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SS2 special characters fonts
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luigge
#120
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28. December 2018, 03:53:33
66498944d267b
well I just need to encode all the txt with the same encoding and I will not have problems.
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luigge
#121
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28. December 2018, 04:01:01
66498944d281b
do you know if windows notepad saves the files in a particular encoding? or is the same as the one windows are using so if I send the translation to other people it will not be messed up
edit 1 looks like windows notepad are saving in ansi. well whatever encoding I save in notepad++ stays there so there is no reason to worry about, now start translating the game files
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luigge
#122
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28. December 2018, 04:27:53
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one other thing, inside the strings folder there is two folders called rcs and german do I need to translate this file too or they are not needed?
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voodoo47
#123
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28. December 2018, 09:13:58
66498944d2dbb
the modmanager just loads the mod in a safe way, nothing else.
Quote by luigge:
fon have to match the encoding of the text I want to translate
yes, that should be correct. as long as ALL your translated string files use the same encoding, and the bmps are modified to display that ONE encoding properly, everything should work as far as I can tell.
rcs and german can be ignored, if I remember correctly.
66498944d2e94
luigge
#124
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28. December 2018, 21:34:07
66498944d2ee8
hello again, what have you done to fix black characteres? my characteres just turned black I have tried to fix but no sucess. I'm using the same codes as you told me to use
-c -m -a to metafont although I haven't changed the glyphs for this font and blueaa.
-c -m to mainfont
-c to others
edit 1: do you know which place in the game uses the dimmed font?
66498944d2f91
voodoo47
#125
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28. December 2018, 21:42:23
66498944d2fdd
I have checked the bmps you have posted earlier, and you have changed their mode from indexed to RGB. that will not work, you have to keep them indexed.
dimmed is used on log text you have already read.
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luigge
#126
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28. December 2018, 21:43:23
66498944d30be
hmm... this for sure will help a lot, thanks
do you know how to do this in gimp?
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luigge
#127
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28. December 2018, 21:46:04
66498944d319e
whatever just managed to do this thanks again.
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luigge
#128
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28. December 2018, 21:49:54
66498944d32b2
oh man the reason of why the fonts was not working in the same place as that of the 8859-1 table was the thing with indexed colors, now I need to change back to the original position oh man very thanks again, now my fonts load in the place where they should be
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voodoo47
#129
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28. December 2018, 21:50:43
66498944d3394
told you there's a lot of fun to be had here.
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luigge
#130
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28. December 2018, 21:58:35
66498944d34a7
I think it is been at least 4/5 days that I am into this. I am almost finishing the translation. I was thinking in maybe take the mod that makes everything in hd and translate the images from there so in the game they appear with more quality but this of course will be another time first of all just translate the txt.
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luigge
#131
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28. December 2018, 22:17:32
66498944d35e4
well when I think the problems are over, now the thieffon says that the format type is wrong X/ "unsupported format type"
oh man what have I done to deserve this?
the file colors are indexed as you told me to change and I am just exporting without marking any option.
[thieffon problem.png expired]
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luigge
#132
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28. December 2018, 22:21:12
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Do I need to change any option when converting to indexed or just leave as it is and press "convert".?
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voodoo47
#133
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28. December 2018, 22:26:40
66498944d37e7
you shouldn't have changed the image mode in the first place. no idea whether it's possible to properly change it back to indexed once it's set to RGB - you may have to start all over again from an unbroken, indexed bmp.
copy pasting the content of the broken bmp into a working indexed bmp should also work - that's what I did when fixing the bmps you've posted earlier.
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luigge
#134
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28. December 2018, 22:31:20
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the rgb mode was set by default I haven't changed since you told me to do I will try this
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voodoo47
#135
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28. December 2018, 22:34:11
66498944d3a59
the original bmps from the first post are set to indexed, so if you have started from that, you must have accidentally changed it somewhere along the way.
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luigge
#136
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28. December 2018, 22:38:08
66498944d3bb8
modifying the original file worked thanks again, god bless I will not have to change images anymore
😅
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voodoo47
#137
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28. December 2018, 22:41:16
66498944d3c93
I wouldn't count on that.
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luigge
#138
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28. December 2018, 22:45:46
66498944d3d7d
oh man you are right X/ can you shut your mouth a little bit
now the characters are on the wrong position at least the indexed thing worked
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luigge
#139
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28. December 2018, 22:54:25
66498944d3ea5
done I checked and now is definitive the fonts are working so no more work on the fonts, just the translation
😓
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luigge
#140
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30. December 2018, 01:01:13
66498944d3fb4
Hello, do you have another metafont.bmp file because the one that you sent me are missing some characters thanks
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voodoo47
#141
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30. December 2018, 09:17:55
66498944d40c0
nope - if some character is missing, you will have to create it yourself.
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Marvin
#142
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17. November 2023, 10:03:12
66498944d4676
Working on the German translation again. I must have been drunk while converting the older SHTUP ASCII fonts to OEM-850 because some of the characters are just wrong - which you mostly don't notice because they don't appear in the German version of the game.
Ahem, anyway: Based on the first post, SCP, and my own work, this is what I think we currently have, correct me if I'm wrong:
* modern SHTUP-iified fonts which are (extended) US-ASCII only
* SHTUP-iified fonts (circa 2013) for OEM-850, with some non-German or atypical characters being missing or wrong
* ISO-8859-1 fonts which have not been cleaned up properly and contain some actual characters in places where ISO-8859-1 is empty or would contain control characters if extended with ISO 6429 (or some rarely used characters if switching to windows-1252). Notably, Czech, Turkish and Hungarian support is lacking and the fonts have not been SHTUP-ified.
* Czech fonts by voodoo47 which I think use windows-1250 and were adapted from the ISO fonts (so not SHTUP-ified)
* Russian fonts (
https://github.com/BroFox86/ss2-rus
) which are completely custom using an unknown codepage and even a different character height/width. They're a bit broken in some instances (e.g. the circumflex "^" is displayed as-is instead of using the lightning bolt glyph) but fit a lot more text on screen without being illegible, which is rather neat.
Does someone have a secret stash of SHTUP-ified Latin1 fonts lying around? Would be cool to at some point have an easy to use, complete set of characters, e.g. Latin1+Latin2. UTF8 is out of the question unless a magic fairy would at some point implement TTF support in NewDark.
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Last Edit: 17. November 2023, 14:30:30 by Marvin
»
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voodoo47
#143
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17. November 2023, 10:55:23
66498944d47e1
this
is probably going to be useful, should prevent you from doing that I have done when working on the CZ fonts (and that is, constructing each letter pixel by pixel. that was.. not fun. also, I've made all the fonts sharp iirc, so if someone would want the smooth ones in a translation, then forking the CZ fonts is probably not a good idea). very sure they are not SHTUPified, but I'm not touching them again unless there is a Schwerer Gustav size gun pointed to my head.
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