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Compatibility: | Gold Road (10.0.0) |
Updated: | 08/01/24 09:59 AM |
Created: | 08/02/22 09:54 AM |
Monthly downloads: | 803 |
Total downloads: | 9,931 |
Favorites: | 14 |
MD5: |
File Name |
Version |
Size |
Uploader |
Date |
1.03 |
21MB |
w2unemdhysend |
07/15/24 03:01 PM |
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1.02 |
20MB |
w2unemdhysend |
07/01/24 11:30 PM |
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1.01 |
39MB |
w2unemdhysend |
09/23/23 04:03 PM |
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1.00 |
39MB |
w2unemdhysend |
09/23/23 01:47 PM |
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BlindDwarfUa |
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w2unemdhysend |
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Forum posts: 0
File comments: 1
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Де інструкція??
Вітаю всіх. А як встановити цю локалізацію? Де взяти таку інформацію?
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KhajBro |
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Error
Я новачок у TESO, тільки почав грати. Вирішив встановити цей аддон, але гра видала помилку. За допомогою інших форумів, я знайшов помилку. В одному з ваших файлів (папка з самим аддоном, не UI і не gamedata) на 38 рядку є зайвий "end". Якщо його стерти, все запрацює.
P. S. Сподіваюся ви продовжуєте перекладати гру |
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leprikon_wot |
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Re: Re: Re: Re: cutsom font for ua mode
I tried the e-ukraine font files you put in your Dropbox. I was able to open them on my pc. Thank you so much. I understand your desire to use these fonts in EsoUA. So I would like to explain how the fonts are handled in ESOUI. In my earlier comment on esoui font faces, I mentioned fontstrings, which defines where the font files are located. For example, MEDIUM_FONT is a special string constant whose value is "EsoUI/Common/Fonts/Univers57.otf". To refer to the value of MEDIUM_FONT, write code like $(MEDIUM_FONT). In ESOUI, many font objects are defined in the following files in the form of referencing fontstrings. - keyboard font - gamepad font These font objects may be changed or added or deleted with each future version of ESO. I am not familiar with unofficial language mods. However, the following threads should be a technical reference for anyone who creates an unofficial language mod that includes their own fonts. I believe the thread is a discussion of the development process of the RuESO add-on. Please read it over and over to understand. By perusing the thread, you will generally understand the following current status regarding the method of replacing fonts with custom fonts. (1) It would be extremely easy to work with if we could replace the fontstrings values with our own font file paths. But there is no way to do that. (2) For glyphs that are not included in the font file specified by fontstrings, we can specify a fallback font by defining a backup font file. However, glyphs included in the font file will not be replaced, of course. (3) There is a method to override the value of the font object. For this, you can find the footprints at the beginning of ru_client.str of RuESO v24.1 in the days of unofficial language mod. For example, you can create the following statement for all ZoFont**** and add it to ua_client.str. Code:
[Font:ZoFontWinH1] = "UkrainianScrollsOnline/fonts-ua/e-Ukraine/e-Ukraine-Bold.otf" ![]() (4) It is known that in ESOUI's vanilla code, font object names are not always used when specifying fonts. For example, in tooltipstyles.lua, there are places where fontstrings is referenced. You would have to replace the value of fontstrings with your own font file name for all the places where fontstrings is referenced, because you cannot replace the value of fontstrings. This will be tough work. I am only here to ask you a technical question to update the LibMediaProvider add-on. My business is done. I do not know if the content of this comment is helpful to you. I wish you the best of luck with your add-on. - Calamath
Last edited by Calamath : 08/22/22 at 12:53 PM.
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Calamath |
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Re: Re: Re: cutsom font for ua mode
I really thought that all Cyrillic symbols will always be like example below, that's exactly the font files from the government digital application of Ukraine "Diia", which really do not have any functionality in the game, I can be sad about it, I really thought that in the letter "Ї" the dots were out of place, but there is no reason to use in the directory of the localization folder now these fonts. Maybe you could help to somehow correct the situation and explain how in general to use layers of own fonts for writing and other things in the game so that it would be like Ukrainian folklore (*i.e. Ukrainian fonts), is this possible? |
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w2unemdhysend |
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Re: Re: cutsom font for ua mode
I confess that I tried to load those custom font glyphs in Windows 10 using a tool named FontBase, but it could not load them. So I am questioning if they are valid font files. Then I think it seems that the code you pasted has no chance of having any effect because the file path to the font file is wrong. BTW, you can see here the font linking for the font faces used in ESO. From this, it appears that the glyphs of the Ukrainian alphabet are in the fallback font. To give you a hint, I recently discovered that only ANTIQUE_FONT does not contain some of the Cyrillic glyphs for Ukrainian. So, could you please paste here an example of one of the Ukrainian strings you say is not displayed correctly? Thank you. - Calamath |
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Calamath |
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Re: cutsom font for ua mode
xml Code:
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w2unemdhysend |
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cutsom font for ua mode
Hi, I just wanted to confirm a few things.
EsoUA includes custom fonts to support Ukrainian. But according to my recent research, it seems that some of the Cyrillic fonts included in ESO contain glyphs specific to the Ukrainian alphabet. The following glyphs. ҐґЄєІіЇї Do you use any special techniques to support Ukrainian, such as code shifting of strings as done in EsoKR? Or for visual design reasons? - Calamath |
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Calamath |
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Thank you Sharlikran!
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Baertram |
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The reason for the UT files are for the translators only. When you see {{39619172-0-9428:}}Drink when using the UT files that is from ut.lang and it is from the 900,000+ lines of game strings. Which covers quest text from the NPCs, zone names, quest names, and much more. If you see {C:5493}Назва that is from the file ut_client.str and {P:613}Грати if from ut_pregame.str. UT is simply a mode for translating. Users would not use that for normal play. It is not a compatibility mode for fonts. Korean uses KR for the language and KB for the tags files. Same concept, KB is only for translators and KR is for normal play that users would use. C = Client and P = Pregame. Basically once the game switches to UA using SetCVar("language.2", "ua") then the game looks for various files. The three files the mod uses are, ua.lang, ua_client.str, and ua_pregame.str.
Last edited by Sharlikran : 08/03/22 at 03:06 PM.
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Okay, forgive me, I'm new to this kind of strings but I'm interested into it:
What does "{C:5493}Назва" mean or do with the text compared to "Назва" so that you need 2 files for the texts? Is it some kind of compatibility mode for fonts?
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Baertram |
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Re: EsoUA custom fonts
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w2unemdhysend |
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[SI_INVENTORY_SORT_TYPE_NAME] = "Назва" in ua_client.str [SI_INVENTORY_SORT_TYPE_NAME] = "{C:5493}Назва" in ut_client.str The same applies with.. [SI_CHARACTER_SELECT_GAMEPAD_PLAY] = "Грати" in ua_pregame.str [SI_CHARACTER_SELECT_GAMEPAD_PLAY] = "{P:613}Грати" in ut_pregame.str And.. Drink in ua.lang {{39619172-0-9428:}}Drink in ut.lang Of course, i will usually recommend a player to play without tags. this is done with Sharlikran's help, to make it easier to understand whats happening in the text
Last edited by w2unemdhysend : 08/03/22 at 06:28 AM.
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w2unemdhysend |
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EsoUA custom fonts
Hello, I maintain the LibMediaProvider add-on.
I'm happy to inform you that LibMediaProvider will support EsoUA in future versions because listed as an unofficial language mode in the custom language section of the ESOUI Wiki. - Calamath |
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Calamath |
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