Since I started this UI pack of mine, I started thinking of the way some addons were built, namely those with localization for none-English users. Up until now I didn't really care about this but today I started to strip down most of the addons I have.
Now before you go into the "why are you doing this, and it's illogical for none-English users" and so on. I do strip down the core addons in my "interface", such as modules for several addons that I find totally unneeded. And yes, I know it's kinda on the edge of being called idiot and ignorant, so please tell me, what should I do? I actually started replacing several addons since I find this localization "part" a bit odd. Sure it's nice to have this game running in your local language w/ addons on-top. But if since your not probably gonna bother with English I find it kinda unneeded to share this "layout" of mine since probably we'll never talk to each other (that is if we discuss topics and such on the same forum etc...)
I'm not trying to be ego or "English Nao!" but since the majority (excluding China) plays the game on the English localization I think it's best to keep other things with it, such as these addons created by our authors here and there. I know some of "your" addons weren't created with the English localization to begin with, but if that was the case, you wouldn't be here by now would you?
TLDR: Is it okay if I remove/modify some code out of addons?
Chrnotic, in general most authors will have a mixed response on this.
The problem with UI Packs that use various addons instead of creating their own is that the End User has a 50/50 chance of comming back to you or the addon's origional author for support.
IMO, just leave it. There are plenty of other things to be OCD about than localization support files.
The whole reason why there are localized files for addons is because users play in different locales and want it in different languages. Not all users understand English. WoW comes in different languages, and users actually help localize addons so that they can view their addons the same way.
I say leave the localized files alone, too. You'd just be asking for trouble from a) authors, b) users, and c) your sanity.
/edit: also, some (many?) addons use licenses that prohibit redistribution of the addons when modified. (PS - I'm about to fall asleep, so I hope this all made sense)
Unless the addon's license allows you to modify it and redistribute it, you shouldn't be removing localizations or making any changes to the addon's files. If it's not absolutely clear to you from the addon's license whether you may do this, you should ask the author.
Localization files are in general a very minor use of resources, if you are looking at stripping localization to save something you are crazy.
When done right, the only thing they cost is the loading (not the execution) of the code...
And yes, what everyone else is saying, just submit locale patches tot he author. Don't go modifying addons beyond adding locale, and always pass your changes back to the author.
I couldn't remember how AceLocal-3.0 works, I think those are always loaded regardless of the localization you use, but yea pretty much everything else has very little cost.
The file is loaded, but the parsing terminates before loading in (to the heap) all the localised strings.
No.
The file is parsed and loaded as a whole, all the strings are "internised", and the main function of the code is executed, exits early, without keeping any reference to the internised localization, which will be removed at the next garbage collection cycle.
There is no better way to do localization without being able to programmatically select what gets loaded. And nobody thinks that localization needs LoadOnDemand modules, (because that is way overkill).
Remember that the main reason why you shouldn't modify addon is because of the license they are released under. But removing localization won't save you anything worth saving, (and you'll be wasting a very scarce resource of yours doing it: your time).
But if since your not probably gonna bother with English I find it kinda unneeded to share this "layout" of mine since probably we'll never talk to each other (that is if we discuss topics and such on the same forum etc...)
I'm not trying to be ego or "English Nao!" but since the majority (excluding China) plays the game on the English localization
Those two assertions are groundless.
Firstly, non-english people may want to play with their locale even if they fully understand English. This doesn't prevent them to discuss with you either.
Secondly, you clearly underestimate who is using non-english locales. Non-US client does not come with English by default. An additional pack has to be installed. And then, assuming the player is willing to play with people that speak his language, he will have english place, quest and item names where other players see localized ones. So basically, non-english users playing in english are people that actively want it and can be considered the exception more than the rule.
There, I reverted back to how things were before as for modifying, it's just some toc tweaking to how things were saved. First of all, I thought the localization files were loaded regardless of what local the client is currently running on.
Oh yeah, I did however "disable" some modules from loading up and therefor removing em from the addon(s) as well. Chatter for example has no obvious licensee embedded with it, and neither did any other addon except when I started pulling out localization files, which of course would break the license agreement.
<snip> Chatter for example has no obvious licensee embedded with it, and neither did any other addon except when I started pulling out localization files, which of course would break the license agreement.
Having "no obvious license" means that the license is automatically All Rights Reserved.
So am I still allowed to modify it for "private" use, and perhaps distribute it for none-commercial use? I read a little about it's meaning but I'm still unsure if I can do this or not. To me this this more like bending the rule rather than breaking it.
"All rights reserved" means that you cannot redistribute, independent of whether it's for free or not, without explicit permission to do so.
For private use you can pretty much do whatever. Noone is ever going to know or be affected by what you do there.
Another reason why addon authors in general may not want modified versions of their addons in collections has to do with it having potential of becoming a maintenance hassle or worse. Say you inadvertently introduce a bug. People go to the original maintainer for a fix. Now suddently you have to try track down N modified versions of your code to see what the bug is even about.
Very broadly, I do not recommend creating branches of well-maintained addons, it will cause more problem than do good.
The whole idea of different rules existing for commercial versus noncommercial use in the context of WoW addons is invalid since Blizzard's addon policy requires that all addons be offered for free. Unless you have specific permission from the individual authors, you really shouldn't be redistributing their addons at all (let alone distributing modified versions of them); it's impolite/inconsiderate at best.
As for redistributing lobotomized versions of other people's addons: It's not really a good idea because users are going to end up complaining both to you and to the individual addon authors about problems that may actually be a result of your changes rather than preexisting issues in the addons themselves. At the very least you should be very up-front about your changes, and you should discourage people from seeking support from the individual addon authors if there's any chance that reported issues could have resulted from your changes.
Secondly, you clearly underestimate who is using non-english locales. Non-US client does not come with English by default. An additional pack has to be installed. And then, assuming the player is willing to play with people that speak his language, he will have english place, quest and item names where other players see localized ones. So basically, non-english users playing in english are people that actively want it and can be considered the exception more than the rule.
GB clients come with English (American English) as default :o.
Now before you go into the "why are you doing this, and it's illogical for none-English users" and so on. I do strip down the core addons in my "interface", such as modules for several addons that I find totally unneeded. And yes, I know it's kinda on the edge of being called idiot and ignorant, so please tell me, what should I do? I actually started replacing several addons since I find this localization "part" a bit odd. Sure it's nice to have this game running in your local language w/ addons on-top. But if since your not probably gonna bother with English I find it kinda unneeded to share this "layout" of mine since probably we'll never talk to each other (that is if we discuss topics and such on the same forum etc...)
I'm not trying to be ego or "English Nao!" but since the majority (excluding China) plays the game on the English localization I think it's best to keep other things with it, such as these addons created by our authors here and there. I know some of "your" addons weren't created with the English localization to begin with, but if that was the case, you wouldn't be here by now would you?
TLDR: Is it okay if I remove/modify some code out of addons?
The problem with UI Packs that use various addons instead of creating their own is that the End User has a 50/50 chance of comming back to you or the addon's origional author for support.
IMO, just leave it. There are plenty of other things to be OCD about than localization support files.
I say leave the localized files alone, too. You'd just be asking for trouble from a) authors, b) users, and c) your sanity.
/edit: also, some (many?) addons use licenses that prohibit redistribution of the addons when modified. (PS - I'm about to fall asleep, so I hope this all made sense)
When done right, the only thing they cost is the loading (not the execution) of the code...
And yes, what everyone else is saying, just submit locale patches tot he author. Don't go modifying addons beyond adding locale, and always pass your changes back to the author.
No.
The file is parsed and loaded as a whole, all the strings are "internised", and the main function of the code is executed, exits early, without keeping any reference to the internised localization, which will be removed at the next garbage collection cycle.
There is no better way to do localization without being able to programmatically select what gets loaded. And nobody thinks that localization needs LoadOnDemand modules, (because that is way overkill).
Remember that the main reason why you shouldn't modify addon is because of the license they are released under. But removing localization won't save you anything worth saving, (and you'll be wasting a very scarce resource of yours doing it: your time).
Those two assertions are groundless.
Firstly, non-english people may want to play with their locale even if they fully understand English. This doesn't prevent them to discuss with you either.
Secondly, you clearly underestimate who is using non-english locales. Non-US client does not come with English by default. An additional pack has to be installed. And then, assuming the player is willing to play with people that speak his language, he will have english place, quest and item names where other players see localized ones. So basically, non-english users playing in english are people that actively want it and can be considered the exception more than the rule.
Oh yeah, I did however "disable" some modules from loading up and therefor removing em from the addon(s) as well. Chatter for example has no obvious licensee embedded with it, and neither did any other addon except when I started pulling out localization files, which of course would break the license agreement.
Having "no obvious license" means that the license is automatically All Rights Reserved.
For private use you can pretty much do whatever. Noone is ever going to know or be affected by what you do there.
Another reason why addon authors in general may not want modified versions of their addons in collections has to do with it having potential of becoming a maintenance hassle or worse. Say you inadvertently introduce a bug. People go to the original maintainer for a fix. Now suddently you have to try track down N modified versions of your code to see what the bug is even about.
Very broadly, I do not recommend creating branches of well-maintained addons, it will cause more problem than do good.
As for redistributing lobotomized versions of other people's addons: It's not really a good idea because users are going to end up complaining both to you and to the individual addon authors about problems that may actually be a result of your changes rather than preexisting issues in the addons themselves. At the very least you should be very up-front about your changes, and you should discourage people from seeking support from the individual addon authors if there's any chance that reported issues could have resulted from your changes.
GB clients come with English (American English) as default :o.
Fixed. Now this just seems obvious but apparently it was necessary to make it clear.
yup, but I'm pretty sure enGB is exactly the same as enUS, we get stuck with armor, color and probably some others of which I can't remember atm.
I just like to make things clear :), and lumping all english speakers as US seems a bit odd.