GZDoom localization development thread [Split]

Discuss anything ZDoom-related that doesn't fall into one of the other categories.

Re: GZDoom localization development thread [Split]

Postby Graf Zahl » Wed May 29, 2019 1:20 pm

enu is not 'default', so it will only have an effect if the language is set to "enu".
User avatar
Graf Zahl
Lead GZDoom Developer
Lead GZDoom Developer
 
Joined: 19 Jul 2003
Location: Germany

Re: GZDoom localization development thread [Split]

Postby Undead » Wed May 29, 2019 2:03 pm

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
Undead
 
 
 
Joined: 26 Dec 2013
Location: Sweden

Re: GZDoom localization development thread [Split]

Postby Xaser » Fri May 31, 2019 6:50 pm

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
Xaser
anarchivist
 
 
 
Joined: 20 Jul 2003

Re: GZDoom localization development thread [Split]

Postby Graf Zahl » Sat Jun 01, 2019 12:53 am

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 Developer
Lead GZDoom Developer
 
Joined: 19 Jul 2003
Location: Germany

Re: GZDoom localization development thread [Split]

Postby Graf Zahl » Tue Jun 04, 2019 2:18 am

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
Graf Zahl
Lead GZDoom Developer
Lead GZDoom Developer
 
Joined: 19 Jul 2003
Location: Germany

Re: GZDoom localization development thread [Split]

Postby Undead » Wed Jun 05, 2019 10:50 am

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
Undead
 
 
 
Joined: 26 Dec 2013
Location: Sweden

Re: GZDoom localization development thread [Split]

Postby Undead » Fri Aug 02, 2019 1:56 am

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
Undead
 
 
 
Joined: 26 Dec 2013
Location: Sweden

Re: GZDoom localization development thread [Split]

Postby Graf Zahl » Fri Aug 02, 2019 2:02 am

An SVE filter does not exist. Please remove this and file a proper bug report so it can be investigated.
User avatar
Graf Zahl
Lead GZDoom Developer
Lead GZDoom Developer
 
Joined: 19 Jul 2003
Location: Germany

Re: GZDoom localization development thread [Split]

Postby Undead » Sun Aug 04, 2019 3:05 am

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
Undead
 
 
 
Joined: 26 Dec 2013
Location: Sweden

Re: GZDoom localization development thread [Split]

Postby NeuralStunner » Sun Aug 04, 2019 2:48 pm

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
NeuralStunner
An Exercise in Self-Indulgence
 
 
 
Joined: 21 Jul 2009
Location: Indiana, USA
Discord: NeuralStunner#1293
Operating System: Windows Vista/7 64-bit

Re: GZDoom localization development thread [Split]

Postby Graf Zahl » Sun Aug 04, 2019 9:57 pm

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 Developer
Lead GZDoom Developer
 
Joined: 19 Jul 2003
Location: Germany

Re: GZDoom localization development thread [Split]

Postby Graf Zahl » Mon Aug 05, 2019 12:40 am

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
Graf Zahl
Lead GZDoom Developer
Lead GZDoom Developer
 
Joined: 19 Jul 2003
Location: Germany

Re: GZDoom localization development thread [Split]

Postby NeuralStunner » Tue Aug 06, 2019 10:30 pm

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
NeuralStunner
An Exercise in Self-Indulgence
 
 
 
Joined: 21 Jul 2009
Location: Indiana, USA
Discord: NeuralStunner#1293
Operating System: Windows Vista/7 64-bit

Re: GZDoom localization development thread [Split]

Postby Rachael » Tue Aug 06, 2019 10:35 pm

He exports it directly from the Google Spreadsheet. Google Docs has an option for multiple export formats.
User avatar
Rachael
Webmaster
 
Joined: 13 Jan 2004
Discord: Rachael#3767
Twitch ID: madamerachelle
Github ID: madame-rachelle

Re: GZDoom localization development thread [Split]

Postby Graf Zahl » Wed Aug 07, 2019 12:58 am

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.
User avatar
Graf Zahl
Lead GZDoom Developer
Lead GZDoom Developer
 
Joined: 19 Jul 2003
Location: Germany

Previous

Return to General

Who is online

Users browsing this forum: Doorhenge, Semrush [Bot] and 2 guests