The number "one" in Dutch is "één" (silly, I know :P). Capital letters
can have accents, but there's an exception where for this specific
word, the first accent is much more often left off than not. So I'm
now using wordy2 as the uppercase variants of all the numbers, and
using that instead of the |upper flag.
This remaps the keybind to reload language files from F12 to F8.
This is because the F12 keybind conflicts with the default Steam keybind
to take a Steam screenshot.
I chose F8 because it is next to another keybind that reloads stuff, F9
(which reloads assets in the editor).
Fixes#1089.
This lets you mirror the X axis specifically in RTL languages, so the
left border is 320 and the right border is 0, and invert the meaning of
PR_LEFT (0) and PR_RIGHT. Most of the time this is not necessary,
it's just for stuff where a label is followed by a different print,
like "Font: " followed by the font name, time trial time displays, etc
I had added 1px spaces in some Japanese strings with buttons in them,
to avoid the button glyphs touching the rest of the text. However, the
Japanese translator later ended up putting full spaces in, not noticing
the hair spaces. So now the space was 1 pixel wider than it should've
been, and it's better to remove them.
Turns out the string I fixed in the previous commit was also never
noticed in German. For that one, I simply used the wording that was
used in the old hardcoded-ACTION string (with my German knowledge,
I'm confident that's still correct).
The top of the programmers readme now says that you need the
translators readme to translate the game into a new language. Also,
since language file syncing now works to populate an empty language
folder, document that in the translators readme as well.
might consider adding an Español (latam) edit next year, but this is
enough for 2.4. We're using "Español (es)" instead of "Castellano"
because our translator prefers it
I put a main focus on the first cutscenes in the game, changing the
first "Uh oh..." from something like "Oh dear..." to "Oh no..." to make
sure it always sounds right. (The real translation of "Uh oh" is "O-o",
but that seemed too easy to read wrong for the first line in the game
that I wanted to avoid it altogether.)
Now that the language files are fairly stable, we should be able to do
this without any accidental reverts taking place (if any do happen, it
should be easy to see and prevent)
This string is used both in time trials (alongside "MORTS :" and
"BLINGS :") as well as outside time trials if you enable the in-game
timer. In English, this looks like "TIME:1:23.45". Since French adds
a space before the colon, it will look like "TEMPS :1:23.45" instead.
Therefore, I've added a space after the colon as well.
*subject to changes
Also, Traditional Chinese is current using the Simplified Chinese graphics, which is acceptable but not ideal:
Obey -> 服從 (ok to use simplified 服从)
Lies -> 謊言 (ok to use simplified 谎言)
The other words are the same for Simplified Chinese and Traditional Chinese.