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Problem with fonts again
PostPosted: 18 Dec 2010, 07:43
by EdwardCarnby
I'm trying translate KAM TPR into spanish, so I had to change the font size to write all. I'm testing DOS based font, and font editor. It works well, but I don't see the next fonts (the entire font screen returns black):
adam.fnt
font01.fnt
maina.fnt
mainb.fnt
mini.fnt
mininum.fnt
system.fnt
There's a font named maina.old, but I assume that it has no use.
Could anyone help me?
PostPosted: 18 Dec 2010, 14:06
by Litude
I seriously don't think you should try changing the font size for the translation. There was a Spanish translation of The Shattered Kingdom and it used the normal fonts IIRC.
adam.fnt, font01.fnt, minimum.fnt and system.fnt are unused, so you don't need to change them. To see the other fonts you simply have to change the palette on the right.
PostPosted: 18 Dec 2010, 14:30
by H.A.H.
My font works perfectly, and the reason to change it is why the spanish text is longer than english. I have to reduce the font to match the entire translation in 2 or 3 chapters. But I need know the colours of that fonts.
thanks
PostPosted: 19 Dec 2010, 12:20
by Krom
Let me say as designer and as UI programmer - making fonts smaller is a bad idea.
If you translate KaM texts for Remake - contact us and tell us where do you need bigger textareas and we'll see how can we do that

PostPosted: 19 Dec 2010, 18:07
by EdwardCarnby
Mainly in all briefing tsk text and in the description of the objects.
Examples:
In briefing tsk in english, the text occupies 17 lines while in spanish 20 lines. It only supports 17 lines at most. In this case, I write a media of 35-37 chars per line with the kam tpr font (briefing.fnt), and I have to write from 43-45 for success.
In descriptions, when translating "Leather armor" from english to "Armadura de cuero" in spanish, it shows the vowel 'o' from "cuero" in the next line.
In both cases, if the box were wider (In the first, very much), it would be enough.
PostPosted: 19 Dec 2010, 19:10
by Krom
Okay, maybe in certain cases making some charcters narrow will look ok, but for briefing texts - 1.you could use fewer words, 2.we can make the area bigger. Can you specify how many lines you need in Remake for briefings?
PostPosted: 19 Dec 2010, 19:16
by EdwardCarnby
Between 20-21 will be enough
PostPosted: 19 Dec 2010, 20:38
by Krom
Okay, I will make briefing area large enough to accommodate 21 lines of text

PostPosted: 19 Dec 2010, 20:48
by EdwardCarnby
Thank you very much
PostPosted: 19 Dec 2010, 21:01
by EdwardCarnby
It will be in the next revision?
PostPosted: 19 Dec 2010, 23:36
by Lewin
I would rather do this with a scrollbar rather than making the briefing area bigger, for a few reasons:
1. What if the next translator comes along and wants 30 lines? At some point we have to say enough is enough.
2. The briefing text area covers the map and I'd like to be able to see as much of that as possible.
3. When we add support for custom campaigns people may want to write longer briefings that don't fit either.
A scrollbar that appears when the text is too long to fit the number of lines would be a better solution that expanding the area IMO.
I'd also like to add a scrollbar for in game messages as fan made missions often use longer messages, but it will also fix translation issues.
However feel free to disagree with me

Lewin.
PostPosted: 20 Dec 2010, 09:19
by Krom
Let's make it 21 lines for now and then add scrolling if it will be required. I think we can postpone "Enough is enough" moment a little bit.
Right now it's more important to roundup single player part.
P.S. I've just finished writing editable TMemo analogue for my work project and it is quite lengthy in the end. I think we can mirror it with slight changes.
PostPosted: 20 Dec 2010, 09:41
by EdwardCarnby
I think 21 lines is more than sufficient. I'm trying to keep the original text as possible (translated, of course). I not plan changes for this.
PostPosted: 20 Dec 2010, 13:03
by Krom
Okay, I've programmed a sizeable briefing text area. It will fit any text between 1 and 30 lines with no problem.
PostPosted: 20 Dec 2010, 13:41
by EdwardCarnby
Well, thanks. How could I get the fix?