Voice from TAspring Fans in China
Moderator: Moderators
Voice from TAspring Fans in China
We are TAspring fans from China,and we appreciate for the TAspring project and clan-sy.
We believe that many many people love this game all over the world,why not make TAspring more friendly to the fans? we mean that TAspring must be a International version with all language supported all in one,and we can communicate in battleroom and the game in my nation language.
Thanks!
We believe that many many people love this game all over the world,why not make TAspring more friendly to the fans? we mean that TAspring must be a International version with all language supported all in one,and we can communicate in battleroom and the game in my nation language.
Thanks!
Actually I was thinking about how many chinese people there are and how big the community would get...
It's a nice thought, it could work if people could choose the font and localization is supported. But still things like unit names will still be english...
I don't really have experience with unicode though, but I can at least try to see what has to be done.
Min3mat, that's easy for you to say
china has 1.3 billion inhabitants, so potentially a lot of spring players imo :)
It's a nice thought, it could work if people could choose the font and localization is supported. But still things like unit names will still be english...
I don't really have experience with unicode though, but I can at least try to see what has to be done.
Min3mat, that's easy for you to say

china has 1.3 billion inhabitants, so potentially a lot of spring players imo :)
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- Spring Developer
- Posts: 374
- Joined: 14 Mar 2005, 12:32
Actually Zaphod, I was thinking about how many C++ programmers there are in China that would want to play Spring in their native language. Why don't you try to get them excited to do it theirselves? Surely you have more pressing matters to attend to, like the merging of the linux port and the damn "new" gui ...
- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53
what we want!
1,when we type Chinese charactors ,we just see '???????????',i think that the offical battleroom server does not support Chinese charactors,we need a environment that can display western and eastern charcators CORRECTLY in game chat and battleroom chat.
2.I think that Spring cant display Chinese charactors, so even if I update gui command button to chinese Charactors,we just can see '??????' or others,we need a environment that can display western and eastern charcators CORRECTLY in game gui and all.I suggest Spring use true type fonts(ttf files,why not?)
3.unit's description is much more important than unit's name.but how can i modify the mod files such as *.sd7,*.sdz,some utilities like hpiview and hpipack?
4.battleroom now can be updated online,so ,i think battleroom has better support all languages.
by the way,we have done something on OTA and Spring for Chinese fans,like this:
http://bbs.taclub.net/tabbs/cgi-bin/att ... &type=.jpg
http://bbs.taclub.net/tabbs/cgi-bin/att ... &type=.jpg
2.I think that Spring cant display Chinese charactors, so even if I update gui command button to chinese Charactors,we just can see '??????' or others,we need a environment that can display western and eastern charcators CORRECTLY in game gui and all.I suggest Spring use true type fonts(ttf files,why not?)
3.unit's description is much more important than unit's name.but how can i modify the mod files such as *.sd7,*.sdz,some utilities like hpiview and hpipack?
4.battleroom now can be updated online,so ,i think battleroom has better support all languages.
by the way,we have done something on OTA and Spring for Chinese fans,like this:
http://bbs.taclub.net/tabbs/cgi-bin/att ... &type=.jpg
http://bbs.taclub.net/tabbs/cgi-bin/att ... &type=.jpg
It does use truetype fonts, but it only generates textures for characters within the ascii range...
Using the unit FBI files for localization sounds like a bad idea, you'd need to repack all the files and they would have to be saved as unicode as well... I think a seperate localization file with descriptions for every unit in several languages is better...
How many chinese characters would have to be supported by the way?
100? 1000? 10000? I have no idea...
Using the unit FBI files for localization sounds like a bad idea, you'd need to repack all the files and they would have to be saved as unicode as well... I think a seperate localization file with descriptions for every unit in several languages is better...
How many chinese characters would have to be supported by the way?
100? 1000? 10000? I have no idea...
If the size is that big, I think that some languages would have to be an optional extra, as adding 20MB for all the different major languages isnt really a good option, as people will only ever use one or two of these languages. But multilingual support would be good. As long as it brings in more players, or better yet, more coders, I say go for it!
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
- Michilus_nimbus
- Posts: 634
- Joined: 19 Nov 2004, 20:38
u like doing that every time u start lobby ? like 20 times a day or something ?SinbadEV wrote:/join #french /join #chinese - how hard is that?
anyways... I think simply getting support up to unicode instead of ascii and allowing people to choose their own fonts would be enough to get people chatting in their own native languages characters.
and countrys with 3 or more offical languages can suck my balls and start speaking with one language


The new GUI uses pictures and not text. I think we should thus have pictures of symbols, and allow GUI layouts to be selected by the user and changed around based on language and preference. Eitherway a symbol is universal, a word is not.
The problem is translation and unicode support... hhmm and I totally forgot ym second point
The problem is translation and unicode support... hhmm and I totally forgot ym second point
Well, you seem to ignore that the real problem isnt that the name of the damn tank is stumpy or スタムピ , but to enable at least talking in the native language by making the chat/lobby unicode-compatible.
Its one thing to use a game, and another to be forced to do all communication in the language of the creators...
Its one thing to use a game, and another to be forced to do all communication in the language of the creators...
before there is any unicode support i hope that ingame chat system will change otherwise it's deficient addition ...
first i really suggest to add ingame "chat history" and specific chat window overlay (e.g. opened by some Function key) ...
for now most of text chat ingame is missing because it "fades" too fast ... especially when "ingame" error / info messages like "unit xy can't reach/build z" appears in same window ... (they both deserve own 'window' and own history)
now imagine this in NATIVE languages (as chinese, japanese, cyrillic or hell even in european languages mean longer discussion and even more chaos :) ...
thx and sorry for "bit" offtopic talk
(btw. i'm czech so i support the idea for non-english users)
first i really suggest to add ingame "chat history" and specific chat window overlay (e.g. opened by some Function key) ...
for now most of text chat ingame is missing because it "fades" too fast ... especially when "ingame" error / info messages like "unit xy can't reach/build z" appears in same window ... (they both deserve own 'window' and own history)
now imagine this in NATIVE languages (as chinese, japanese, cyrillic or hell even in european languages mean longer discussion and even more chaos :) ...
thx and sorry for "bit" offtopic talk
(btw. i'm czech so i support the idea for non-english users)