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Forum » SpaceEngine » Mods and Addons » Chinese translation
Chinese translation
FreemanDate: Monday, 13.01.2014, 13:49 | Message # 1
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Chinese translation released, see attachment.

Quote
we can only use the characters that appears in the text. I think 1024*1024 is enough.

Shall we wait for your next update to support the large font texture?


---------

I have posted here: http://en.spaceengine.org/forum/17-1621-36130-16-1389538735 , but it seems you didn't noticed...

Hi SpaceEngineer, we've done the Chinese translation, but it seems that the font texture is limited to 256*256, but the Chinese contains thousands of characters, how can we do it? Can you help us?

Regrads,
Freeman

Attachments: se-chs-release.zip(256Kb)


Edited by Freeman - Monday, 27.01.2014, 05:05
 
SalvoDate: Monday, 13.01.2014, 15:28 | Message # 2
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Freeman, you don't need to create a new thread with your old post if you think that no one noticed it, in this case you could send him a PM.




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SpaceEngineerDate: Monday, 13.01.2014, 16:51 | Message # 3
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It's okay Salvo, this thread will be renamed to Chinese localization thread.

Freeman, some work must be done to make support of many characters set in SE. You may work on a huge font texture now. BTW I heard that Chinese didn't use all 28000 characters, it is possible to limit language to 8000 or even 3000 characters. Is it true?





 
johnson_linDate: Monday, 13.01.2014, 22:28 | Message # 4
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Also as a Chinese speaking person, yes that is true.

However, you'll want to plan ahead so that the font-atlas contains only the glyphs needed by this program. But the problem would be any future update potentially incurs changes to the font-atlas, and that's actually quite annoying.

If it's possible I would say using FreeType library and implement the true unicode UI text and get a GPL licensed (with font exception clause) TrueType font.





 
FreemanDate: Wednesday, 15.01.2014, 01:47 | Message # 5
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Yes, that's right, we can only use the characters that appears in the text. I think 1024*1024 is enough.

Shall we wait for your next update to support the large font texture?
 
midtskogenDate: Wednesday, 15.01.2014, 08:31 | Message # 6
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My suggestion is to use a library with a license that suits SE to do text rendering (or possibly better, use a library for GUI rendering in general, such as Qt which has an LGPL option I believe) These are things that have been implemented many times. I can't think of any reasons why SE should reinvent wheels that strictly are irrelevant for what SE is. Perhaps except ownership, control of code, but it's not a particular good reason in my opinion. If SE is to become an SDK, then ad hoc, repeatedly patched, non-standard ways of doing things might come back and haunt the overall usability.




NIL DIFFICILE VOLENTI
 
HarbingerDawnDate: Wednesday, 15.01.2014, 12:04 | Message # 7
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Quote midtskogen ()
such as Qt

Celestia was developing a QT4 interface, I tested out an early build of it. It was certainly gearing up to be a massive improvement for the program. They were also working on HDR, better star rendering, etc. But then development stopped sad





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FreemanDate: Monday, 27.01.2014, 05:02 | Message # 8
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hi, Chinese translation released, Shall we wait for your next update to support the large font texture?

see 1st attachment.


Edited by Freeman - Monday, 27.01.2014, 05:05
 
SpaceEngineerDate: Monday, 27.01.2014, 08:08 | Message # 9
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Freeman, thank you! I will work on unicode support for the next version.




 
bys_1123Date: Sunday, 19.04.2015, 10:18 | Message # 10
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Hi, Freeman, Is this working with 0.973? My SE will crash when I select chs.
Thanks for your work!
 
SpaceEngineerDate: Sunday, 19.04.2015, 14:30 | Message # 11
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SE still don't support unicode, sorry. You are limited to ~200 symbols in the font texture, so it must be hard to make a Chinese localization.




 
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