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 » Sun Nov 10, 2019 7:55 am

Yes, the original game still had it in a usable way. But take some follow-up developers who prefer hacks over clean implementations and things look very different. There's also quite a bit of text spread out through the source code.

EDuke uses the quotes as an editable string store in its CON scripts so have fun trying to translate content that can be altered at will. You cannot inject labels anymore without breaking stuff. Ion Fury makes heavy use on this, essentially rendering the game untranslatable and making it very, very hard to make the other games that can run on the same engine translatable. The World Tour system is exactly what I would have done myself - before allowing scripts to screw up the data.
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Re: Translating GZDoom's text content. Read if you want to h

Postby Gez » Sun Nov 10, 2019 8:13 am

I like the "AuotAiming" setting.
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Re: Translating GZDoom's text content. Read if you want to h

Postby theleo_ua » Sun Nov 24, 2019 10:52 am

Graf Zahl wrote:I finally managed to export all language content to a spreadsheet. Here are links to a couple of Google spreadsheets.

https://docs.google.com/spreadsheets/d/ ... sp=sharing (Engine)
https://docs.google.com/spreadsheets/d/ ... sp=sharing (Game)


Hi

Could you please give me edit access to those spreadsheets? I send request in both google sheets

I'm working with Undead (aka Nemrtvi) on Russian translations, but for some reasons he will not have time in future, so I decided to continue his work
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Re: Translating GZDoom's text content. Read if you want to h

Postby Graf Zahl » Sun Nov 24, 2019 11:11 am

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

Postby Undead » Thu Nov 28, 2019 9:52 am

theleo_ua wrote:I'm working with Undead (aka Nemrtvi) on Russian translations, but for some reasons he will not have time in future, so I decided to continue his work

I think I will have more time around the middle of January, actually, if anything is needed. I've been hard at work on a translation of S.T.A.L.K.E.R.: Shadow of Chernobyl into Serbian, and I'd be glad to continue the Serbian Strife translation after I sort out some things.
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Re: Translating GZDoom's text content. Read if you want to h

Postby Rachael » Fri Dec 06, 2019 11:17 am

Do we bother translating these: OpenGL, Vulkan, SoftPoly (these are the names of the backends/rendering API's)?

If not, there's probably no real reason to put these strings in the Engine Strings file, is there?

I'm putting them in, just in case. There's probably some esoteric language out there that muddles even with proper names.
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Re: Translating GZDoom's text content. Read if you want to h

Postby Graf Zahl » Fri Dec 06, 2019 11:34 am

Put everything in. You never know what some languages need to adjust names to their grammar.
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Re: Translating GZDoom's text content. Read if you want to h

Postby Rachael » Fri Dec 06, 2019 1:59 pm

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

Postby Captain J » Mon Dec 09, 2019 11:23 pm

Fixed the korean translation of Level 3: The Gantlet, 난관 into 건틀릿. I have no idea why did i missed that!
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Re: Translating GZDoom's text content. Read if you want to h

Postby Cacodemon345 » Mon Dec 23, 2019 2:26 am

I converted the unifont_jp package's BDF font into the hex format suitable for use with GZDoom.
Do note that the prompt line in the console prompt doesn't work just right yet; the block character and the third bracket "[" character appear as boxes with text inside them for some weird reason, although they seem to appear correctly when logged. Typing text works correctly, however the block character goes too further.
https://drive.google.com/file/d/16Cc9Ni3SGKdupIwJWsH4ZEIQswZ1IlAM/view?usp=sharing
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Re: Translating GZDoom's text content. Read if you want to h

Postby Triple_sSs » Sat Jan 04, 2020 1:47 pm

Saluton denove. So I think the Esperanto translation is at a point to where we can say it's good enough for inclusion! This covers all the required games plus Chex Quest as well. We might make some more updates/fixes gradually down the line, but for now we think it's good enough for inclusion in the next GZDoom release. :)
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Re: Translating GZDoom's text content. Read if you want to h

Postby Graf Zahl » Sat Jan 04, 2020 2:03 pm

Cacodemon345 wrote:I converted the unifont_jp package's BDF font into the hex format suitable for use with GZDoom.
Do note that the prompt line in the console prompt doesn't work just right yet; the block character and the third bracket "[" character appear as boxes with text inside them for some weird reason, although they seem to appear correctly when logged. Typing text works correctly, however the block character goes too further.
https://drive.google.com/file/d/16Cc9Ni3SGKdupIwJWsH4ZEIQswZ1IlAM/view?usp=sharing


Sorry for the belated response, I missed this post over Christmas. I just checked the font and unfortunately I cannot use it as-is, It replaces lots of non-Japanese characters and even contains code points beyond 0xffff. Since I cannot read any of the Asian languages I cannot extract the parts needed for displaying Japanese properly. Can you please remove all parts not relevant? Then I'd replace the Chinese code points, because Japanese clearly is more important.
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Re: Translating GZDoom's text content. Read if you want to h

Postby Cacodemon345 » Sun Jan 05, 2020 12:36 am

A quick Internet search got me this table:
Code: Select allExpand view
Block                                   Range       Comment
CJK Unified Ideographs                  4E00-9FFF   Common
CJK Unified Ideographs Extension A      3400-4DBF   Rare
CJK Unified Ideographs Extension B      20000-2A6DF Rare, historic
CJK Unified Ideographs Extension C      2A700–2B73F Rare, historic
CJK Unified Ideographs Extension D      2B740–2B81F Uncommon, some in current use
CJK Unified Ideographs Extension E      2B820–2CEAF Rare, historic
CJK Compatibility Ideographs            F900-FAFF   Duplicates, unifiable variants, corporate characters
CJK Compatibility Ideographs Supplement 2F800-2FA1F Unifiable variants
I will need to get the 4E00-9FFF and the 3400-4DBF portions extracted, and maybe F900-FAFF portions. I can't really go further than this however.
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Re: Translating GZDoom's text content. Read if you want to h

Postby Cacodemon345 » Sun Jan 05, 2020 1:35 am

Apparently I was lucky to have found the "unibdf2hex" font, which is hardcoded to extract only CJK portions of the Unifont's BDF version.
https://www.dropbox.com/s/py4hzlh8khm8n2i/jap.hex?dl=1
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Re: Translating GZDoom's text content. Read if you want to h

Postby Graf Zahl » Mon Jan 06, 2020 1:12 pm

I just got a large batch of Romanian texts submitted in private and added them to the file - 500 lines in Engine Strings.
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