Closed turbostar190 closed 6 years ago
Hmmm. Is there a way to write that Italian text in a shorter way? The game does not have support for autoscaling text and it would be a bit of a performance issue to implement correctly.
Not properly, it would be like writing "Early Spri." or "Lat. Spri." so it wouldn't be nice to see and so efficient remove only one or two letters adding a dot. I'm the first to say no to the autoscaling integration but I would propose to reduce a few pixels text size for all languages in that window.
https://github.com/RealismusModding/FS17_seasons/blob/33962d534d79448923e5e752f3aba4b876e5feeb/src/environment/ssWeatherForecast.lua#L268 Something like examples below?
if g_languageSuffix == "_it" then
renderText(clockX, g_currentMission.timeBgOverlay.y + 2 * self.marginY, self.textSize * 1.4, clockText)
else
renderText(clockX, g_currentMission.timeBgOverlay.y + 2 * self.marginY, self.textSize * 1.5, clockText)
end
or maybe even better
if ((g_languageSuffix == "_it") and ((tostring(ssUtil.fullSeasonName(g_seasons.environment:transitionAtDay(forecast[1].day))) == ssLang.getText("SS_SEASON_FULL_NAME_1")) or (tostring(ssUtil.fullSeasonName(g_seasons.environment:transitionAtDay(forecast[1].day))) == ssLang.getText("SS_SEASON_FULL_NAME_3")))) then
renderText(clockX, g_currentMission.timeBgOverlay.y + 2 * self.marginY, self.textSize * 1.4, clockText)
else
renderText(clockX, g_currentMission.timeBgOverlay.y + 2 * self.marginY, self.textSize * 1.5, clockText)
end
Super low priority. Unlikely to be fixed.
Is it possible to scale a bit less the season's text so it doens't overflow on side lines with italian language?