Registered just to make one post
The ENDOOM screen is translated and credits "Art of Words" with the translation :
All the command line tools are in French, too:
A Youtube video showing it in action (along with the translated command line tools):
The detail level graphics on the options menu are misaligned (probably because the code doesn't take into account the different width of the text image). Note that the French doom2.exe always shows the same quit message (you can see the code to handle this in the source code).
DOOM2F.WAD is 14607420 bytes long. Its MD5 checksum is 3cb02349b3df649c86290907eed64e7b, its CRC32 checksum is 27eaae69.
The French version of doom2.exe is 687781 bytes long. Its MD5 checksum is 03edb841bb9ca99bd0fd5e197cf43e71, its CRC32 checksum is 7c6fba71. It is based on Doom II v1.8. As far as I know there is no upgrade patch to v1.9.
What precisely is different about DOOM2F.WAD compared to the normal DOOM2.WAD?
Firstly, the following lumps are different and have been replaced with French-translated versions:
CWILV00, CWILV01, CWILV02, CWILV03, CWILV04, CWILV05, CWILV06, CWILV07, CWILV08, CWILV09, CWILV10, CWILV11, CWILV12, CWILV13, CWILV14, CWILV15, CWILV16, CWILV17, CWILV18, CWILV19, CWILV20, CWILV21, CWILV22, CWILV23, CWILV24, CWILV25, CWILV26, CWILV27, CWILV28, CWILV29, CWILV31 (Intermission screen level names)
M_DETAIL, M_DISOPT, M_DISP, M_ENDGAM, M_GDHIGH, M_GDLOW, M_HURT, M_JKILL, M_LGTTL, M_LOADG, M_MESSG, M_MSENS, M_MSGOFF, M_MSGON, M_MUSVOL, M_NEWG, M_NGAME, M_NMARE, M_QUITG, M_ROUGH, M_SAVEG, M_SCRNSZ, M_SFXVOL, M_SGTTL, M_SKILL, M_SVOL, M_ULTRA (Menu graphics)
STARMS, STBAR (Status bar)
WIENTER, WIF, WIKILRS, WIMSTAR, WIOSTI, WIOSTK, WISUCKS, WITIME, WIVCTMS (Intermission screen graphics)
ENDOOM (Text mode exit screen)
HELP (Help screen with key bindings)
DOOM2F.WAD does not contain M_EPI1, M_EPI2, M_EPI3, M_EPISOD, M_RDTHIS, which are Doom 1 graphics that apparently got left in DOOM2.WAD by mistake. It also does not include WIOSTF.
It does contain an extra graphic called WIOBJ, and there's a reference in the source code to handle this. It looks like WIOBJ is used instead of WIOSTI in multiplayer co-op games (presumably the normal WIOSTI is too big for the co-op intermission screen).
There are a few mysteries still. Why only French and not any other languages? Why the subtle palette distortion in the French graphics? I emailed John Romero to see if he knew anything about the French translation and although his reply didn't answer all my questions it did give some insight into how the translation was done.
So that's DOOM2F.WAD. I'm planning to package up all the modified graphics from the French IWAD into a PWAD that I'll be uploading to the idgames archive along with a dehacked patch, so other people interested in seeing what it's like to play in French can see for themselves.
Subject: Re: Doom II French Version
The text translation was done by Art of Words, they sent me the text,
then I compiled it into the new executable. There was nothing more than
that. It was a really quick turnaround. I set up the project so we could
do foreign versions (I did the same thing with Wolf 3D) pretty easily.