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 29, 2020 8:37 am

I just realized that the links in the first post still linked to the old and abandoned sheets, I just corrected it.
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Re: Translating GZDoom's text content. Read if you want to h

Postby MatrixCL » Wed Dec 02, 2020 8:12 am

I hadn't checked this site for a while and just noticed 4.5 is released. When I checked if my commits and Dutch translations were in, I noticed one label was missing: SCORE_OTHER, which is for monsters killed by something else than a player in a co-op match. So I added it in the tab "GZDoom Engine Strings" in row 155. Please correct if that's the wrong place. Right now it only has English and Dutch. (German: "Anders"? French: "Autres"? Finnish: "Toisin"? :biggrin:)

Which leads me to another thing. I'll check this site and forum every now and then, but probably won't be a continuously regular user. However, I'm happy to keep on translating here till the end of my days. But then I'd need some notification whenever new translations are required. How does it work with all the other languages? Because most, if not all languages seem to be up-to-date.
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Re: Translating GZDoom's text content. Read if you want to h

Postby Graf Zahl » Wed Dec 02, 2020 8:23 am

I'll normally do that shortly before a new release. If you want to check on your own, new texts will always be added at the end of the lists to make finding them easier.
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Re: Translating GZDoom's text content. Read if you want to h

Postby Triple_sSs » Mon Dec 14, 2020 12:41 am

Hi again, just stopping by to say that I've been making improvements to the Esperanto translation I started last year! Honestly I was only just beginning to learn the language at that time and it probably wasn't quite up to snuff, but now I'm much more familiar with Esperanto currently and I want to make the game translation better and more refined.
There's a ton of things I've added and improved recently, and it's also been a bit interesting since there's some gaming terms in this port that are a little more difficult to translate, and/or in fact don't have a proper word to begin with and I had to create it myself (which Esperanto lets you do if needed); for example there isn't really an Esperanto word for "frag", and the word frago is already used for strawberry, so I've tried creating a new word which is "ludmurdo" (literally game-murder), and I think that could work pretty well. Plus I've done a few others such as teleportumi (telefrag), mortmaĉo (deathmatch), and celasisto (autoaim, more literally aim-assist).
But yeah, I think the translation should already look a bit more professional now.
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Re: Translating GZDoom's text content. Read if you want to h

Postby theleo_ua » Mon Jan 04, 2021 11:21 am

theleo_ua wrote:
Graf Zahl wrote:The \x20 is there so that the parser does not strip the space away. These lines are part of a constructed text, e.g. "You have " + number + " switches left". So what you do in these cases depends on how spacing around numbers is done in Korean. Normally this should be done with placeholder substitution, but these are ACS string literals.


Here is what I got in 4.3.1: https://my.pcloud.com/publink/show?code ... Cfuu9qTH7y

language=ru, hexdd.wad, hxvisit19, any puzzle switch button

Please tell me if you need full bugreport with XYZ coordinates etc.


Hi again

Tried on 4.5.0 and still the same issue. Should I do some changes in google sheet (to fix this), or this is global gzdoom issue that planned to be fixed by your side later? If global, then maybe we should create bugreport forum topic for this?
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Re: Translating GZDoom's text content. Read if you want to h

Postby Triple_sSs » Sun Jan 10, 2021 5:09 pm

So it looks like the crosshair types for the Default Crosshair option still haven't been translated yet fyi. Could we at least add the strings for them to the spreadsheet so that translation work can be taken care of first?
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Re: Translating GZDoom's text content. Read if you want to h

Postby Jekyll Grim Payne » Tue Jan 12, 2021 5:16 am

Hey, so I decided to look over the RU translation, since I work in localization and have a lot of translation/proofreading/QC experience and I think I could improve things. I'll download the sheet for now and will just start looking through it when I get the chance (like at the weekend). I'm talking proofreading, since a lot of the translations contains various issues (mistranslations, incorrect punctuation, inconsistencies and such).

I'm not sure how to best submit it afterwards. The original post suggests "submitting in parts" but how would I do it best?

I'd also like to confirm if the font supports en dashes and em dashes.
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Re: Translating GZDoom's text content. Read if you want to h

Postby Graf Zahl » Tue Jan 12, 2021 6:20 am

Request access to the sheet so you can paste it in yourself afterward. If you do not have a Google account, send it to me with the changed parts highlighted.
Also make sure you get the correct sheet, not the old retired ones, because if you work off them I wouldn't be able to reintegrate the changes.
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Re: Translating GZDoom's text content. Read if you want to h

Postby Yarn366 » Mon Feb 08, 2021 2:24 am

I noticed that THUSTR_13 (Level 13: Nukage Processing) and HHUSTR_E5M3 (Quay) were translated into Serbian as 0 and 10, respectively. Those don't look like translations at all!

(I don't play in or even speak Serbian; I'm just letting you know about these errors that I happened upon.)
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Re: Translating GZDoom's text content. Read if you want to h

Postby Triple_sSs » Sun Feb 14, 2021 9:04 pm

Something else I saw while testing a netgame: There's some strings related to netgames still not added for translation, e.g. "X is the new arbitrator" when the host leaves and another player gets assigned as arbitrator, in places like d_net & d_netinfo and such.
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Re: Translating GZDoom's text content. Read if you want to h

Postby Kostov » Sat Mar 13, 2021 3:11 am

Mind if I make visual changes to the sheet? Unless you’re only using it to quickly glance over cells, a more comfortable font size would be 14.
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Re: Translating GZDoom's text content. Read if you want to h

Postby Graf Zahl » Sat Mar 13, 2021 3:16 am

No, feel free to do it. While you are here, can you look into the issue two posts above yours? (The two broken Serbian map names)
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Re: Translating GZDoom's text content. Read if you want to h

Postby Kostov » Sat Mar 13, 2021 3:37 am

All done. Those two maps were accidentally renamed by someone else.

Where are the language macros stored now (ex. refl_rus)? I don’t see them in the sheet anymore.
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Re: Translating GZDoom's text content. Read if you want to h

Postby Graf Zahl » Sat Mar 13, 2021 4:29 am

Macros are back. I totally forgot to copy them over.
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Re: Translating GZDoom's text content. Read if you want to h

Postby Nash » Tue Mar 16, 2021 1:58 am

Hello translators, I have added some missing tags for the enemy names from Strife, at the bottom of the "GZDoom Engine Strings" sheet (row 1644 onwards).

These would typically be utilized when players use HP bar mods that draw the the monster's name on the HUD (otherwise, without these, the raw class name of the actor will be printed, which looks odd). Or any other mod that attempts to get a "nice name" out of the actors in the world.

Feel free to fill in the localizations for them. :)
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