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 Graf Zahl » Fri Sep 13, 2019 7:03 am

Now it should be ok.
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Re: Translating GZDoom's text content. Read if you want to h

Postby Captain J » Fri Sep 13, 2019 7:16 am

I should download GZDoom here, right? I actually redownloaded and check the file twice, but that 한국의 thing certainly did not change.
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Re: Translating GZDoom's text content. Read if you want to h

Postby Graf Zahl » Fri Sep 13, 2019 7:20 am

I only changed it in the Git repo. Obviously we are not doing a new release for such a minor bug.
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Re: Translating GZDoom's text content. Read if you want to h

Postby Captain J » Fri Sep 13, 2019 9:30 am

Now that's well explained. Thanks for the notice!
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Re: Translating GZDoom's text content. Read if you want to h

Postby Undead » Tue Sep 17, 2019 12:33 am

Graf Zahl wrote:But like I said, first someone needs to compile the needed data for those mods and also someone to do the font work, which can be quite substantial - to gain full support for an existing font, ca. 150 characters have to be added in case it is case insensitive, and making a full case sensitive font can easily add up to 400 characters, depending on which languages are needed.

So that's thousands of characters for a few mods?

It's good we've added the means for people to make localized content. Making it for them is not something I'm sure I'd like to undertake - I think we drew the line when making content for the IWADs.

If we're going to do this, though, I have a few old test translations for the Call of Dooty series of WADs that are mostly complete. Haven't released them until this day.
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Re: Translating GZDoom's text content. Read if you want to h

Postby Graf Zahl » Tue Sep 17, 2019 1:03 am

It's not something I'd call necessary. When I find the time I'm going to implement the needed features to allow retroactive translation of mods, but someone else will have to do the work. I wouldn't mind hosting the texts in my spreadsheets so that the current translators get immediate access to them but that's really the extent I am willing to take here.

At the very most, what I'm going to do is to add the content for one classic megawad (to verify that the lump injection works), one simple ZDoom mod with a small number of ACS strings, to test ACS text substitution, and one simple Strife mod with dialogues, to test dialogue text substitution. But that's it.
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Re: Translating GZDoom's text content. Read if you want to h

Postby Triple_sSs » Wed Oct 23, 2019 12:21 am

So the Esperanto translation is nearly done, there's just the intermission texts for Heretic/Hexen left to do and then we're going to start proofreading/correcting things before the next big release!

Just a couple of issues I noticed recently:
It looks like the options for "Default Crosshair" in HUD options don't have translations for any of the other languages.
And this might be some sort of bug, but in the latest vertion of GZDoom there's a line in Misc. options that just says MISCMNU_QUICKEXIT, and I feel like there should be some proper text there. Just wanted to point this stuff out.
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Re: Translating GZDoom's text content. Read if you want to h

Postby Graf Zahl » Wed Oct 23, 2019 2:26 am

MISCMNU_QUICKEXIT was a recent addition, somehow the line seems to have gotten lost. If you want you can add it to the engine strings spreadsheet and put in the Esperanto translation right away. I'll have a look at it later when I'm back home. The text would just be "Quick Exit".
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