Translating GZDoom's text content. Read if you want to help

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Graf Zahl
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Re: Translating GZDoom's text content. Read if you want to help

Post by Graf Zahl »

Xeotroid wrote: Thu Jan 19, 2023 2:10 pm Oops, that was an error. I definitely should have noticed it in the dialogue line due to the capitalisation of the S and obviously it being strange to call a person Smithy (the building), not Smith (the person). However, to my understanding there should be commas or dashes surrounding the name too, then: "Talk to the master, Smithy, if you have questions." This is ambiguous, however, as it might be confused for the character, for some reason, calling the player Smithy. Alternatively, the definite article could just be dropped: "Talk to master Smithy if you have questions."
With how the original string is written, it sounds like "master Smithy" is a title – not a title and name combination – and just an odd, incorrect spelling of "master smith". As for the name tag, all of them are capitalised ("Warehouse Guard"), so there was no clear distinction to catch on to.
Yeah, this one was tricky. the 'the' definitely was a bit confusing, but on the other hand that entire wording makes no sense the other way around - you'd say this differently if you wanted to address the master of some facility. This also was part of I think only two conversations that were new for SVE so it is likely they were not as well reviewed as the original game.
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Graf Zahl
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Re: Translating GZDoom's text content. Read if you want to help

Post by Graf Zahl »

Graf Zahl wrote: Fri Jan 13, 2023 3:30 am I'm going to need some help reviewing a submission.
This morning some person shared the following Danish translation with me, but there's a few things in there that make me suspect it is machine translated and poorly edited afterward, like inconsistent translations of certain phrases or occasional untranslated words throughout the text.

https://docs.google.com/spreadsheets/d/ ... sp=sharing

I'd appreciate if someone with better knowledge of the language could have a quick look.
I just received the rest of this today. I only did a quick examination and what I have seen looks fine. Monster names and most pickup messages so far seem to be consistent - this is a common problem with machine translation where the heuristics tend to create variances between similar texts - but it still needs a closer check of the known pitfalls before I am satisfied
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Re: Translating GZDoom's text content. Read if you want to help

Post by Julian_L »

Graf Zahl wrote: Fri Jan 13, 2023 3:30 am I'm going to need some help reviewing a submission.
This morning some person shared the following Danish translation with me, but there's a few things in there that make me suspect it is machine translated and poorly edited afterward, like inconsistent translations of certain phrases or occasional untranslated words throughout the text.

https://docs.google.com/spreadsheets/d/ ... sp=sharing

I'd appreciate if someone with better knowledge of the language could have a quick look.
Not about the translation (since I don't know Danish), but that file has a row with the ID "MNU_SELECTUSERMAP" in the Raze tab, while it seems to be deleted in the current version of the main file. It's supposed to be like that?
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Re: Translating GZDoom's text content. Read if you want to help

Post by Professor Hastig »

Presumably because the text is not used anywhere and was removed. Looks like a few other unused lines were removed from the Raze tab as well, it is 15 lines less than last week when this was forked.
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Graf Zahl
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Re: Translating GZDoom's text content. Read if you want to help

Post by Graf Zahl »

That is precisely what happened. I did some cleanup on the sheet and deleted unused or duplicated content.
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Graf Zahl
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Re: Translating GZDoom's text content. Read if you want to help

Post by Graf Zahl »

I did some work on the fonts in the last few days. Most importantly the Greek characters in the Raven fonts could finally be filled in after discovering that at my workplace they got a cool program to do such things easily. :)
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Graf Zahl
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Re: Translating GZDoom's text content. Read if you want to help

Post by Graf Zahl »

All of GZDoom's fonts are complete now for the major European languages.
I only need to convert the remaining stuff before committing it.
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Re: Translating GZDoom's text content. Read if you want to help

Post by Julian_L »

What fonts exactly? Because I noticed Esperanto is missing the letters for the main menu of "Strife".
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Graf Zahl
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Re: Translating GZDoom's text content. Read if you want to help

Post by Graf Zahl »

Can you post a screenshot? Esperanto character support has been complete for over 3 years.
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Re: Translating GZDoom's text content. Read if you want to help

Post by Julian_L »

This is how it looks to me while set in Esperanto.
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Graf Zahl
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Re: Translating GZDoom's text content. Read if you want to help

Post by Graf Zahl »

No idea what's wrong there - all needed characters are present but this somehow thinks it's incomplete.
I'm going to have to check this tomorrow.
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Re: Translating GZDoom's text content. Read if you want to help

Post by Julian_L »

The problem is that they should look like this, red letters. The yellow ones are for the in-game dialogues.
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Graf Zahl
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Re: Translating GZDoom's text content. Read if you want to help

Post by Graf Zahl »

This somehow runs afoul of the font completeness check but I cannot see why this is the case yet.

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