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Translations status

PostPosted: 31 Dec 2009, 12:14
by bd4e
Hello !

I am wondering if this is the translations status of supertuxkart 0.7.
Are the translation string finalized and will there be support for non ASCII characters like čšćžđ ?

Re: Translations status

PostPosted: 31 Dec 2009, 17:51
by Auria
Hi,

currently the strings are not officially frozen, but it's starting to change much less.

We have 2 fonts : the "normal text font" and the "title font". The "normal text font" has a lot of characters, I think those you mentionned are all there. The "title font" has much less characters, but they can be added if necessary.

Re: Translations status

PostPosted: 01 Jan 2010, 07:08
by acme_pjz
A more advanced question: will there be support for Unicode characters like Chinese characters, etc. ? :)

Re: Translations status

PostPosted: 01 Jan 2010, 18:42
by Auria
acme_pjz {l Wrote}:A more advanced question: will there be support for Unicode characters like Chinese characters, etc. ? :)


Unicode is supported, but our current font does not include them, so we'll need to update our fonts to include Chinese characters ( and figure a way to not fill the video card's memory with Chinese characters for everyone that does not use Chinese ;) )

Re: Translations status

PostPosted: 02 Jan 2010, 15:02
by acme_pjz
Unicode is supported, but our current font does not include them, so we'll need to update our fonts to include Chinese characters
I think font is not a problem... if I want to use Chinese translation I'll find a proper font including Chinese characters... So the only thing to do is assign different font files to different translations...

Re: Translations status

PostPosted: 02 Jan 2010, 15:06
by acme_pjz
Another question: what's the "txf" format in STK0.6.2 "\data\fonts" folder? How to edit them?

Re: Translations status

PostPosted: 02 Jan 2010, 18:14
by Auria
acme_pjz {l Wrote}:Another question: what's the "txf" format in STK0.6.2 "\data\fonts" folder? How to edit them?


Forget this format completely, STK 0.7 will not make use of them :)

Even though, in my previous answers, I made one mistake; currently gettext gives us UTF-8 I believe, and irrLicht expects UTF-16. For latin-1 characters, the conversion is easy to do (just zero padding), but for multibyte characters we will need to include better unicode conversion, maybe libiconv - that remains to do, and if someone is knowledgeable on the subject I'd appreciate help :)

Re: Translations status

PostPosted: 22 Jan 2010, 16:53
by acme_pjz
In STK0.7 I still can't find the font file :| I tried to make a zh_CN translation, but Chinese characters didn't display at all (no characters, no rectangles) in game :x ...

Re: Translations status

PostPosted: 22 Jan 2010, 17:01
by Arthur
Chinese and other 32-bit characters aren't supported yet; but they're working on it.

Re: Translations status

PostPosted: 22 Jan 2010, 18:22
by Auria
acme_pjz {l Wrote}:In STK0.7 I still can't find the font file :| I tried to make a zh_CN translation, but Chinese characters didn't display at all (no characters, no rectangles) in game :x ...


A couple font files can be found in the /data/gui subdirectory; they are png files with a .xml file to bind them

Arthur is right that, at the moment, only UTF-16 is supported by the current fonts. But if Chinese is a totally different font, we might be able to just use a UTF-32 font file and get away with it - on Unix systems. Windows uses 16-bit wchar_t characters, which, I think, would prevent chinese from working on windows.

Re: Translations status

PostPosted: 23 Jan 2010, 05:49
by acme_pjz
Chinese, Japanese and some other characters' ASC range is in 32768-65535, are 16-bit characters, not 32-bit characters ...

Re: Translations status

PostPosted: 23 Jan 2010, 17:01
by Auria
acme_pjz {l Wrote}:Chinese, Japanese and some other characters' ASC range is in 32768-65535, are 16-bit characters, not 32-bit characters ...


ah! sorry for my mistake. it should work then :)

Re: Translations status

PostPosted: 24 Jan 2010, 01:24
by Arthur
acme_pjz: I have found a Simplified Chinese font and converted it to Irrlicht's format. If you're using the alpha version of STK 0.7, you can download and extract to yourSTKinstallation/data/gui and then rename the file "okolaks.xml" to something else, and then rename the file you extracted called "AR PL SungtiL GB.xml" to "okolaks.xml". Please test your translation in STK and say if you're happy with the font (I made it bold; not hard to read I hope?). Thank you. :)

Re: Translations status

PostPosted: 24 Jan 2010, 01:31
by Auria
Arthur {l Wrote}:acme_pjz: I have found a Simplified Chinese font and converted it to Irrlicht's format. If you're using the alpha version of STK 0.7, you can download and extract to yourSTKinstallation/data/gui and then rename the file "okolaks.xml" to something else, and then rename the file you extracted called "AR PL SungtiL GB.xml" to "okolaks.xml". Please test your translation in STK and say if you're happy with the font (I made it bold; not hard to read I hope?). Thank you. :)


acme_pjz : Adding to this, if you have trouble installing the font, don't bother, just send me the translation, I'll make it work for the next release

Re: Translations status

PostPosted: 24 Jan 2010, 09:07
by bd4e
Hello !

I have tested the slovenian translation in supetuxkart revision 4511.

I have noticed there are still some english prhases even though the .po is completeley translated.

For example there is always "by" present in the Fastest lap, time of the fastest lap, by specific kart.
Also special characters are not displayed correctly during the race - finished in displayed kon ano instead of končano.

I will do more thorugh testing in the beta stage when all the challenges will be working, etc.

Re: Translations status

PostPosted: 24 Jan 2010, 16:32
by Auria
Hi bd4e,

good catch, that "by" was not marked to be translated. I'm fixing this in SVN atm.
EDIT: it's now committed :)

Also, it is a known issue that the in-game font has missing characters. I will need to discuss this with Hiker, but I'd generally favor deleting that font and using the same ones as for the GUI, so we're sure all characters are there.

Re: Translations status

PostPosted: 24 Jan 2010, 20:42
by hiker
Auria {l Wrote}:Also, it is a known issue that the in-game font has missing characters. I will need to discuss this with Hiker, but I'd generally favor deleting that font and using the same ones as for the GUI, so we're sure all characters are there.

I agree, let's get rid of the old font. I'll try to fix the other issues (track exporter, light maps) first, then remove the font (feel free to do it earlier though ;) ).

Cheers,
Joerg

Re: Translations status

PostPosted: 25 Jan 2010, 01:04
by Auria
hiker {l Wrote}:I agree, let's get rid of the old font. I'll try to fix the other issues (track exporter, light maps) first, then remove the font (feel free to do it earlier though ;) ).


done ;)

Re: Translations status

PostPosted: 25 Jan 2010, 15:44
by acme_pjz
I have found a Simplified Chinese font and converted it to Irrlicht's format. ...


Thank you very much! Then I'll try it... And actually I have Irrlicht SDK installed in my computer, but it's 1.5 version :| Will FontTool in Irrlicht 1.5 also work?

Re: Translations status

PostPosted: 25 Jan 2010, 16:34
by Arthur
Not sure, but I think so. I can do the converting though, so you shouldn't have to use FontTool yourself. See if this font does what you want, and if not, we have to find another font with an acceptable license.

Re: Translations status

PostPosted: 25 Jan 2010, 17:47
by acme_pjz
The font is great, but the character size is just a little big, bigger than the title font ...

Re: Translations status

PostPosted: 25 Jan 2010, 17:57
by Arthur
Oh, that should be rather easy to fix. Could you post a screenshot of your translation? Then I can re-export at a smaller size.

Re: Translations status

PostPosted: 25 Jan 2010, 18:48
by Auria
Arthur {l Wrote}:Oh, that should be rather easy to fix. Could you post a screenshot of your translation? Then I can re-export at a smaller size.


Not needed, I can easily scale the font in the code. Just show me where you would like this to happen

Re: Translations status

PostPosted: 25 Jan 2010, 19:12
by acme_pjz
There are some screenshots and po file (beta only, may contains mistakes :) )

Re: Translations status

PostPosted: 26 Jan 2010, 02:49
by Auria
Thanks. How to fix this will require some thought, but needs to be done of course.