Jump to content

Griftlands Localization


JoeW
 Share

Recommended Posts

On 4/29/2021 at 7:11 PM, RageLeague said:

You can define your own plural rules in the po file and it will override the ConvertPlurality function.

What is ConvertPlurality function you're talking about? But I've found something else.

Polish translation is using custom name_declensions and plurality in its .lua file, but for some reason Russian doesn't.

Edited by RadRussianRus
Tested a bit more.
Link to comment
Share on other sites

57 minutes ago, RadRussianRus said:

What is ConvertPlurality function you're talking about? But I've found something else.

Polish translation is using custom name_declensions and plurality in its .lua file, but for some reason Russian doesn't.

ConvertPlurality is just the in-game function for converting numbers into plurality.

I guess the translation is just incomplete, then.

Link to comment
Share on other sites

On 5/5/2021 at 4:27 PM, DudDaDub said:

 Please help me. How to add a font to the game?

It's very non-trivial. You need to generate bitmap font in BMFont, make it SDF, convert it to DDS and add a few bytes that TEX files have. And to actually use it, you'll probably need to make your own translation.

Edited by RadRussianRus
Link to comment
Share on other sites

5 hours ago, RadRussianRus said:

It's very non-trivial. You need to generate bitmap font in BMFont, make it SDF, convert it to DDS and add a few bytes that TEX files have. And to actually use it, you'll probably need to make your own translation.

I'm creating a translation, but some characters are not supported by existing fonts. I'm stuck there. I don't know what the TEX is for and how both files work together.

Link to comment
Share on other sites

5 hours ago, DudDaDub said:

I'm creating a translation, but some characters are not supported by existing fonts. I'm stuck there. I don't know what the TEX is for and how both files work together.

Font consists of two files: font.fnt (XML file generated by BMFont) and font0.tex. You can see the example in data.zip/fonts. If you trim bytes up to "DDS" characters in hex editor, you can use it as normal DDS. Likewise, you'll need these bytes for your DDS-converted font to work.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
  • Create New...