GZDoom localization development thread [Split]

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
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Graf Zahl
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Re: GZDoom localization development thread [Split]

Post by Graf Zahl »

I know that making the cedilla smaller may make it look a bit unnatural, but I think it's unavoidable. The descender is simply two pixels too large right now and would force some very unnatural spacing on the font to avoid overlaps.

Another one where I see potential problems is the A with circle. I think the circle stands out a bit too much so having it overlap one more pixel with the A may be preferable. I can try myself fixing that on that graphic and post the edited version.
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Re: GZDoom localization development thread [Split]

Post by Graf Zahl »

I sent a PM with the reworked font because that was the only way I could get the image through the firewall.
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Re: GZDoom localization development thread [Split]

Post by Kostov »

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Re: GZDoom localization development thread [Split]

Post by Kostov »

Forgot to include a few glyphs in the pull request:

rusfonts.7z
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Re: GZDoom localization development thread [Split]

Post by Kinsie »

Just for fun...

Linking since the forums are shitting themselves and won't let me embed
Thanks to Toooooasty-san for pointing out a couple of issues.

Based off an open-source font and doesn't use any actual Doom assets (just RGB values) so if this goes further than a dumb experiment (it probably won't, or at least this bigfont won't) there shouldn't be any licensing trouble.
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Re: GZDoom localization development thread [Split]

Post by InsanityBringer »

It's a pretty good start, though. I'm glad the characters remain legible at Doom's low resolution, and kanalang showed that a smallfont could be feasible too.
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Re: GZDoom localization development thread [Split]

Post by Kostov »

Glad to see people are bringing some of their own linguistic ideas into Doom!
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Re: GZDoom localization development thread [Split]

Post by Rachael »

I'll probably do the Greek alphabet if I get around to it. I rather like designing low-res bitmap fonts.
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Re: GZDoom localization development thread [Split]

Post by Graf Zahl »

Since engine side my work is complete now, it only depends on content how to move on.
I guess for adding new font glyphs we do not really need a new branch, neither for adding new strings.

So, unless there's something else to do I'd like to merge the branch back to master ASAP. Has anyone beside me run some actual game content with it?
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Re: GZDoom localization development thread [Split]

Post by Kostov »

Graf Zahl wrote:Since engine side my work is complete now, it only depends on content how to move on.
I guess for adding new font glyphs we do not really need a new branch, neither for adding new strings.

So, unless there's something else to do I'd like to merge the branch back to master ASAP. Has anyone beside me run some actual game content with it?
If you want something to try out the Bigfont with, try loading up Super Sonic Doom :D

I've done some minor testing on a WIP translation of the Call of Dooty series that I’ve had in the backburner for about a year now. Ascenders do collide with descenders. For some languages, it’s nothing too bad, but for others, it’ll need some reworking.

Image

And speaking of Super Sonic Doom, an acquaintance of mine did a translation of the WAD’s first level into Russian. I’ll ask him to share his work with me so I can test it.

Some minor things are missing for the Serbian translation on my side, but that’s not engine-related. I can handle it in a future pull request.
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Re: GZDoom localization development thread [Split]

Post by Graf Zahl »

I know that ascenders and descenders collide, but if I increase the spacing it seriously compromises the menu's style. I first tried 20 but ultimately settled on 18, it was 16 originally. 18 still looks fine for descender-less texts, 20 doesn't. Anything more and I can promise you that it'll generate some negative feedback. Unfortunately this cannot be done on a per-language setting and is the main reason why I wanted to reduce the descenders' sizes.
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Re: GZDoom localization development thread [Split]

Post by Kinsie »

For future testing, it might be worth considering the practice of pseudolocalization to make sure that everything fits, all the special characters work, and no important strings are hard-coded.
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Re: GZDoom localization development thread [Split]

Post by Kostov »

Kinsie wrote:For future testing, it might be worth considering the practice of pseudolocalization to make sure that everything fits, all the special characters work, and no important strings are hard-coded.
Great idea.

And just for fun, I got ahold of that Russian Super Sonic Doom translation and tried out the BigUpper font:

Test 1

Test 2

Test 3


The results are certainly mixed, but at least it’s a good showcase with various colors and positioning.
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Re: GZDoom localization development thread [Split]

Post by Gez »

Undead wrote:I've done some minor testing on a WIP translation of the Call of Dooty series that I’ve had in the backburner for about a year now.
"We need to find out what these Russian characters are doing!"
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Re: GZDoom localization development thread [Split]

Post by Rachael »

Graf Zahl wrote: So, unless there's something else to do I'd like to merge the branch back to master ASAP. Has anyone beside me run some actual game content with it?
I've been using the branch almost exclusively for more than the past 5 or so days and have never had any issues so far. But then again, I guess you could consider my scope to be rather limited since I don't actually run much with GZDoom. :P

That being said though, I am rather eager to have the merge be completed, to be quite honest.

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