This removes every single translation of a wordy number that just
replaces it with the numeral.
This is because the documentation in README-translators.txt specifically
says
It's also possible to leave the translations for all the numbers
empty. In that case, numeric forms will always be used.
However, the translators for Japanese, Korean, and European Portuguese
clearly either didn't read this, or forgot to do so.
There is a very good reason to leave them alone if you want numerals;
namely that if you fill them in, you are prone to making errors. Like,
say, Japanese translating "Twelve" as "23", which is exactly what
happened. By blanking every translation, that error is fixed.
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.
commit 3d6802add8
Author: Dav999 <dav999.tolp@gmail.com>
Date: Thu Oct 19 17:16:01 2023 +0200
Change AVOID to FAINIC in Irish
commit 21fd84f479
Author: Dav999 <dav999.tolp@gmail.com>
Date: Thu Oct 19 17:04:27 2023 +0200
Partial final strings for Esperanto
This does not yet include the new localization credits, but I already
had all the other strings.
commit 45382a358c
Author: Dav999 <dav999.tolp@gmail.com>
Date: Thu Oct 19 17:01:30 2023 +0200
Final strings for Dutch
I also decided to change AVOID from ONTWIJKEN to ONTWIJK, to make it
a bit more fitting as if it's an actual word enemy with length
restrictions, heh. (Not that it's an abbreviation - it's just an
imperative instead of an infinitive. And those terms I had to look up)
I recently changed my GitHub username from Dav999-v to Daaaav, and
today I moved the Ved repo from GitGud.io to GitHub. This commit
updates the references to both my username and the Ved repository.
I took a very critical look at all the menus, to make sure they're all
clear and easy to read. I mainly simplified some explanations and
solved some small issues.
Well, 100% up-to-date with current upstream at least, there's some more
strings to be added soon, including "{area}, {time}" from #1018, a new
menu option related to translatable graphics files, and definitely some
credits stuff.
These were causing false alarms in translations for one reason or
another (either to force translations to not wordwrap for style
reasons, or to stay on the safe side if an adjacent string was also
long), so they can be raised now.
I really thought I was going to need to block changing the language
in-game altogether, but activity zone prompts are now fixed and the
only obvious problem I can think of right now is having a dialogue
open, so I just disable the language option if a textbox is displayed.
(like how the map menu only has the save option if a script is running)
strings.xml in Polish didn't yet contain the Steam Deck strings, and a
few limits changes.
Also, "Font: " was translated as "Czcionka:", missing the space. This
is fixed now.