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====Goblins====<br />
<div class="thumb tright"><div><br />
http://units.wesnoth.org/1.4/units/goblins/spearman.png<hr><br />
A goblin.</div><br />
</div><br />
Goblins are, despite their appearance, members of the exact same race as orcs, and are born as siblings to the orcs. Unlike similar races, who usually bear children singly or in pairs, orcs will have large litters of children all at once; which is a large part of why their populations can explode so quickly. Within any litter, there will only be one or two true orcs, who will grow to the full size and strength of their race. A few more will be half-orcs, notably weaker than their big brothers, and relegated to supporting roles in combat, such as archery. The rest, often a full half of more of any litter, will be goblins. Goblins are puny, and quite frail; similar in size and stature to a human child, even at the apex of their growth. They have a rather tragic fate; a lifetime of near-slavery to their larger kin, and use as sword-fodder in battle. In spite of this, they thrive; in part because they are so very numerous, and also because their brother orcs are well aware how dependent they are on the goblins.<br />
<br />
Goblins accomplish the bulk of manual labor needed by the orcs, with the sole exception of jobs which require the brute strength of true orcs, which the orcs revel in doing as proof of their prowess.<br />
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=== Dwarves ===<br />
''Main article: [[Dwarves]]<br />
<div class="thumb tright"><div><br />
[http://www.wesnoth.org/images/sshots/wesnoth-1.3.13-5.jpg http://www.wesnoth.org/images/sshots/wesnoth-1.3.13-5-175.jpg]<br />
<div class="thumbcaption">The Hammer of Thursagan, a<br><br />
new 1.4 campaign for Dwarves.</div></div><br />
</div><br />
The Dwarves are a race famed for their miners, blacksmiths, merchants and warriors. Considered as the third oldest race on the great continent after the elves and trolls, their early history is shrouded in mystery. Legends tell of a time long forgotten when their people began emerging from their underground world through caves. Nothing is known about their life prior to their arrival, or their reasons for entering the surface world, but they have been an integral part of the continent’s history since. Soon after their emergence from the underground, the dwarves entered into conflict with the original inhabitants of the land, the [[elves]]. The original reason for their dispute has been lost to history, but the two races have since fought three long wars, interrupted by a few decades of peace. During these wars the dwarves could not dislodge the elves from the deep forests in the south, but managed to consolidate their position in hills and the mountains in the north of the continent, known now as the Northlands. Since then they have constructed fantastic fortifications and settlements deep within the mountains and crags of their territory.<br />
<br />
=== Undead ===<br />
''Main article: [[Undead (race)]]<br />
<div class="thumb tright"><div><br />
http://units.wesnoth.org/1.4/units/undead-skeletal/draug.png<hr><br />
A [[Undead|skeleton]].</div><br />
</div><br />
Undead are not really a single race of creatures, although often treated as such. Almost any dead creature can, by a sufficiently skilled necromancer, be reanimated and rise again in undeath. Undead are for the most part unnatural but mindless constructs, obeying whoever created them without question nor thought. A greater mystery of necromancy is in how constructs are sustained without continuous effort from the necromancer. An undead creature does not require the constant attention of the necromancer to command and sustain, but can work autonomously according to the commands of it's master. Only rarely, perhaps once every few months, does the necromancer need to maintain his creation.<br />
<br />
=== Drakes ===<br />
''Main article: [[Drakes (race)]]<br />
<br />
Drakes are large, winged and fire-breathing creatures, reminiscent of true dragons. On average, an adult drake stands around three meters tall and easily weighs more than a [[humans|man]] and a horse combined. Their skin is made up of hard scales, resistant to most physical strikes except piercing and cold damage. Most drakes are capable of true flight and can travel long distances quickly. However, their sheer weight and bulk limits their flight ability somewhat, making them ungainly in the air. Where possible, they make use of terrain features such as hills, mountains and trees as launch points in order to gain greater height and speed. Fortunately for their enemies, they are still quite clumsy creatures and surprisingly slow in combat. This, combined with their large size, renders them easy targets for those who dare attack them.<br />
<br />
== Other Races ==<br />
<br />
There are other races than these six main ones. They often align with the larger races, but these alliances are usually not permanent.<br />
<br />
=== Merfolk ===<br />
The Merfolk live in the shallow parts of the ocean, wary of the monsters that lurk in the deep. Ordinarily they form alliances with no one, but in Asheviere's time they allied with the elves in order to defeat their captors. Mermen are powerful and quick in any watery environment, but struggle greatly to move on land.<br />
<br />
=== Nagas ===<br />
Nagas are the long time enemies of the Merfolk, and in Asheviere's time they allied with orcs to finally defeat their opponents. They usually join forces with anyone willing to help them defeat the mermen.<br />
<br />
=== Ogres ===<br />
The Ogres are wild beasts that live in the Northlands, but the Wesnothian army occasionally captures them and trains them for battle. They are extremely brutish and stupid, but possess enough intelligence to wield a weapon.<br />
<br />
=== Saurians ===<br />
These are the smaller, more crafty allies of the Drakes. They often live in swamps or other damp places.<br />
<br />
=== Trolls ===<br />
''Main article: [[Trolls]]<br />
<div class="thumb tright"><div><br />
http://units.wesnoth.org/1.4/units/trolls/grunt.png<hr><br />
A [[trolls|troll]].</div><br />
</div><br />
Trolls are ancient creatures, one of the oldest known races known to inhabit the Great Continent. They are large, slow, simple-minded, and live extremely long lives inside deep caves or atop high mountains. The most unique characteristic of trolls is an internal vitality that sustains and heals them from within. As a result they live very different lives from almost any known creature. Trolls have few real needs: they require little food or water, and thus they have little incentive to pursue much besides protection from those who are hostile towards them. This in turn means they rarely have to worry about anything and can spend much of their time sleeping or in contemplation. Trolls have a curious affinity with nature. They do not relate with living things like elves do, but instead with earth and stone. They are also somewhat curious of their surroundings and many younger whelps even enjoy traveling and seeing the world. As trolls grow older they tend to become increasingly passive, gradually losing interest in their environment and spending more of their time sleeping in a quiet, familiar corner of their home cave. This is until they finally pass away as their bodies themselves slowly turn into lifeless statues of stone.<br />
<br />
===Woses===<br />
Little is known about the Woses, apart from their tree-like appearance. However these beings have not descended from trees, despite the similarity in form. They seem to be wardens of the natural world.<br />
<br />
=== Monsters ===<br />
There are many monsters that roam about the land, not obeying anyone's orders. Occasionally, but not often, those who see them survive to tell the tale, and it is only from them that the people of Wesnoth know of their existence.<br />
<br />
== Additional information for campaign designers ==<br />
<br />
The [[SecretLore]] page contains game secrets intended for campaign designers. We cannot stop anyone from reading it, but if you are a player you will probably enjoy learning these things more if you do it through the hints dropped at various places in the mainline campaigns. <br />
<br />
==External Links==<br />
* [http://units.wesnoth.org Wesnoth Unit Tree]<br />
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{{Racebox}}<br />
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<div style="border:1px solid #5599FF; margin-top: 10px; margin-bottom: 5px; padding: 5px;"><br />
- [[Races|English]] - [[Races fr|Français]] -<br />
</div><br />
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[[Category:Races|*]]<br />
[[Category:World of Wesnoth]]</div>Stikonas