GZDoom localization development thread [Split]

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Re: GZDoom localization development thread [Split]

Postby Undead » Thu Apr 04, 2019 11:06 am

I was going to make another revision that completes the letters with full outlines and accent spacing (which is what they would look like in a perfect world), but if we’re going to decide on a set value, I’d appreciate an exact pixel amount so I can account for it in the future.
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Re: GZDoom localization development thread [Split]

Postby theleo_ua » Thu Apr 04, 2019 11:27 am

Graf Zahl, Nash, I agree, that Way 2 is the best, so if we need to choose only one of them, Way 2 is good to go
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Re: GZDoom localization development thread [Split]

Postby axredneck » Thu Apr 04, 2019 3:21 pm

Where can i report bugs of current Russian localization?
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Re: GZDoom localization development thread [Split]

Postby Rachael » Thu Apr 04, 2019 3:23 pm

viewforum.php?f=2 - same place as usual.
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Re: GZDoom localization development thread [Split]

Postby Undead » Fri Apr 05, 2019 2:06 am

“Way 2” (which is 3px of spacing), like theleo_ua said, is a good alternative, but I just did some more testing in Strife and found that the original spacing between lines is actually 4px, which is a perfect number for the current letter sizes in GZDoom (provided the letter P doesn’t collide with the Spanish Ñ, for example, but that’s very rare). So 4px would be an ideal compromise between aesthetics and spacing if we’re going to decide on a fixed height.

Here’s a funny edit I made to showcase what it would look like.
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Re: GZDoom localization development thread [Split]

Postby Undead » Sat Apr 06, 2019 12:15 am

Made a PR related to my above post. Best not to merge it if the current line spacing system is going to be kept (although it highly affects readability).
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Re: GZDoom localization development thread [Split]

Postby Graf Zahl » Sat Apr 06, 2019 12:23 am

The line spacing can be set through the font.inf lump. I'll have to see what works best.
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Re: GZDoom localization development thread [Split]

Postby theleo_ua » Sat Apr 06, 2019 2:08 pm

axredneck wrote:Where can i report bugs of current Russian localization?


Fastest way is next:

1) go to this https://discord.gg/sKDcfVh Russian discord server
2) go to #russian_gzdoom_обсуждение channel
3) tell all your bugs here

or

go to this https://i.iddqd.ru/viewtopic.php?t=1492 Russian forum thread

or

go to this viewtopic.php?f=19&t=58872 English forum thread

Discord is fastest way to go
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Re: GZDoom localization development thread [Split]

Postby axredneck » Sat Apr 06, 2019 6:08 pm

theleo_ua wrote:go to this https://i.iddqd.ru/viewtopic.php?t=1492 Russian forum thread

Thank You!
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Re: GZDoom localization development thread [Split]

Postby Marisa Kirisame » Sun Apr 07, 2019 12:14 pm

I've been going though Strife dialogues again, doing a couple little typo fixes here and there for spanish.
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Re: GZDoom localization development thread [Split]

Postby Undead » Sun Apr 07, 2019 1:47 pm

Two unlocalized parts I found are Chex’s intermission screens and the M_PAUSE graphic in Doom and Strife.
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Re: GZDoom localization development thread [Split]

Postby Graf Zahl » Sun Apr 07, 2019 2:01 pm

What Chex? 1 or 3? Keep in mind that Chex 3 is not part of the current translation set, it will require some special treatment because it contains its own LANGUAGE lump. Same for Hacx and Harmony (which, I believe even uses Dehacked...)
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Re: GZDoom localization development thread [Split]

Postby Undead » Sun Apr 07, 2019 2:11 pm

Yeah, Chex 3 is what I was testing with my colleagues. But getting the first game done, especially on the font side, is of bigger priority right now.
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Re: GZDoom localization development thread [Split]

Postby Graf Zahl » Sun Apr 07, 2019 3:54 pm

Chex 3 strings are up. I'll have to extract some already existing translations from some older GZDoom. For French and Portuguese some work was already done, IIRC.
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Re: GZDoom localization development thread [Split]

Postby Graf Zahl » Mon Apr 08, 2019 6:50 am

Hacx strings are also up now - which means 109 more pieces of text to do... ;)
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