GZDoom localization development thread [Split]

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49056
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: GZDoom localization development thread [Split]

Post by Graf Zahl »

enu is not 'default', so it will only have an effect if the language is set to "enu".
User avatar
Kostov
 
 
Posts: 2020
Joined: Thu Dec 26, 2013 3:26 pm
Location: Sweden
Contact:

Re: GZDoom localization development thread [Split]

Post by Kostov »

My team and I have translated SIGIL into Russian. As soon as the strings are localized, we’ll put our work into the spreadsheet.
User avatar
Xaser
 
 
Posts: 10772
Joined: Sun Jul 20, 2003 12:15 pm
Contact:

Re: GZDoom localization development thread [Split]

Post by Xaser »

Graf Zahl wrote:enu is not 'default', so it will only have an effect if the language is set to "enu".
I mean, what gets printed to the screen in that case? The placeholder string?
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49056
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: GZDoom localization development thread [Split]

Post by Graf Zahl »

Yes, if that happens it prints the placeholder string. Most people would notice immediately because the default language setting is not 'enu' but 'auto'.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49056
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: GZDoom localization development thread [Split]

Post by Graf Zahl »

Considering that the Polish translation (minus the Strife dialogue) is almost complete I think it is time to finalize the fonts. I could do the accents for the small Raven and Strife fonts myself, but the other fonts are beyond my capabilities.
User avatar
Kostov
 
 
Posts: 2020
Joined: Thu Dec 26, 2013 3:26 pm
Location: Sweden
Contact:

Re: GZDoom localization development thread [Split]

Post by Kostov »

I’ll probably work on it around next week. Right now, I have an important event for my Strife voiceover coming up in two days.
User avatar
Kostov
 
 
Posts: 2020
Joined: Thu Dec 26, 2013 3:26 pm
Location: Sweden
Contact:

Re: GZDoom localization development thread [Split]

Post by Kostov »

While watching a GZDoom stream with SVE.WAD, I noticed some texts are used that only have a ”strifeteaser” filter in the game language spreadsheet, so I added an SVE filter as well. What is it actually called? For now, I only added ”sve”.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49056
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: GZDoom localization development thread [Split]

Post by Graf Zahl »

An SVE filter does not exist. Please remove this and file a proper bug report so it can be investigated.
User avatar
Kostov
 
 
Posts: 2020
Joined: Thu Dec 26, 2013 3:26 pm
Location: Sweden
Contact:

Re: GZDoom localization development thread [Split]

Post by Kostov »

One more part of the menu remains to be localized, by the way: the reverb environment editor in the sound options. Would that be possible before releasing the next update?
User avatar
NeuralStunner
 
 
Posts: 12325
Joined: Tue Jul 21, 2009 12:04 pm
Preferred Pronouns: He/Him
Graphics Processor: nVidia with Vulkan support
Location: capital N, capital S, no space
Contact:

Re: GZDoom localization development thread [Split]

Post by NeuralStunner »

A few of the message texts still lack strings, E.G the anubis cheat, "[player] is a cheater:" (which also uses builtin strings to describe what cheat was used), "out of sync with:".
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49056
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: GZDoom localization development thread [Split]

Post by Graf Zahl »

It's hard to find out which texts warrant localization. If you find some, best make a PR to change how they get looked up.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49056
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: GZDoom localization development thread [Split]

Post by Graf Zahl »

NeuralStunner wrote:A few of the message texts still lack strings, E.G the anubis cheat, "[player] is a cheater:" (which also uses builtin strings to describe what cheat was used), "out of sync with:".

What source are you comparing this with? Both the Anubis cheat and the "is a cheater" message are no longer in the source.
Whether it makes sense to localize the network consistency messages I'll leave open to debate.


The aforementioned environment editor is another matter, I forgot that this never was part of the string table.
User avatar
NeuralStunner
 
 
Posts: 12325
Joined: Tue Jul 21, 2009 12:04 pm
Preferred Pronouns: He/Him
Graphics Processor: nVidia with Vulkan support
Location: capital N, capital S, no space
Contact:

Re: GZDoom localization development thread [Split]

Post by NeuralStunner »

Graf Zahl wrote:What source are you comparing this with? Both the Anubis cheat and the "is a cheater" message are no longer in the source.
Little out of date, sorry.

(What do you manage the CSVs with? CSVEd trips over the linebreaks. It's also a little horrible to work with.)
User avatar
Rachael
Posts: 13531
Joined: Tue Jan 13, 2004 1:31 pm
Preferred Pronouns: She/Her
Contact:

Re: GZDoom localization development thread [Split]

Post by Rachael »

He exports it directly from the Google Spreadsheet. Google Docs has an option for multiple export formats.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49056
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: GZDoom localization development thread [Split]

Post by Graf Zahl »

Wow, that CVSed is one truly useless program. It can not just not load files with line breaks properly, equally bad is that it doesn't support UTF-8! A real blast from a very distant past.

The Google exports can just be loaded fine by any decent spreadsheet editor around, but these CSV files are not meant for editing anyway and I cannot accept any submissions of edited CSV files. If you want to make offline edits, download the original spreadsheets as XLSX or ODS files and change those.
If you want to create multi-language custom content you are better off using LibreOffice to manage the spreadsheets and export from there with the proper settings.
Post Reply

Return to “General”