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

Here, developers communicate stuff that does not go onto the main News section or the front page of the site.
[Dev Blog] [Development Builds] [Git Change Log] [GZDoom Github Repo]

Moderator: GZDoom Developers

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

Postby Rachael » Wed Jan 05, 2022 10:18 am

Unfortunately Graf is right, there. FreeDoom changes too often to do proper in-engine translation support for it. If you look at the project from even just 5 years ago versus now, they look nothing alike at all. And the changes from 5 years before that are just as big.

So doing all that work now, for a project that ultimately targets simpler source ports (i.e. Chocolate Doom, prBoom, etc) where they cannot handle all of GZDoom's features simply makes no sense, unless the FreeDoom team does this work on their own accord. Things will change, and then GZDoom will be caught left behind with the old work, causing a patchwork mismatch as things are updated.

So while FreeDoom works perfectly fine in GZDoom while in English, having a localized version of it is a lost cause right now.
User avatar
Rachael
^ walking stack of unfinished projects ^
Admin
 
Joined: 13 Jan 2004
Discord: Rachael#3767
Twitch ID: madamerachelle
Github ID: madame-rachelle
Graphics Processor: nVidia with Vulkan support

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

Postby mrPron » Wed Jan 05, 2022 4:08 pm

The trouble is that now few headers looks really bad ("Choose skill level", "New Game" & "Which episode"), it's neither English nor Russian - it's just a meaningless garbage. Maybe they shouldn't be translated at all yet?
mrPron
 
Joined: 04 Jan 2022
Operating System: Windows Vista/7/2008 64-bit
Graphics Processor: nVidia with Vulkan support

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

Postby SanyaWaffles » Wed Jan 05, 2022 7:48 pm

That wouldn't be fair to the rest of the games though.
User avatar
SanyaWaffles
Certified Heretic and Grill Champion
 
Joined: 25 Apr 2013
Location: Disappointment Island
Discord: SanyaWaffles#5095
Twitch ID: sanyawaffles
Operating System: Windows 11
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

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

Postby Graf Zahl » Thu Jan 06, 2022 1:26 am

The text has been translated. The problem here is that the font is not compatible with the translated text. We simply cannot look after each single mod out there that doesn't care about localization (which is the vast majority.)
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
 
Joined: 19 Jul 2003
Location: Germany

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

Postby mrPron » Fri Jan 07, 2022 7:01 am

Please give me an example of a compatible font. To at least understand what it should look like.
mrPron
 
Joined: 04 Jan 2022
Operating System: Windows Vista/7/2008 64-bit
Graphics Processor: nVidia with Vulkan support

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

Postby Calinou » Mon Jan 17, 2022 5:38 pm

I found this string with a translator comment in the language CSV, is that intended?

https://github.com/coelckers/gzdoom/blo ... 3055-L3059
Calinou
 
Joined: 17 Jan 2022

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

Postby Graf Zahl » Tue Jan 18, 2022 3:28 am

The comment column is never used but would require too much effort to remove before exporting the CSV files.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
 
Joined: 19 Jul 2003
Location: Germany

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

Postby Gez » Tue Jan 18, 2022 5:17 am

mrPron wrote:Please give me an example of a compatible font. To at least understand what it should look like.

The problem with the font is mostly that we have no guarantee that the current Freedoom font is the final Freedoom font. By the very nature of Freedoom, it's unlikely there's such thing as a "final version" of any asset. We could perhaps offload the burden of maintaining Cyrillic fonts to Freedoom, but that's not really fair to them since it's out of scope of their project and would be hard to fit within the constraints of the WAD format.

As for what fonts should look like, take a look inside game_support.pk3:filter/doom.id/fonts/.
Gez
 
 
 
Joined: 06 Jul 2007

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

Postby Graf Zahl » Tue Jan 18, 2022 7:04 am

Precisely that. If Freedoom had a definitive 1.0 release, i.e. all assets are complete, no more changes outside of fixing bugs, yes, then we would consider adding official localization support for it. But sadly it isn't any nearer to that than it was 10 years ago.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
 
Joined: 19 Jul 2003
Location: Germany

Previous

Return to Developer Blog

Who is online

Users browsing this forum: No registered users and 0 guests