The OP is slightly outdated—here’s an updated version that can be copy-pasted:
Spoiler:Also, congratulations to the completed engine part of the Finnish translation (at least for Doom)!
Moderator: GZDoom Developers
Spoiler:Also, congratulations to the completed engine part of the Finnish translation (at least for Doom)!
Thanks! My pleasure, quite literally. Translating my childhood games has turned out to be quite the hobby of mine. I've also done a lot of translation for the OpenXcom project. Anyway, I'm glad the effort hasn't gone unnoticed.Undead wrote:Also, congratulations to the completed engine part of the Finnish translation (at least for Doom)!
Thanks a lot for the testing! I've shortened the strings and will test them now.Graf Zahl wrote:It's not merely the longest text, but the longest option that matters. The compatibility menu has very short values and a lot of maneuvering space. I found the biggest issue the sliders in the alternative HUD options menu, and for Finnish had to request two changes because the texts are so long that they break the menu layout, even on 1366x768 (those were the only ones with problems in that menu with that screen size.)
Which sliders; tell me! I'm a perfectionist, so I NEED to fix them!Graf Zahl wrote:I just did some checking myself and found out that in order to work well the menu needs 680 pixels with a factor of 1 - on 640 width a few sliders will get cut off, mostly in Finnish, but that's not really worth fixing, those who insist on such a small screen should use English!
I know that not everything is translatable.Esrael wrote:I've been going through the menus in Finnish to the best of my ability at 640x400 resolution and have been shortening strings that don't fit in the screen. During testing I found some strings that are missing from the Google spreadsheet:
The table is in the C code, the reason why this isn't exported is because the names are needed as identifiers for binding and should be the same in the menu.[*]Key names while customizing keys, such as Mouse1, LTrigger, and so on. Not sure if the names are read from the OS, or whether they can be translated in the game.
A similar problem as above: Display name and identifier are being shared making localization a bit difficult.[*]Team colour, class and skin strings in player settings. I'm assuming the colour, class and skin names are dependent on the individual models/mods, which is why they're out of the scope of this translation project? Even the default Doom marine (or Heretic, Hexen, Strife, Chex Quest) options? o:
They were simply overlooked initially, but the confusion issue was part of why it wasn't changed.[*]Kills, items, secrets, stamina and accuracy indicators in the alternate HUD (K, I, S, ST and AC). I guess translating them might actually confuse the player more than keeping them as is, which is why they weren't made translatable?
The names are read from external resources (See xhairs.txt in gzdoom.pk3.)[*]Crosshair types (cross, angle, circle etc.)
Thanks for pointing out. These were totally missed.[*]Crosshair/Menu dim colour settings (Red, Green, Blue and Undo changes)
[*]In the miscellaneous options the "Unknown" string while using unknown languages.
Depends on the language. If it's a problem for Finnish, translate it as 'Emulator'.[*]Of the available MIDI devices, OPL Synth Emulation isn't really a proper noun, right, so perhaps consider making it translatable? o:
These denote named resources. Translating them might be a bit of a problem as a result.[*]ADLMidi-settings->OPL Bank: There are quite a few strings inside the brackets that could be translated. Are the brackets read from the OPL banks themselves or can they be translated
[*]Pretty much all of the settings in the reverb environment editor
by ZDoom?
[/quote][*]There may be more, but I'm out of energy for now. So now I've gone through everything till the display options, so I'll pick up from the display options another time.[/list]