Author Topic: Traditional Chinese Translation  (Read 19956 times)

Offline hsbckb

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Re: Traditional Chinese Translation
« Reply #15 on: October 24, 2011, 10:27:10 am »
Hi,

I have just completed the translation and the language file is attached. ;D

Do this game support the Chinese Charset in the latest ver (0.3) ?

« Last Edit: October 24, 2011, 10:31:04 am by hsbckb »

Volutar

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Re: Traditional Chinese Translation
« Reply #16 on: October 24, 2011, 12:21:03 pm »
You have to do chinese charsets by yourself for this translation (you may add only those characters which were used)
Haven't SupSuper released info on how to add custom charsets yet?
As I see:
 - Font.dat - UTF8 encoded file of letters, in specific (utf8) order.
 - Small.fnt - small letters font, 8x9 pixels, #0 = invisible #5 =max intensity, in order of Font.dat.
 - Big.fnt - big letters font, 16x16 pixels, in order of Font.dat.
 - *.geo - geoscape panel in pck format (64x200 pixels).

The thing is, there is no *.fnt and .dat editor.
« Last Edit: October 24, 2011, 12:40:59 pm by Volutar »

Offline hsbckb

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Re: Traditional Chinese Translation
« Reply #17 on: October 25, 2011, 04:55:31 am »
For Small.fnt and Big.fnt, I  will try to find some opensource Chinese Bitmap Font.

But for Font.dat and *.geo , I have no idea how to  create them :-\

« Last Edit: October 25, 2011, 06:55:42 am by hsbckb »

Volutar

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Re: Traditional Chinese Translation
« Reply #18 on: October 25, 2011, 11:28:04 am »
Font.dat is a string of characters in utf8. You can open it with notepad and add new characters to the end. Symbols in .fnt files and font.dat should be in strict consistent order.

Personally I think Small.fnt and Big.fnt should be encoded in *.tga 8bit file. Font.dat should be parsed as text file with clearing off all whitespace characters (cr/lf/tab/space). It would greatly simplify adding new charsets.
https://www.angelcode.com/products/bmfont/
tga font can be converted into openxcom file with 0-5 intensity values

https://www.codehead.co.uk/cbfg/ - that's would be better choice.
« Last Edit: October 25, 2011, 11:49:36 am by Volutar »

Offline SupSuper

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Re: Traditional Chinese Translation
« Reply #19 on: October 25, 2011, 05:56:57 pm »
If I don't post about something there is usually a reason :P particularly it's WIP and I'd rather not have people poking around formats that aren't finalized yet.

And there is a thread for fonts: https://openxcom.org/forum/index.php/topic,272.0.html

Offline hsbckb

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Re: Traditional Chinese Translation
« Reply #20 on: October 26, 2011, 04:05:18 am »
Then, I will wait for this issue to be finalized. ;)

Offline hsbckb

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Re: Traditional Chinese Translation
« Reply #21 on: October 27, 2011, 04:23:23 am »
I have just found some fonts (10x10、9x9、8x8)  which may be useful:








Volutar

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Re: Traditional Chinese Translation
« Reply #22 on: October 27, 2011, 09:01:05 am »
I clearly see how ugly 8x8 chars looks... quite alot of details degraded and some of them probably became unreadable.. 9x9 is.. better but still there are noticable degrades. 10x10 are nice.
The thing is... 9x9 chars are actually 10x10 (because of whitespace pixel between chars).

SupSuper, is that be a problem for interface to have letters with size more than 8x9? For example 10x10 or 11x11? I guess to make it real, UI should become "fluid", no fixed x/y values, just %% of screen position, "previous caret position" (for info screens), and "rowheight" (for tables).

Offline hsbckb

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Re: Traditional Chinese Translation
« Reply #23 on: August 27, 2012, 05:29:09 am »
I have just added the new text strings to the Traditional Chinese Translation file.