Translating GZDoom's text content. Read if you want to help

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Re: Translating GZDoom's text content. Read if you want to h

Postby Toooooasty » Tue Jul 23, 2019 6:42 am

I prepared spreadsheet and translation file of Japanese translate.
SmallFont is set to 12px because there are many unreadable characters in the existing 8px,
and it is in sheet format because it uses a lot of characters.
Also, Strife PopupFont will overwrite the existing font and input format.

Sheet : https://docs.google.com/spreadsheets/d/ ... 2004376712
JPN langage file : https://www.dropbox.com/preview/16-17%2 ... z4xx06.pk3
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Re: Translating GZDoom's text content. Read if you want to h

Postby Undead » Tue Jul 23, 2019 6:48 am

Great work, Toasty! I doubt the Japanese language file will be needed, since GZDoom already has a backup VGA font that should support the Japanese language. Does the .pk3 file contain anything extra?

(The link doesn’t work, by the way.)
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Re: Translating GZDoom's text content. Read if you want to h

Postby Graf Zahl » Tue Jul 23, 2019 6:50 am

Toooooasty wrote:I prepared spreadsheet and translation file of Japanese translate.
SmallFont is set to 12px because there are many unreadable characters in the existing 8px,
and it is in sheet format because it uses a lot of characters.
Also, Strife PopupFont will overwrite the existing font and input format.



I've been following your progress. Nice to see that it's getting complete. Have you also updated Hacx and Harmony with the missing things I only noticed when making the games operational?

For the fonts I won't add them to the engine. Japanese will use the same method as Korean for text display, i.e. fall back to the full Unicode font for most texts. That sidesteps most of the problems and for a few items will use alternative display modes.
Last edited by Graf Zahl on Tue Jul 23, 2019 6:56 am, edited 1 time in total.
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Re: Translating GZDoom's text content. Read if you want to h

Postby Kinsie » Tue Jul 23, 2019 6:51 am

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Re: Translating GZDoom's text content. Read if you want to h

Postby Graf Zahl » Tue Jul 23, 2019 1:27 pm

Is there any reason why the main menu and the menu captions have not been translated into Japanese?
This won't work as expected with the generic font substituting for the BigFont.
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Re: Translating GZDoom's text content. Read if you want to h

Postby Graf Zahl » Tue Jul 23, 2019 2:07 pm

I just copied everything over, but since it was critical I ran all the missing menu stuff through Google Translate to fill the gaps. I marked all machine translated fields orange because they'll need some reviewing.

@toasty: I'd prefer if you requested editing access to those master files and put all further changes there instead of editing your copy. Otherwise it will become a problem to keep them in synx.
There's a bit of obsolete content I want to remove and I also would like to move the newly added part at the end to its proper places but can't do that if editing takes place in parallel versions.
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Re: Translating GZDoom's text content. Read if you want to h

Postby Toooooasty » Tue Jul 23, 2019 2:28 pm

I thought that the translation of the menu and the caption was enough for the original title.
As it seems necessary, I correct it.

Also checked fonts, Hacx and Harmony updates.
Thanks link revision, Kinsie.
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Re: Translating GZDoom's text content. Read if you want to h

Postby Kinsie » Tue Jul 23, 2019 2:30 pm

Graf Zahl wrote:Is there any reason why the main menu and the menu captions have not been translated into Japanese?
This won't work as expected with the generic font substituting for the BigFont.
Simple English text in menus is something of a thing in Japanese games for various historical reasons, to the point where translating everything can actually feel a bit awkward. Atari's arcade games in the 80s and 90s regularly ran into problems with this.
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Re: Translating GZDoom's text content. Read if you want to h

Postby Graf Zahl » Tue Jul 23, 2019 2:42 pm

I guessed so, but it's still a problem technically, because the way a "generic" language works, this would clash with the rest of the content because all the styled fonts are disabled.
Fortunately the few texts I had to machine translate are such common phrases that I think the translation engines have them covered. Most of the missing menu captions already existed as menu items anyway so these were less of a problem.

That link also makes some good points about overtranslating. It makes absolutely no sense to translate technical terms, for example, even in most European languages they often sound awkward. Sometimes the translations made by Microsoft and Apple are the biggest offenders, reading their German docs I often have problems comprehending the meaning because it's so bad.

So, regarding the main menu, it can surely be left in English if Japanese prefer that but the rest should be consistent, i.e. if a menu is opened the caption should correspond to the item being used. Using English here doesn't feel right. Nevertheless, if that is the case, the main menu needs a bit of support code for such a thing because it might switch to generic mode otherwise which doesn't look right with all English text.
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Re: Translating GZDoom's text content. Read if you want to h

Postby Undead » Wed Jul 24, 2019 3:44 am

Just had a glance at the Japanese translation with the most recent commits. Great work!

Looking at the Strife dialogues, I wonder if it was a conscious decision to separate all sentences with line breaks?

Image

Also found a bug of sorts, at least in Hexen: on lower resolutions, some of the VGA font characters can be cut off by the screen resolution, and random European characters are drawn instead.

640x480
1024x768
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Re: Translating GZDoom's text content. Read if you want to h

Postby Graf Zahl » Wed Jul 24, 2019 4:01 am

The Japanese Strife texts contain line breaks so that part looks intentional.
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Re: Translating GZDoom's text content. Read if you want to h

Postby Graf Zahl » Wed Jul 24, 2019 5:27 am

Also, bugs belong to the bugs forum. Preferably with a short description how to reproduce. It looks like V_BreakLines is causing a problem but I still need that info to investigate.
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Re: Translating GZDoom's text content. Read if you want to h

Postby Graf Zahl » Fri Jul 26, 2019 3:12 pm

The Serbian characters are done for all fonts.
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Re: Translating GZDoom's text content. Read if you want to h

Postby Toooooasty » Mon Jul 29, 2019 4:45 am

Some kanji are Notation in Chinese.

There are different characters from Japanese kanji, but Chinese is given priority.
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Re: Translating GZDoom's text content. Read if you want to h

Postby Undead » Mon Jul 29, 2019 5:19 am

What are they supposed to look like compared to how they look right now?
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