Anything related to PR, release planning and any other non-technical idea how to move the project forward should be discussed here.
lazydev
Posts: 68 Joined: 16 Dec 2012, 14:03
Post
by lazydev » 29 Mar 2013, 13:30
Greye, it is good that you are making russian translations of news and captions for release videos, but... form my point of view, your translations are hard to read and listen. My english is too bad to describe, i hope that the forum guys will excuse me if i describe it in russian.
Spoiler: Show Как мне кажется, ты (ничего, что я обращаюсь на ты?) используешь очень неестественные речевые обороты. Создается впечатление, что ты хочешь добиться как можно более точного соответствия перевода оригиналу, даже в ущерб качеству получившегося перевода.
Вот некоторые, на мой взгляд, наиболее плохо получившиеся участки перевода:
Вновь приветствуем
Может быть, лучше сказать "И снова здравствуйте"?
Команда OpenMW была
прикована рабскими цепями к своим клавиатурам
Что такое рабские цепи? Может быть, лучше сказать что-то типа "Члены команды OpenMW, как рабы, были прикованы к своим клавиатурам". Тут, кстати, явно получается ассоциация с Путиным, которых пашет, как раб на галерах. Наверное, это не нужно, поэтому, наверное, стоит перестроить всю фразу и не упоминать рабов.
Это весьма объёмный релиз и в некотором
смысле является отчётным для проекта
Вообще выглядит, как машинный перевод. Что значит отчетным? Я бы сказал так: "Это весьма объёмный релиз, и он является важным этапом в развитии проекта"
Здесь мы продемонстрируем некоторые нововведения
"В этом видео мы продемонстрируем некоторые нововведения"?
Отныне простые анимации, такие как
ходьба, бег, подкрадывание и плавание
"Подкрадывание" - по-моему, плохо звучит, хотя я не могу придумать ничего лучше. Возможно, стоит заменить на "движение крадучись"
работают в интерактивном режиме
Так в оригинале, но я вообще не понял, что автор имел в виду
Вы больше не парите над поверхностью, будто какой-нибудь лич, запуская OpenMW.
Т.е. до этого релиза пользователь парил, подобно личу, в процессе _запуска_ OpenMW?
Ну и т. д.
I dont have time at the moment to fully describe what is wrong with the translation, maybe I'll try to make my own translation at the weekend. But the main idea of my is that translations should not be only grammatically corrected machine translations.
But, ofc, it is better than nothing, so it is good you keep making the translations if noone else doing it.
Btw, greye, is russian language native for you? Or you are a foreigner who learned it?
mjmax
Posts: 15 Joined: 06 May 2012, 22:31
Post
by mjmax » 29 Mar 2013, 15:32
This is great, going the extra mile to make foreign language captions is awesome. Wish I could help, but the only translation I could make would be a Latin one.
Tarius
Posts: 574 Joined: 24 Oct 2011, 19:29
Post
by Tarius » 29 Mar 2013, 18:22
lazydev wrote: Greye, it is good that you are making russian translations of news and captions for release videos, but... form my point of view, your translations are hard to read and listen. My english is too bad to describe, i hope that the forum guys will excuse me if i describe it in russian.
Spoiler: Show Как мне кажется, ты (ничего, что я обращаюсь на ты?) используешь очень неестественные речевые обороты. Создается впечатление, что ты хочешь добиться как можно более точного соответствия перевода оригиналу, даже в ущерб качеству получившегося перевода.
Вот некоторые, на мой взгляд, наиболее плохо получившиеся участки перевода:
Вновь приветствуем
Может быть, лучше сказать "И снова здравствуйте"?
Команда OpenMW была
прикована рабскими цепями к своим клавиатурам
Что такое рабские цепи? Может быть, лучше сказать что-то типа "Члены команды OpenMW, как рабы, были прикованы к своим клавиатурам". Тут, кстати, явно получается ассоциация с Путиным, которых пашет, как раб на галерах. Наверное, это не нужно, поэтому, наверное, стоит перестроить всю фразу и не упоминать рабов.
Это весьма объёмный релиз и в некотором
смысле является отчётным для проекта
Вообще выглядит, как машинный перевод. Что значит отчетным? Я бы сказал так: "Это весьма объёмный релиз, и он является важным этапом в развитии проекта"
Здесь мы продемонстрируем некоторые нововведения
"В этом видео мы продемонстрируем некоторые нововведения"?
Отныне простые анимации, такие как
ходьба, бег, подкрадывание и плавание
"Подкрадывание" - по-моему, плохо звучит, хотя я не могу придумать ничего лучше. Возможно, стоит заменить на "движение крадучись"
работают в интерактивном режиме
Так в оригинале, но я вообще не понял, что автор имел в виду
Вы больше не парите над поверхностью, будто какой-нибудь лич, запуская OpenMW.
Т.е. до этого релиза пользователь парил, подобно личу, в процессе _запуска_ OpenMW?
Ну и т. д.
I dont have time at the moment to fully describe what is wrong with the translation, maybe I'll try to make my own translation at the weekend. But the main idea of my is that translations should not be only grammatically corrected machine translations.
But, ofc, it is better than nothing, so it is good you keep making the translations if noone else doing it.
Btw, greye, is russian language native for you? Or you are a foreigner who learned it?
Wait what? I had forgotten you arnt a native speaker. I have had experience 'talking' with many many people from around the world. Your english ability ranks at the top of what I have seen and it wouldnt take much to be indistinguishable from a native speaker.
lazydev
Posts: 68 Joined: 16 Dec 2012, 14:03
Post
by lazydev » 29 Mar 2013, 19:25
I dont understand your sarcasm, Tarius.
I think that if the project want to have translations to other languages, the man, who made the translation, should be native speaker of the target language (at least for languages which native speakers are in the project)/
I wrote my post in assumption that greye is a native russian speaker (ofc, i am not sure on that and i asked him, hope he will answer), so we can discuss some problems in his translation.
greye
Posts: 47 Joined: 21 Jul 2012, 16:00
Post
by greye » 29 Mar 2013, 20:13
As discussion grows too cyrillic, have sent PM. To answer last public question: I'm native russian speaker.
Tarius
Posts: 574 Joined: 24 Oct 2011, 19:29
Post
by Tarius » 30 Mar 2013, 00:26
lazydev wrote: I dont understand your sarcasm, Tarius.
I mean to say that you give yourself far too little credit for your ability.
HiPhish
Posts: 323 Joined: 02 Jul 2012, 08:36
Post
by HiPhish » 13 Apr 2013, 14:03
I was thinking, how bout doing a translation of the FAQ video? Do you have a transcript at hand, WeirdSexy?
WeirdSexy
Posts: 611 Joined: 15 Sep 2011, 18:50
Location: USA
Post
by WeirdSexy » 13 Apr 2013, 20:29
HiPhish wrote: I was thinking, how bout doing a translation of the FAQ video? Do you have a transcript at hand, WeirdSexy?
FAQ #1 Captions - English
Spoiler: Show 0:00:04.130,0:00:05.440
Hello everyone.
0:00:05.440,0:00:09.220
This video will be the first in a series
of videos attempting to answer some of
0:00:09.220,0:00:15.139
the more common questions and comments
we receive about our project.
0:00:15.139,0:00:18.119
What exactly is OpenMW?
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OpenMW is an open source game engine
the features loading code for The Elder
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Scrolls III: Morrowind's art assets and
game data.
0:00:25.449,0:00:29.300
Our engine is written in C++ and is using Ogre3D for graphics
0:00:29.300,0:00:32.619
rendering and the Bullet physics library
for collision.
0:00:32.619,0:00:36.790
OpenMW is cross-platform and we
maintain packages for Windows, Mac OS
0:00:36.790,0:00:38.690
X, and Linux.
0:00:38.690,0:00:41.850
The goal of OpenMW isn't to improve the game assets or add
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additional features but to provide an
open and modernized platform to play
0:00:45.940,0:00:46.980
Morrowind with
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and to provide the community with
additional modding capabilities.
0:00:50.650,0:00:54.700
On that note, OpenMW is not a mod,
although it's commonly referred to as
0:00:54.700,0:00:55.720
such.
0:00:55.720,0:00:59.140
It's understandable that some people
might refer to it is a mod rather than
0:00:59.140,0:01:02.090
an "engine replacer" for convenience's sake.
0:01:02.090,0:01:05.790
But, there seem to be many who might not
actually understand the distinction.
0:01:05.790,0:01:10.570
Remember, OpenMW is a stand-alone
piece of software has no dependency on
0:01:10.570,0:01:16.710
the original engine or construction set.
0:01:16.710,0:01:20.610
Why is OpenMW needed? What's the
point of it?
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Morrowind's engine is old and it wasn't
exactly a godsend when the game was
0:01:24.440,0:01:25.730
released.
0:01:25.730,0:01:28.930
Even after Bethesda's patches and
community efforts to make the game
0:01:28.930,0:01:32.600
stable there's still some significant
bugs in the game.
0:01:32.600,0:01:36.300
Keep in mind that Morrowind was released
before Windows XP had its first service
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pack and before Vista and 7 had even been thought of.
Nevermind the other systems that OpenMW
0:01:42.060,0:01:43.580
supports.
0:01:43.580,0:01:46.930
It was designed to run on single-core
processors and graphics hardware that
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would belong in a museum today. OpenMW is a much more modern engine,
0:01:51.400,0:01:54.600
designed to take advantage of some of
the advancements in computing hardware
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that we've seen since Morrowind was released
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and to perform much better on newer systems.
0:02:02.219,0:02:05.710
If you're not improving the artwork or
gameplay, what's the advantage of using
0:02:05.710,0:02:07.050
OpenMW?
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Again, OpenMW allows you to play Morrowind natively on Windows, Mac, and Linux.
0:02:12.769,0:02:15.899
It does bring several graphical
enhancements such as dynamic shadow
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casting, support for widescreen
resolutions, texture filtering, and better
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looking water complete with reflections
just to name a few.
0:02:23.719,0:02:26.929
There are also several improvements to
the game's user interface such as a
0:02:26.929,0:02:29.299
better journal and alchemy window.
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The real advantage to OpenMW is its modern engine design the extra
0:02:32.909,0:02:35.759
modding capabilities our new editor will
bring,
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and the open-source nature of the
project.
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What will OpenMW allow modders to do?
0:02:42.459,0:02:45.719
Pretty much anything in the game that
you could think of to mod, you'll be
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able to mod. A few mundane examples
would be adding completely new
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attributes and skills, altering the
formula that define various game mechanics,
0:02:54.109,0:02:56.829
and a clean way to define scripted
spells.
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All of which are not currently possible
in Morrowind,
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or at least not without ugly hacks in
the case of scripted starts.
0:03:05.099,0:03:08.959
Will OpenMW support existing mods?
0:03:08.959,0:03:12.959
OpenMW will support Morrowind,
its expansions Tribunal and Bloodmoon,
0:03:12.959,0:03:16.109
and all existing mods official and
unofficial.
0:03:16.109,0:03:20.150
Please be aware that this compatibility
only extends to standard mods,
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meaning those the come as a .esp or .esm with whatever
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additional textures, meshes, and sounds
they require.
0:03:27.169,0:03:30.659
Attempting to use something that is
actually a separate program like
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Morrowind Code Patch or Morrowind Graphics Extender will not work.
0:03:34.579,0:03:39.529
Of course, part of the advantage of OpenMW, is that you won't need them.
0:03:39.529,0:03:43.559
What are the system requirements for
running OpenMW?
0:03:43.559,0:03:47.559
Your graphics hardware must be at least
Shader Model 3 compliant.
0:03:47.559,0:03:50.599
It is recommended that you have
up-to-date drivers installed for
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your system.
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Most reasonably modern systems will run
OpenMW without a hitch.
0:03:55.719,0:03:58.939
As of the making of this video, the
engine is still very much a work in
0:03:58.939,0:04:02.129
progress and will be more optimized in the
future.
0:04:02.129,0:04:06.019
OpenMW will be more demanding
than the original engine, to be sure. But
0:04:06.019,0:04:09.450
because of its modern design, it quite
possibly might run faster,
0:04:09.450,0:04:14.929
and certainly more stable than a heavily
modded Morrowind does today.
0:04:14.929,0:04:18.709
Do I need to own Morrowind to use
OpenMW?
0:04:18.709,0:04:22.509
You do need to own Morrowind to play
Morrowind using our engine.
0:04:22.509,0:04:26.800
OpenMW looks for a directory on your
system containing the 'Data Files' section
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of an existing installation of Morrowind.
0:04:29.469,0:04:33.259
That data files folder contains all of
the art assets in game data for Morrowind
0:04:33.259,0:04:37.090
and it is the only thing OpenMW needs to be playable.
0:04:37.090,0:04:40.660
It has become difficult to find a retail
copy of Morrowind, but it's currently
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available on Steam and that version
works equally as well.
0:04:45.240,0:04:47.530
Is OpenMW legal?
0:04:47.530,0:04:51.480
Copyright laws vary by country, but to
our knowledge OpenMW is legal
0:04:51.480,0:04:52.530
everywhere.
0:04:52.530,0:04:56.289
Any code in our engine the replicates
the functionality of the original has
0:04:56.289,0:04:59.650
been written as a product of clean
reverse engineering.
0:04:59.650,0:05:03.220
OpenMW does not distribute any
content whatsoever belonging to
0:05:03.220,0:05:06.050
Bethesda Softworks or Zenimax Media.
0:05:06.050,0:05:09.589
In any case, OpenMW doesn't give
anyone a way to play the game without
0:05:09.589,0:05:12.249
having first purchased it.
0:05:12.249,0:05:15.680
What a truly amazing project! How can I
help?
0:05:15.680,0:05:17.069
Well, there's still plenty to do.
0:05:17.069,0:05:21.129
We have sections on our forums for
people interested in joining the effort.
0:05:21.129,0:05:26.219
If you're a programmer with experience in C++, post on
the "New Developer Applications" section
0:05:26.219,0:05:27.639
of our forums
0:05:27.639,0:05:31.219
and we can get you started on a job that
fits your skills and the amount of time
0:05:31.219,0:05:32.279
you are able to commit to
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the project.
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If you aren't a programmer, but still want to help, there's plenty of important things you can do.
0:05:38.199,0:05:41.490
Have a look at the "Join The Team"
section of our forums for information on
0:05:41.490,0:05:43.330
non-coding jobs.
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These tasks include raising awareness of
the project, reverse engineering
0:05:47.059,0:05:47.870
game mechanics,
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testing the latest builds, and reporting
bugs.
0:05:51.020,0:05:52.060
To report a bug,
0:05:52.060,0:05:54.680
either make a post on our forums describing
it
0:05:54.680,0:05:59.020
or register on our issue tracker at bugs.openmw.org.
0:05:59.020,0:06:02.649
Please remember to provide detailed
information about the bug including how to
0:06:02.649,0:06:03.789
reproduce it
0:06:03.789,0:06:07.339
and a description of your computer hardware, operating system, and drivers.
nnayo
Posts: 72 Joined: 25 Feb 2013, 15:05
Location: Cannes, France
Post
by nnayo » 15 Apr 2013, 19:57
here is the first version of the french translation:
Spoiler: Show 0:00:04.130,0:00:05.440
Bonjour tout le monde.
0:00:05.440,0:00:09.220
Cette vidéo sera la première d'une série
où on essayera de répondre à
0:00:09.220,0:00:15.139
toutes les questions et aux commentaires les plus courants
sur notre projet.
0:00:15.139,0:00:18.119
Qu'est exactement OpenMW?
0:00:18.119,0:00:21.939
OpenMW est un moteur de jeu open source
dont l'objectif est reproduire The Elder Scrolls III: Morrowind
0:00:21.939,0:00:25.449
en utilisant les données du jeu et ses graphismes.
0:00:25.449,0:00:29.300
Notre moteur est écrit en C++ et utilise Ogre3D pour le rendu
0:00:29.300,0:00:32.619
graphique et la bibliothèque Bullet pour la physique
et les collisions.
0:00:32.619,0:00:36.790
OpenMW est multi-plateforme et nous
maintenons des paquets pour Windows, Mac OS X
0:00:36.790,0:00:38.690
et Linux.
0:00:38.690,0:00:41.850
Le but d'OpenMW n'est pas d'améliorer le jeu ou
0:00:41.850,0:00:45.940
d'ajouter de nouvelles fonctionnalités mais de fournir une
plateforme ouverte et modernisée pour jouer
0:00:45.940,0:00:46.980
à Morrowind
0:00:46.980,0:00:50.650
et pour donner à la communauté
des possibilités de mod additionnelles.
0:00:50.650,0:00:54.700
Remarquez qu'OpenMW n'est pas un mod
bien qu'il soit souvent indiqué comme
0:00:54.700,0:00:55.720
tel.
0:00:55.720,0:00:59.140
Il est compréhensible que certains
préfèrent y faire réfénrece en tant que mod plutôt
0:00:59.140,0:01:02.090
que comme un moteur de remplacement pour leur propre convenance.
0:01:02.090,0:01:05.790
Mais il semble que beaucoup ne saisissent pas
vraiment la différence.
0:01:05.790,0:01:10.570
Rappelez-vous qu'OpenMW est un logiciel
indépendant qui ne requiert aucunement
0:01:10.570,0:01:16.710
le moteur d'origine, ni le système de construction.
0:01:16.710,0:01:20.610
Pourquoi avoir besoin d'OpenMW?
Quel est son intérêt?
0:01:20.610,0:01:24.440
Le moteur de Morrowind date et n'était déjà pas
une bénédiction quand le jeu est
0:01:24.440,0:01:25.730
sorti.
0:01:25.730,0:01:28.930
Même après les patchs de Bethesda et
les efforts de la communauté pour en faire un jeu
0:01:28.930,0:01:32.600
stable, il y a encore beaucoup de bugs.
0:01:32.600,0:01:36.300
Gardez à l'esprit que Morrowind est sorti
avant que Windows XP ait eu sa première mise à jour
0:01:36.300,0:01:42.060
et avant même que Vista et 7 aient été pensé.
Sans compter les autres systèmes qu'OpenMW
0:01:42.060,0:01:43.580
supporte.
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Il fut conçu pour fonctionner sur des processeurs
mono-coeur et des cartes graphiques qui
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devraient être au musée aujourd'hui. OpenMW est un moteur bien plus moderne,
0:01:51.400,0:01:54.600
conçu pour prendre avantage de certaines des
avancées dans le matériel
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qui sont parues depuis la sortie de Morrowind
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et pour avoir des performances bien meilleures sur les nouvelles machines.
0:02:02.219,0:02:05.710
Si nous n'améliorons pas les graphismes ou
la jouabilité, quels sont les avantages à utiliser
0:02:05.710,0:02:07.050
OpenMW?
0:02:07.050,0:02:12.769
De nouveau, OpenMW vous permet de jouer à Morrowind nativement sur Windows, Mac et Linux.
0:02:12.769,0:02:15.899
Il apporte quelques améliorations graphiques
comme la projection dynamique
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des ombres, le support de plus grandes résolutions, le filtrage de textures et
0:02:19.849,0:02:23.719
un meilleur rendu de l'eau avec les réflexions
pour n'en nommer que quelques unes.
0:02:23.719,0:02:26.929
Il y a aussi plusieurs améliorations à
l'interface de jeu comme un
0:02:26.929,0:02:29.299
meilleur journal et une meilleure fenêtre d'alchimie.
0:02:29.299,0:02:32.909
Le vrai avantage d'OpenMW est son moteur au design moderne, les nouvelles
0:02:32.909,0:02:35.759
possibilités de mod apportées par le nouvel éditeur
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et la nature open source du projet.
0:02:39.349,0:02:42.459
Que permettra OpenMW aux modders?
0:02:42.459,0:02:45.719
A peu près tout ce que vous pensez pouvoir
faire, vous pourrez
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le faire. Quelques exemples simples
ajouteront de complètement nouveaux
0:02:49.709,0:02:54.109
attributs et capacités, altéreront la formule qui définit les nombreux mécanismes du jeu
0:02:54.109,0:02:56.829
et donneront une façon propre de définir les scripts des sorts.
0:02:56.829,0:02:59.719
Tout ce qui n'est pas actuellement possible
dans Morrowind
0:02:59.719,0:03:05.099
ou, du moins, pas sans hacks infâmes dans
le cas des scripts.
0:03:05.099,0:03:08.959
OpenMW supportera-t-il les mods existants?
0:03:08.959,0:03:12.959
OpenMW supportera Morrowind,
ses extensions Tribunal et BloodMoon,
0:03:12.959,0:03:16.109
et tous les mods existants officiels ou non.
0:03:16.109,0:03:20.150
Soyez prévenu que cette compatibilité
ne porte que sur les mods standards
0:03:20.150,0:03:23.510
c'est-à-dire ceux sous la forme de .esp ou .esm avec
0:03:23.510,0:03:27.169
toutes les textures, les squelettes et les sons
qu'ils requièrent.
0:03:27.169,0:03:30.659
Essayez d'utiliser quelque chose tel un programme séparé comme
0:03:30.659,0:03:34.579
Morrowind Code Patch ou Morrowind Graphics Extender ne fonctionnera pas.
0:03:34.579,0:03:39.529
Bien sûr, une partie de l'avantage d'OpenMW est que vous n'en aurez pas besoin.
0:03:39.529,0:03:43.559
Quel est le système requis pour faire tourner OpenMW?
0:03:43.559,0:03:47.559
Votre carte graphique doit au moins supporter
les shaders modèle 3.
0:03:47.559,0:03:50.599
Il est recommandé d'avoir des drivers
à jour installés pour
0:03:50.599,0:03:51.329
votre machine.
0:03:51.329,0:03:55.719
La plupart des machines modernes feront tourner
OpenMW sans problème.
0:03:55.719,0:03:58.939
Au moment de la réalisation de cette vidéo, le
moteur est encore en plein développement
0:03:58.939,0:04:02.129
et sera optimisé dans le
futur.
0:04:02.129,0:04:06.019
OpenMW demandera plus
que le moteur d'origine, bien sûr, mais
0:04:06.019,0:04:09.450
grâce à son design moderne, il est très
possible qu'il tourne plus vite
0:04:09.450,0:04:14.929
et certainement mieux qu'un Morrowind lourdement
modifié.
0:04:14.929,0:04:18.709
Ai-je besoin de posséder Morrowind pour utiliser
OpenMW?
0:04:18.709,0:04:22.509
Vous avez absolument besoin d'avoir Morrowind pour pouvoir
utiliser notre moteur.
0:04:22.509,0:04:26.800
OpenMW cherche un répertoire sur votre système
contenant la section 'Data Files'
0:04:26.800,0:04:29.469
de votre installation de Morrowind.
0:04:29.469,0:04:33.259
Ce dossier 'Data Files' contient tous les
graphisles du jeu
0:04:33.259,0:04:37.090
et c'est le seule chose indispensable pour pouvoir jouer à OpenMW.
0:04:37.090,0:04:40.660
Il est maitenant difficile de trouver au détail
une copie de Morrowind mais il est actuellement
0:04:40.660,0:04:45.240
possible d'en acheter une sur Steam et cette version
marche aussi bien.
0:04:45.240,0:04:47.530
OpenMW est-il légal?
0:04:47.530,0:04:51.480
Les lois sur le droit d'auteur dépendent des pays mais,
à notre connaissance, OpenMW est légal
0:04:51.480,0:04:52.530
partout.
0:04:52.530,0:04:56.289
Tout code dans notre moteur qui reproduit
une fonctionnalité de l'original a
0:04:56.289,0:04:59.650
été écrit à partir d'un rétro-engineering propre.
0:04:59.650,0:05:03.220
OpenMW ne distribue aucun
contenu qui appartienne à
0:05:03.220,0:05:06.050
Bethesda Softworks ou Zenimax Media.
0:05:06.050,0:05:09.589
Dans tous les cas, OpenMW ne donne à personne
le moyen de jouer au jeu sans
0:05:09.589,0:05:12.249
l'avoir acheter avant.
0:05:12.249,0:05:15.680
Quel projet vraiment surprenant! Comment puis-je
aider?
0:05:15.680,0:05:17.069
Eh bien, il y a plein de choses à faire.
0:05:17.069,0:05:21.129
Nous avons des rubriques dans nos forums pour
les gens intéressés qui veulent se joindre à notre effort.
0:05:21.129,0:05:26.219
Si vous êtes un programmeur avec de l'expérience en C++, postez dans
la rubrique "New Developer Applications"
0:05:26.219,0:05:27.639
de nos forums
0:05:27.639,0:05:31.219
et nous pourrons vous aider à commencer une activité qui
corresponde à vos compétences et à la quantité de temps
0:05:31.219,0:05:32.279
que vous êtes prêt à investir dans
0:05:32.279,0:05:33.409
le projet.
0:05:33.409,0:05:38.199
il y a quantité d'autres choses importantes que vous pouvez faire.
0:05:38.199,0:05:41.490
Regardez dans la rubrique "Join The Team"
de nos forums pour des informations sur
0:05:41.490,0:05:43.330
les activités autres que le codage.
0:05:43.330,0:05:47.059
Ces tâches incluent augmenter la reconnaissance
du projet, le rétro-engineering des
0:05:47.059,0:05:47.870
mécanismes du jeu,
0:05:47.870,0:05:51.020
tester les dernières versions et remonter les
bugs.
0:05:51.020,0:05:52.060
Pour signaler un bug,
0:05:52.060,0:05:54.680
postez un message sur nos forums en le décrivant
0:05:54.680,0:05:59.020
ou enregistrez-vous sur le système de suivi à bugs.openmw.org.
0:05:59.020,0:06:02.649
S'il vous plaît, souvenez-vous de fournir des informations
détaillées au sujet du bug en incluant comment
0:06:02.649,0:06:03.789
le reproduire
0:06:03.789,0:06:07.339
et une description de votre machine, de votre système d'exploitation et de vos drivers.