GZDoom localization development thread [Split]

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Expand view Topic review: GZDoom localization development thread [Split]

Re: GZDoom localization development thread [Split]

by Graf Zahl » Wed Jan 22, 2020 6:25 am

No, only if they are in the middle of other text. At the end of the list it isn't necessary because it's easy to find.

Re: GZDoom localization development thread [Split]

by theleo_ua » Wed Jan 22, 2020 5:59 am

Graf Zahl wrote:Green means normally that translation is not needed because the text is identical with English. Red means "not translated" if it is single cells in the middle of the list.
So when you add new strings to the doc, you always mark them in red?

Re: GZDoom localization development thread [Split]

by Graf Zahl » Wed Jan 22, 2020 4:30 am

Green means normally that translation is not needed because the text is identical with English. Red means "not translated" if it is single cells in the middle of the list.

Re: GZDoom localization development thread [Split]

by theleo_ua » Wed Jan 22, 2020 4:05 am

Graf Zahl, Hi again

Both of google documents has empty green cells, meaning "still not translated". But - some of these cells are not translated intentionally. What do you think, if we will mark those cells with blue instead of green? Blue is just a random example, can be any color you want

Because for now it's hard to understand, which text is still not translated, but require translations

Re: GZDoom localization development thread [Split]

by theleo_ua » Fri Jan 03, 2020 4:31 pm

Hi, Graf Zahl

Previously (in this thread or in this viewtopic.php?f=49&t=63737&start=495 thread) we discussed font scaling problem (unfortunately I cannot find direct posts to link/quote them) for 4:3 resolutions, and as I remember you said that this is in todo list, but a lot of time went from that moment, and as I understand, this should be fixed now

But - this is what I got in GZDoom 4.2.4 with 1280x960 for now: https://my.pcloud.com/publink/show?code ... g9r0S6TcIV

Is it possible to scale menu size from red square to yellow square? If yes - which options or console commans should I use to scale this?

If no - is it still planned to be implemented? If no - should I create suggestion request for this, or this is not fixable anymore?

Re: GZDoom localization development thread [Split]

by Graf Zahl » Tue Aug 06, 2019 11:58 pm

Wow, that CVSed is one truly useless program. It can not just not load files with line breaks properly, equally bad is that it doesn't support UTF-8! A real blast from a very distant past.

The Google exports can just be loaded fine by any decent spreadsheet editor around, but these CSV files are not meant for editing anyway and I cannot accept any submissions of edited CSV files. If you want to make offline edits, download the original spreadsheets as XLSX or ODS files and change those.
If you want to create multi-language custom content you are better off using LibreOffice to manage the spreadsheets and export from there with the proper settings.

Re: GZDoom localization development thread [Split]

by Rachael » Tue Aug 06, 2019 9:35 pm

He exports it directly from the Google Spreadsheet. Google Docs has an option for multiple export formats.

Re: GZDoom localization development thread [Split]

by NeuralStunner » Tue Aug 06, 2019 9:30 pm

Graf Zahl wrote:What source are you comparing this with? Both the Anubis cheat and the "is a cheater" message are no longer in the source.
Little out of date, sorry.

(What do you manage the CSVs with? CSVEd trips over the linebreaks. It's also a little horrible to work with.)

Re: GZDoom localization development thread [Split]

by Graf Zahl » Sun Aug 04, 2019 11:40 pm

NeuralStunner wrote:A few of the message texts still lack strings, E.G the anubis cheat, "[player] is a cheater:" (which also uses builtin strings to describe what cheat was used), "out of sync with:".

What source are you comparing this with? Both the Anubis cheat and the "is a cheater" message are no longer in the source.
Whether it makes sense to localize the network consistency messages I'll leave open to debate.


The aforementioned environment editor is another matter, I forgot that this never was part of the string table.

Re: GZDoom localization development thread [Split]

by Graf Zahl » Sun Aug 04, 2019 8:57 pm

It's hard to find out which texts warrant localization. If you find some, best make a PR to change how they get looked up.

Re: GZDoom localization development thread [Split]

by NeuralStunner » Sun Aug 04, 2019 1:48 pm

A few of the message texts still lack strings, E.G the anubis cheat, "[player] is a cheater:" (which also uses builtin strings to describe what cheat was used), "out of sync with:".

Re: GZDoom localization development thread [Split]

by Kostov » Sun Aug 04, 2019 2:05 am

One more part of the menu remains to be localized, by the way: the reverb environment editor in the sound options. Would that be possible before releasing the next update?

Re: GZDoom localization development thread [Split]

by Graf Zahl » Fri Aug 02, 2019 1:02 am

An SVE filter does not exist. Please remove this and file a proper bug report so it can be investigated.

Re: GZDoom localization development thread [Split]

by Kostov » Fri Aug 02, 2019 12:56 am

While watching a GZDoom stream with SVE.WAD, I noticed some texts are used that only have a ”strifeteaser” filter in the game language spreadsheet, so I added an SVE filter as well. What is it actually called? For now, I only added ”sve”.

Re: GZDoom localization development thread [Split]

by Kostov » Wed Jun 05, 2019 9:50 am

I’ll probably work on it around next week. Right now, I have an important event for my Strife voiceover coming up in two days.

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