Results 1 to 20 of 20

Thread: Language mods

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    FC2 烏 Member Kurulham's Avatar
    Join Date
    Sep 2007
    Location
    Yokosuka, Japan
    Posts
    72

    Default Re: Language mods

    Quote Originally Posted by The Persian Cataphract
    This is of course all very interesting especially if it could be realized for all native languages, but it would probably be biased towards Greek sensibilities as I do not know how strong Unicode support is for Chaldaeo-Aramaic/Pahlavî script, though I imagine the problem being less for Armenia since one could easily derive the Armenian alphabet as formalized by medieval Armenian sages. For Saka we'd entirely have to rely on Sanskrit, since none of have any knowledge on Khotanese-Saka script. Sauromatae would be at risk of being excluded completely from such an endeavour.
    One also runs across the issue of areas of cultural intersection: do we call it Tarentum or Ταρας, Επιδαμνος or Δυρραχιον or Dyrrhachium, Hangmatana or Εκβατανα? In the end it'll be very difficult to avoid bias towards one culture or another.

    For my personal use, I've chosen a very direct answer to the problem: ignore it completely and embrace Hellenocentrism. I realize this isn't to everyone's taste, though, so I'm preparing two versions of the installer: one to convert only Greek to Greek, and one to convert EVERYTHING to its Greek name (or best approximation, if I can't find a historical Greek name for something).

    I should also note that I will not be including accents; while Unicode support for them is absolutely fine, the RTW engine doesn't display the accented character. Go figure.
    ...et Boston delenda est.

  2. #2
    Member Member Christianus's Avatar
    Join Date
    Mar 2006
    Location
    Nidarosiensis, Norway
    Posts
    150

    Default Re: Language mods

    Darn! I realy love and embrace your mod idea, truly EB style as Sarkiss says, but... Its gonna be a brainbattle to read all the unit descriptions in Attic greek! You wouldnt consider making a version where the unit descriptions are intact in English? I would love to see the name of the greek cities in Greek:)
    How can a guy from as far away as Japan be such a philèllines?
    Ὦ ξεῖν', ἀγγέλλειν Λακεδαιμονίοις ὅτι τῇδε
    κείμεθα, τοῖς κείνων ῥήμασι πειθόμενοι.
    - Σιμωνίδης ὁ Κεῖος

  3. #3
    FC2 烏 Member Kurulham's Avatar
    Join Date
    Sep 2007
    Location
    Yokosuka, Japan
    Posts
    72

    Default Re: Language mods

    Quote Originally Posted by Christianus
    Darn! I realy love and embrace your mod idea, truly EB style as Sarkiss says, but... Its gonna be a brainbattle to read all the unit descriptions in Attic greek! You wouldnt consider making a version where the unit descriptions are intact in English? I would love to see the name of the greek cities in Greek:)
    How can a guy from as far away as Japan be such a philèllines?
    What I'm going to do (once I get the damn thing properly figured out; city names are still kind of kicking my ass) is to have options on the installer for each type of stuff: one each for city names, unit names, building names, map object labels, etc.

    As to the Japan thing, I'm a classically-educated American sailor; I just got off a tour onboard USS Curtis Wilbur, and I'm working at the shipyard while I wait on transfer back to the States.

    Sometime in the vicinity of this weekend I'll make available what I've got of the modification so far; it's not installerized yet, so if you want to see it you'll have to replace files. Sorry about that.
    ...et Boston delenda est.

  4. #4

    Default Re: Language mods

    Quote Originally Posted by Kurulham
    One also runs across the issue of areas of cultural intersection: do we call it Tarentum or Ταρας, Επιδαμνος or Δυρραχιον or Dyrrhachium, Hangmatana or Εκβατανα? In the end it'll be very difficult to avoid bias towards one culture or another.

    For my personal use, I've chosen a very direct answer to the problem: ignore it completely and embrace Hellenocentrism. I realize this isn't to everyone's taste, though, so I'm preparing two versions of the installer: one to convert only Greek to Greek, and one to convert EVERYTHING to its Greek name (or best approximation, if I can't find a historical Greek name for something).

    I should also note that I will not be including accents; while Unicode support for them is absolutely fine, the RTW engine doesn't display the accented character. Go figure.
    Because it doesn't matter what encoding you use; but what font you use. And the engine uses two fonts: Verdana & another one which I must look up.

    Anyhow both font sets don't contain characters with accents; hence they are not displayed. And I have tried to see if you could add a new font to the game; but that sadly is impossible (hardcoded). Otherwise one could've used Paleo Lineotype -- it supports both an enhanced Greek character set; and the full Latin garb. (At the cost of axing Arab & Chinese/Vietnamese/Japanese characters.)
    - Tellos Athenaios
    CUF tool - XIDX - PACK tool - SD tool - EVT tool - EB Install Guide - How to track down loading CTD's - EB 1.1 Maps thread


    ὁ δ᾽ ἠλίθιος ὣσπερ πρόβατον βῆ βῆ λέγων βαδίζει” – Kratinos in Dionysalexandros.

  5. #5
    Urwendur Ûrîbêl Senior Member Mouzafphaerre's Avatar
    Join Date
    Nov 2003
    Location
    Mikligarðr
    Posts
    6,899

    Default Re: Language mods

    .
    Theoretically, you can hack it renaming Verdana to something else and renaming your favourite font Verdana, both internally and externally. (There must be a Microsoft Power Toy to do that. Otherwise you'll need Fontographer etc.)

    Of course, that works unless the engine has its own packed in Verdana.

    As for Arabic, the only decent looking font is Traditional Arabic (typographic Nesḥ). All the rest look garbage. Ironically, Tahoma includes the most characters in that script but at the same time is one of the ugliest.
    .
    Last edited by Mouzafphaerre; 10-09-2007 at 04:53.
    Ja mata Tosa Inu-sama, Hore Tore, Adrian II, Sigurd, Fragony

    Mouzafphaerre is known elsewhere as Urwendil/Urwendur/Kibilturg...
    .

  6. #6

    Default Re: Language mods

    Quote Originally Posted by Mouzafphaerre
    .
    Theoretically, you can hack it renaming Verdana to something else and renaming your favourite font Verdana, both internally and externally. (There must be a Microsoft Power Toy to do that. Otherwise you'll need Fontographer etc.)

    Of course, that works unless the engine has its own packed in Verdana.

    As for Arabic, the only decent looking font is Traditional Arabic (typographic Nesḥ). All the rest look garbage. Ironically, Tahoma includes the most characters in that script but at the same time is one of the ugliest.
    .
    If they do all the game in Classical Greek I would be more than pleased. Playing makes me learn better than any Grammar.

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO