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Planned for the next release? No. Having thought about it? Yes. It can be interesting to try to rewrite localization in the Classic DOOM engine. But that would require a lot more work in order to be done (plus I have to consider how to do this also with the menu labels). |
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Is this planned for the future? After all, judging by the port's name, it's clearly aimed at enhancing classic games. Currently, you can replace the STCFN graphics in WAD files with images of letters in another language, then replace the English text in the d_englsh source code with the desired foreign language text typed using the English keyboard layout, and then compile the executable from the source code. This way, the game will display only the foreign language instead of English. However, this method doesn't allow mixing English and another language within the same phrases. Also, on the key-binding screen, key names will either appear as meaningless character sequences or remain blank. There's currently no simple way to fix this issue. It would be great if the game could natively support additional STCFN files. These extra files could be assigned specific codes loaded from a separate text file. Then users could add WAD files—such as newopt.wad—containing STCFN graphics with foreign language letters, and define in a text file which image corresponds to which foreign character. Something along those lines. This would allow adding more characters without modifying the game's source code. As a result, the key-binding screen wouldn't need changing, since key labels would always use English.
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