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Re: GZDoom localization development thread [Split]
Posted: Thu Apr 04, 2019 10:06 am
by Kostov
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.
Re: GZDoom localization development thread [Split]
Posted: Thu Apr 04, 2019 10:27 am
by theleo_ua
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
Re: GZDoom localization development thread [Split]
Posted: Thu Apr 04, 2019 2:21 pm
by axredneck
Where can i report bugs of current Russian localization?
Re: GZDoom localization development thread [Split]
Posted: Thu Apr 04, 2019 2:23 pm
by Rachael
viewforum.php?f=2 - same place as usual.
Re: GZDoom localization development thread [Split]
Posted: Fri Apr 05, 2019 1:06 am
by Kostov
“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.
Re: GZDoom localization development thread [Split]
Posted: Fri Apr 05, 2019 11:15 pm
by Kostov
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).
Re: GZDoom localization development thread [Split]
Posted: Fri Apr 05, 2019 11:23 pm
by Graf Zahl
The line spacing can be set through the font.inf lump. I'll have to see what works best.
Re: GZDoom localization development thread [Split]
Posted: Sat Apr 06, 2019 1:08 pm
by theleo_ua
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
Re: GZDoom localization development thread [Split]
Posted: Sat Apr 06, 2019 5:08 pm
by axredneck
Re: GZDoom localization development thread [Split]
Posted: Sun Apr 07, 2019 11:14 am
by Marisa the Magician
I've been going though Strife dialogues again, doing a couple little typo fixes here and there for spanish.
Re: GZDoom localization development thread [Split]
Posted: Sun Apr 07, 2019 12:47 pm
by Kostov
Two unlocalized parts I found are Chex’s intermission screens and the M_PAUSE graphic in Doom and Strife.
Re: GZDoom localization development thread [Split]
Posted: Sun Apr 07, 2019 1:01 pm
by Graf Zahl
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...)
Re: GZDoom localization development thread [Split]
Posted: Sun Apr 07, 2019 1:11 pm
by Kostov
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.
Re: GZDoom localization development thread [Split]
Posted: Sun Apr 07, 2019 2:54 pm
by Graf Zahl
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.
Re: GZDoom localization development thread [Split]
Posted: Mon Apr 08, 2019 5:50 am
by Graf Zahl
Hacx strings are also up now - which means 109 more pieces of text to do...