but the problem is the test.ttf. it is extra bold font used in the game and is very well suited to the game. that font is realy needs to be extra bold in the game.
i used fontforge and make DejaVuSansCondensed-Bold.ttf 120% bold in horizontal direction only. ive tryed to convert some ITALIC based DejaVu font, but results were not good - resulting font became some very sketchy, and dont look good on the screen... i think it is better to be used some straight-bold (not italic) fonts for conversion. i will try to do more tuninig and adjustments. These are the best results so far.
Joined: Sat Nov 05, 2005 9:29 am Posts: 1968 Location: In a Rental.
I would call that a reasonable success. Whether the font can be easily scaled, and shown in the alternate coloring used for each detail, will be an important part of the language localization that is in progress.
There may need to be one minor color-change in the source tho.. Any kills attributed to the game's [Environment] appear in black text. While this is never seen in the default since it's meteors and lightning are harmless, it does appear quite often in many other places.
Got far more better results by using 'expand stroke' function on FontForge. it produce some kind of pseudo bold functionality. also changed vertical box dimension/ascent of the font from 1556 to 1656, but the program produce warning message saying that so called EmSize (now it is 2148 instead of 2048) is not allowed for TT fonts? any possible problems of that? How to upload font for testing?
Just had a chance to try these fonts, they are very nice good work. Very nice and crisp. I've now swapped the original fonts for these fonts in the development version.
Also the multi-lingual support should now be working.
Also the multi-lingual support should now be working.
Any tips how to setup international support. I was trying to type some international characters into the chat and into the player name, but they are still blocked.
The fonts are available in source form too. I think it is possible to get even better quality of that 'bold transformation ', if is using original source font, instead of converting TTF (which already have decreased quality).
Last edited by naka on Mon Jan 26, 2009 10:52 am, edited 3 times in total.
Joined: Sat Nov 05, 2005 9:29 am Posts: 1968 Location: In a Rental.
naka wrote:
gcamp wrote:
Also the multi-lingual support should now be working.
Any tips how to setup international support. I was trying to enter some international character into the chat and into the player name, but they are still blocked.
naka wrote:
also changed vertical box dimension/ascent of the font from 1556 to 1656, but the program produce warning message saying that so called EmSize (now it is 2148 instead of 2048) is not allowed for TT fonts?
i think i was wrong. Instead of modifying EmSize, there is also a checkbox 'Has Vertical Metrics' which does allow to change vertical dimension of the font. the font now look more better.
The fonts are available in source form too. I think it is possible to get even better quality of that 'bold transformation ', if is using original source font, instead of converting TTF (which already have decreased quality).
The Development V42 is at revision 107 as of yesterday morning, make sure you've updated your SVN Checkout and rebuilt. I'm not sure yet how he implemented it. He may be adding some type of localization menu for choosing languages, unless it's made to automatically shift styles by the pc's settings.
The new lettering does look extremely slick; a definate improvement.
I should have a a V42 Rev107 Testing server running that you can connect to to try the changes with. We also need to more fully test the connection level changes. I'm hoping we've cured that Eject bug this time.
A good point Charred, I've only put in localization for the in game labels and dialogs, not for player names/talk. I'll have a look at that too once I get the chance.
To switch the localization of the game currently requires you to change a file. data/lang/lang.resource this will probably become an installation option.
Joined: Wed Aug 15, 2007 11:20 am Posts: 1786 Location: Temporarily assigned to northern Afrika
His name is Naka. His status is charred.
gcamp wrote:
A good point Charred, I've only put in localization for the in game labels and dialogs, not for player names/talk. I'll have a look at that too once I get the chance.
To switch the localization of the game currently requires you to change a file. data/lang/lang.resource this will probably become an installation option.
Nothing gives one person so much advantage over another as to remain always cool and unruffled under all circumstances. - Thomas Jefferson
You can discover more about a person in an hour of play than in a year of conversation. - Plato
I've made some updates to the development version may work now. I need to find some way of testing it myself, need a keystroke generator for other languages.
I've made some updates to the development version may work now. I need to find some way of testing it myself, need a keystroke generator for other languages.
For linux i am using standard xkb extension. It allow me switching keyboard layouts and it is working in all windows managers and even in pure X
Other way is to using build in keyboard switcher in kde. (it is accessible via /kde control center/regional/keyboard layout)
For XP/Vista it can be used standard build in the OS keyboard layouts. (it was somewhere in control panel /Regional and Language ........)
I've tried last SVN ver. International chars are still blocked, but when i try to enter characters 0xe0 - 0xff i am able to type and they appeared on chat like that -> ????????????? hope this helps.
Joined: Sat Nov 05, 2005 9:29 am Posts: 1968 Location: In a Rental.
naka wrote:
I've tried last SVN ver. International chars are still blocked, but when i try to enter characters 0xe0 - 0xff i am able to type and they appeared on chat like that -> ????????????? hope this helps.
There still may be some chars that will not be accepted, simply because they are considered as code-control charactors and are filtered out for safety.
Without a Universal Translator, it may not be completely possible to substitute Asian languages with English across everyone's screens.
Nice to hear that finally localization is about to happen to Scorched Trend is that people everywhere getting more and more stupid, and using something in foreign language is an impossible task for most. But, with game available in different languages, no doubt it'll attract a great deal of stupid noobs, not even able to communicate. Ha-ha Sorry if i'm repeating something what have been already said, I think that including foreign characters into game chat should be made a server option so that international players wont get characters they dont have support for and understanding of.
If you are about to create multi-language version of the game, I'd volunteer to make the russian translation (and possibly japanese later), as well as to help testing (if needed) of the very foreign language support thing since I am on dual-language pc, and both windows and linux.
Joined: Sun Sep 03, 2006 11:08 am Posts: 268 Location: Latvia
xtc wrote:
Sorry if i'm repeating something what have been already said, I think that including foreign characters into game chat should be made a server option so that international players wont get characters they dont have support for and understanding of.
The support for "foreign" (I'm sure Lappy appreciates your choice of words) characters depends solely on the game itself and not the system it runs on, meaning that when it's available, it is available for everyone. The inability to understand such characters is a non-issue, as it is no different from the current situation of people chatting in other languages most of us don't understand even though they're using (or more precisely, stuck with) the Latin alphabet.
Sorry if i'm repeating something what have been already said, I think that including foreign characters into game chat should be made a server option so that international players wont get characters they dont have support for and understanding of.
Why not. i think this will make game far more interesting if someone see on the chat international characters, typed by the other players. regardless he can or not understand characters (or language) of the others. it is all about fun.
The same think is happenig right now. ppl type in their own language using latin letters. that chat is visible by everyone. and nobody complains because he does not understand others talk.
Other idea: internationalization of the BOT. Imagine we have 2-3 international speaking bots. And from time to time they say something on chinese or Hebrew for example
There may be a problem whit some languages when they are not supported by these fonts. For example, if you able to type in japan (japan is not supported) you and the others will probably see empty chars or 'squares'
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