[ scummvm-Feature Requests-1723255 ] FOTAQ code modifications (mostly for greek translation)

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Tue May 22 09:46:58 CEST 2007


Feature Requests item #1723255, was opened at 2007-05-22 07:46
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Category: None
Group: None
Status: Open
Resolution: None
Priority: 5
Private: No
Submitted By: Vag (greekroms_vag)
Assigned to: Nobody/Anonymous (nobody)
Summary: FOTAQ code modifications (mostly for greek translation)

Initial Comment:
Hello.
I am translating FOTAQ in greek and I'd like to ask for some modifications in the code. Unfortunatelly I don't know C++...

The first change has to do with the strings of Joe's actions (open, close, move, etc.). In greek, it will be something like "talk t" instead of "talk to", "look a" instead of "look at", and so on. (That last letter, together with the article of the object, which will be part of the object's string, makes a new article, in genitive).
The problem is that the program itself always adds a space after these strings. Cyx has already wrote some code so that in these cases (and in greek version only), there won't be this space.

This would look perfect when you select these actions and the mouse is over an object
When the mouse pointer isn't over an object though, it will say "talk t", "look a", which doesn't make sense. It would be better to say "talk", "look", instead.
Is it possible that when there's no object, only the first word of the string shows, and when there's an object, the whole string? (Only in the greek version of course).


The next changes would be useful for all versions:

The next thing has to do with the fact that phrases are usually longer in greek than in english, plus there are always the articles of the objects... In many cases, the produced string on the screen is longer than the screen width, so you can't see all of it! Cyx told me that this happens in the original french version as well. In many cases, I can just change the text to something shorter, but not always.
In the case when the text is really too long, it should appear in two lines,without changing the height of the black area. The font is 8 pixels tall, so if we want two lines, we need 16 pixels. Because the black area is 10 pixels tall, we really need another 6. If 3 pixels of the font appear over the graphics, above, and another 3 appear over the game buttons and inventory, below, it won't look too bad.
In the case when there are two lines of text, they should be of about the same length. It wouldn't be nice to have a really long line and then one or two words.

There's also a minor thing with the action screen area: the last 8 pixels are always black. There's at least one case when the phrase would (barely) fit on the screen, but you can't see the last letter (see attached image). Could that also be fixed?


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