GZDoom localization development thread [Split]
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Re: GZDoom localization development thread [Split]
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.
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]
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]
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.
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]
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]
Glad to see people are bringing some of their own linguistic ideas into Doom!
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Re: GZDoom localization development thread [Split]
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]
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?
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]
If you want something to try out the Bigfont with, try loading up Super Sonic DoomGraf 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?

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.

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]
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]
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]
Great idea.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.
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]
"We need to find out what these Russian characters are doing!"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.
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Re: GZDoom localization development thread [Split]
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.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?

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