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Super! Merci beaucoup! (Years learning French and I can't even write this correctly :-P)
If I may suggest something, if your scripts come with a log / state file in some standard format, you may be able to use it with some set templates that output the right strings in multiple languages.
I’m not sure to get what you call a "log / state file" here.
But I think what you are writing about is what our new in-development parsing tool is going to do: Game scripts database
Since the script is just one file, let me rephrase things.
Let me see... each game page has one part that is "fixed" (e.g., game image, description), and one part that is dynamic (e.g., list dependencies).
The dependencies, for example, can be declared in the script, along with other information (like library versions, related to the installation process, whatever). This can be defined as a variable or as a comment, in a fixed format, that can be recognized automatically. It could even be added there automatically.
The website would, regularly, parse these scripts and update the game page whenever needed (a build system like scons can do that).
If you want to support another disto, you simply adjust the template to call yum instead of apt, for instance.
What I'm talking about dependencies goes for instructions, targets, etc.. And since you are generating the build instructions, you could even test them automatically on each system to make there are not surprises.
You can even show the instructions for just one distro (for cleaner pages), that the user selects.
You could even use all this information to generate statistics, like "what games depend on X"? "X just got updated, what games do we need to test against it?" "Can we use Y instead of X? What tests do we need to run?"
After the initial rollout, 97% of the developer's time is spent just on getting the script to work.
I'm sure you thought of something no worse than this. You are all smart, experienced and capable people. I was just wondering if this is the way you decided to take.