GZDoom localization development thread [Split]

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Re: GZDoom localization development thread [Split]

Postby Graf Zahl » Mon Apr 22, 2019 11:51 am

The VGA font isn't intentional. I had the other part commented out to test stuff but forgot to change it back. Regarding languages, in general I think that for all languages it should be written out in English in addition to the native term for it so that people who do not know the language can see what it is. I doubt that many Europeans have ever heard of Hangul.
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Re: GZDoom localization development thread [Split]

Postby Undead » Mon Apr 22, 2019 12:13 pm

Okay. I adjusted the language options menu and added English names here. I got nothing more to contribute to the release for now.
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Re: GZDoom localization development thread [Split]

Postby Graf Zahl » Mon Apr 22, 2019 12:36 pm

Thanks. There's one last thing left, i.e. allow loading the original BigFont even if it gets overridden by a mod, so I think I can do a release tomorrow.
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Re: GZDoom localization development thread [Split]

Postby Rachael » Mon Apr 22, 2019 2:14 pm

Graf Zahl wrote:Regarding languages, in general I think that for all languages it should be written out in English in addition to the native term for it so that people who do not know the language can see what it is. I doubt that many Europeans have ever heard of Hangul.

Undead wrote:Okay. I adjusted the language options menu and added English names here. I got nothing more to contribute to the release for now.


Are the () options all meant to all be only in English?
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Re: GZDoom localization development thread [Split]

Postby Undead » Mon Apr 22, 2019 2:15 pm

Rachael wrote:Are the () options all meant to all be only in English?

Yes, they are (except for the region-specific Spanish variants). I tried experimenting with slashes too, but I found parentheses to be more readable.
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Re: GZDoom localization development thread [Split]

Postby Rachael » Mon Apr 22, 2019 2:23 pm

Undead wrote:
Rachael wrote:Are the () options all meant to all be only in English?

Yes, they are (except for the region-specific Spanish variants). I tried experimenting with slashes too, but I found parentheses to be more readable.


What I mean is, wouldn't it make sense that if you are in, for example, Spanish (currently, anyway) it would say something like English (Ingles) for the change. But then I realized that wouldn't work because the menu change is instant for each one. Oh well. :thumb:
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Re: GZDoom localization development thread [Split]

Postby Undead » Tue Apr 23, 2019 12:45 am

Just submitted one last-minute change. These Cyrillic characters have been bothering me for a while.
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Re: GZDoom localization development thread [Split]

Postby Undead » Tue Apr 23, 2019 11:39 am

Since the release is slightly delayed and I noticed some more flawed nuances, here’s another batch of improved characters. Nothing else has caught my eye among the Doom characters.
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Re: GZDoom localization development thread [Split]

Postby Graf Zahl » Tue Apr 23, 2019 11:42 am

The release may be delayed but I already compiled it. Since I'm on vacation next week I won't have that much time for doing any more work on this.
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Re: GZDoom localization development thread [Split]

Postby Undead » Tue May 07, 2019 1:32 pm

Forgot to include a fixed version of the letter Ξ in my newest pull request. Here:

https://www.dropbox.com/s/nvpyk2ly1r4gs2v/039E.lmp?dl=1
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Re: GZDoom localization development thread [Split]

Postby Graf Zahl » Tue May 07, 2019 1:36 pm

Please make this a PR so that it gets into the correct folder.
I won't take any chances here.
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Re: GZDoom localization development thread [Split]

Postby Graf Zahl » Wed May 08, 2019 1:54 am

Are you sure you got all Greek characters? I just had a look at the first texts and they contain several accented characters.
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Re: GZDoom localization development thread [Split]

Postby Undead » Wed May 08, 2019 1:56 am

I’ve done all the main Greek characters without accents. I’ll have to work on the accents tonight, but until then (and even then), it’s best to set the original letters as fallbacks in the font spreadsheet.
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Re: GZDoom localization development thread [Split]

Postby Graf Zahl » Wed May 08, 2019 5:37 am

Can you update the character support spreadsheet? I don't really know which range of Greek characters needs to be put in there, Greek is a lot more confusing than Cyrillic.
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Re: GZDoom localization development thread [Split]

Postby Undead » Wed May 08, 2019 5:56 am

Sure thing, boss.
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