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Re: GZDoom localization development thread [Split]

PostPosted: Wed May 29, 2019 1:20 pm
by Graf Zahl
enu is not 'default', so it will only have an effect if the language is set to "enu".

Re: GZDoom localization development thread [Split]

PostPosted: Wed May 29, 2019 2:03 pm
by Undead
My team and I have translated SIGIL into Russian. As soon as the strings are localized, we’ll put our work into the spreadsheet.

Re: GZDoom localization development thread [Split]

PostPosted: Fri May 31, 2019 6:50 pm
by Xaser
Graf Zahl wrote:enu is not 'default', so it will only have an effect if the language is set to "enu".


I mean, what gets printed to the screen in that case? The placeholder string?

Re: GZDoom localization development thread [Split]

PostPosted: Sat Jun 01, 2019 12:53 am
by Graf Zahl
Yes, if that happens it prints the placeholder string. Most people would notice immediately because the default language setting is not 'enu' but 'auto'.

Re: GZDoom localization development thread [Split]

PostPosted: Tue Jun 04, 2019 2:18 am
by Graf Zahl
Considering that the Polish translation (minus the Strife dialogue) is almost complete I think it is time to finalize the fonts. I could do the accents for the small Raven and Strife fonts myself, but the other fonts are beyond my capabilities.

Re: GZDoom localization development thread [Split]

PostPosted: Wed Jun 05, 2019 10:50 am
by Undead
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.

Re: GZDoom localization development thread [Split]

PostPosted: Fri Aug 02, 2019 1:56 am
by Undead
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]

PostPosted: Fri Aug 02, 2019 2:02 am
by Graf Zahl
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]

PostPosted: Sun Aug 04, 2019 3:05 am
by Undead
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]

PostPosted: Sun Aug 04, 2019 2:48 pm
by NeuralStunner
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]

PostPosted: Sun Aug 04, 2019 9:57 pm
by Graf Zahl
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]

PostPosted: Mon Aug 05, 2019 12:40 am
by Graf Zahl
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]

PostPosted: Tue Aug 06, 2019 10:30 pm
by NeuralStunner
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]

PostPosted: Tue Aug 06, 2019 10:35 pm
by Rachael
He exports it directly from the Google Spreadsheet. Google Docs has an option for multiple export formats.

Re: GZDoom localization development thread [Split]

PostPosted: Wed Aug 07, 2019 12:58 am
by Graf Zahl
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.