Spanish Translation

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Radiobuzz
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Postby Radiobuzz » Sat Jun 18, 2005 10:11 pm

Ok, it's done. I have one last question:

What's up with the fonts?? When I was translating and testing the game, it all went well. Now that I've reinstalled the game, all the special characters aren't showed correctly.

I didn't edit the BMPs because they already have spanish characters on it. But let's say I edit them, there's something I don't understand. Lets say I draw "¿" in a blank space from the BMPs... How can I use that later? What should I write in the text file?

Thanks.

It doesn't matter, translation finished:

http://www.la-aventura.net/baja/traducc ... rwinia.rar
Og hér ert Þú, glósóli...
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Lone Wolf
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Postby Lone Wolf » Sun Jun 19, 2005 6:41 pm

If you need to draw special characters that are not present in the current font files, then you need to know exact code of the needed character and draw it at the correct position.
And if you didn't make any modifications to the fonts, it's not necessary to put then into the archive - the game will use default fonts.
You should check the "Resolution" string in the "Graphics Options". Looks like it's missing a character.
BTW, it's pretty funny to play a game when you don't understand anything! :D
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Postby Radiobuzz » Mon Jun 20, 2005 1:05 am

Yeah, I've decided not to use special characters the menus strings.

BTW, you don't understand the game at first, even in your native language, lol.
Og hér ert Þú, glósóli...
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Steh
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Postby Steh » Wed Jun 22, 2005 4:40 pm

how to know the exact code and how to use it.

In the bmp file, é should correspond to code 98 (I suppose, it is the character number 98).
But if I put é in my francais.txt, I got a blank character in the game.
So, how can I put the code 98 instead ?

Should I put /98 or \98 or something else ?

STeh[/i]
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Lone Wolf
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Postby Lone Wolf » Thu Jun 23, 2005 8:29 am

AFAIK, the character table in BMP doesn't begin from character #0. So, é isn't #98. Maybe #130.
When you need to type a character which is outside of the standard table, you hold [Alt] and type the code of the symbol. When I press [Alt]+98, I get "b". So I think "é" is 98+32=130. Try it.
And maybe it would be more simple to put "é" in the BMP at the correct place?
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Steh
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Postby Steh » Thu Jun 23, 2005 10:07 am

I have colorized each blank character of the bmp file in order to find my "é".
I was unable to find it. I got a blamk character instead :(
May be the "é" is between 0 and 32 ?!?
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Postby andrewas » Thu Jun 23, 2005 12:05 pm

Heres a thing - the default speccy_font_normal.bmp lacks the é, while the editor_font_normal.bmp has it. Have you tried working with the speccy bitmap?

And the correct code for é both in game and in ASCII is é. The characters below 32 have special meanings, mostly intended for controlling teletype terminals, and are not intended to be printed. Thus, there is no representation of them in most fonts, including these ones.
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Lone Wolf
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Postby Lone Wolf » Thu Jun 23, 2005 12:41 pm

I've looked into standard Windows' Character Table. Try #233. It's in the row before the last, at the column with ")". This time it should work :D
Yes, I had a hard time too finding one of the Russian symbols. I used different types of lines filling empty space in BMP. How did you colorized blank characters? I thought only 8-bit grayscale BMPs work. I didn't try other formats. Maybe that's why you didn't find the correct character?
Both BMPs contain that symbol, but the layouts of symbols are different.
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Steh
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Postby Steh » Thu Jun 23, 2005 1:05 pm

ok I will try the other bmp file.

colorize blank character: I only draw some white line in any black space in the bmp file.
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Lone Wolf
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Postby Lone Wolf » Thu Jun 23, 2005 1:07 pm

Yes's! I think it's at the correct position in the "speccy" BMP.
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Steh
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Postby Steh » Thu Jun 23, 2005 1:09 pm

how could I specify the speccy or the editor bmp file ?
I just started to translate the english.txt file. I do not touch anything else.

steh
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Postby andrewas » Thu Jun 23, 2005 2:49 pm

The two .bmps are used for different parts of the game, you cant specifiy which one. If the same symbol is in both, but at different places, you will have to use different codes depending on which .bmp is being used. Dont ask me which .bmp is used where though. I said dont ask me that! Sigh. Some people. All I know is that the worldmap uses the editor.bmp. I would expect that speccy is used for Sepulvedas text. But you'll have to experiment to find out for sure which .bmp is used in a specific place.

However, these .bmps are tiny - 2.5K for editor.bmp, when compressed. You could easily afford to distribute modified copies of them with your translation. So it would almost certainly be for the best if you created a pair of .bmps where the characters you want to use are in consistent positions. Easier for you to create your translation with, and easier for any mod author who wants to release a spanish translation for his mod.
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Steh
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Postby Steh » Thu Jun 23, 2005 3:46 pm

Ok, I understand. thanks for the info.
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Postby xander » Thu Jun 23, 2005 4:21 pm

Near as I can tell, the editor font is used for menus (in the editor, on the world map, in levels), and the other font is used for anything else (i.e. Dr. Sepulveda's talking).

xander
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Lone Wolf
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Postby Lone Wolf » Mon Jun 27, 2005 7:39 am

andrewas wrote:If the same symbol is in both, but at different places, you will have to use different codes depending on which .bmp is being used.


Damn, it's easier to redraw the BMP once and write the text as usual than to use some weird characters just to have the text look as it should.

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