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localization problems?


davidlallen

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Most modders include the English language localization file XComGame.int, but few include the other language files. What does this mean for players who use a different language? Is the game smart enough (I guess that would be smart) to display the English localization instead of just failing, or issuing error messages?

 

Several posts I have seen imply this might not work nicely, but I admit I have never tried it.

 

http://steamcommunity.com/sharedfiles/filedetails/?id=625737801

(see the very end of the long description section)

 

http://forums.2k.com/showthread.php?4232116-disable-timer-mods-not-working-is-it-language-based-ẞ&highlight=german

 

In other modding communities, we eventually learned that copying the localization file is better than no localization file. For example, simply copying and renaming XComGame.int to XComGame.fra allowed French speaking players to use mods which otherwise just didn't work. Is there a similar thing here?

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I doubt different languages assets are being automatically "transfered" as valid at runtime, by mods or not.

 

Every changes or additions to that custom (INT, english) file should (or must) be replicated into whatever other languages (with unique extensions) in order to dispatch the correct strings inside the users' "gameplay system" by means of any extra Localization file(s), AFAIK. Pretty much a matter of various multiple manual edits.

 

But it isn't really necessary to copy (IMO, not recommended at least) the entire file (( 1,757,437 bytes worth of default details! )) for our XC2 purposes. It's me and my wacky Overload obsession speaking again, anyway... but for good reasons. :wink:

Edited by Zyxpsilon
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I was not proposing to copy the game XComGame.int file which is huge, but rather to copy the *mod* version of this file, in which the modder has written his few custom strings.

 

If anybody here normally plays in a different language (or reads another language well enough to try it temporarily), can you take a mod which has a non-empty localization file, try it in another language where the localization file is missing, and report what happens? I suspect that whenever the mod string is supposed to appear, an error appears instead. In that case, can you also try to copy the mod XComGame.int file locally to XComGame.<your language>, and see if you at least get English strings appearing?

Edited by davidlallen
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What you are suggesting should work. We did this when doing initial testing of the localizations for the release-day mods.

 

You should note that if you create a "Text" file in ModBuddy, it will create by default a UTF-8 encoded text file. However, properly speaking the localization text files should be encoded as UCS-2 Little Endian. This doesn't matter for English (.int), but it does matter for other languages.

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As demonstration.. here's what i did for LAByrinth sampling tags with Tech strings;

 

 

 

; Distinct for q--UI--ck...

;[UIShellStrategy]
;-m_strDifficultyEasy="Rookie"
;-m_strDifficultyNormal="Veteran"
;-m_strDifficultyHard="Commander"
;-m_strDifficultyImpossible="Legend"
;+m_strDifficultyEasy="<font color='#5CD16C'>Rookie</font>"
;+m_strDifficultyNormal="<font color='#FDCE2B'>Veteran</font>"
;+m_strDifficultyHard="<font color='#E69831'>Commander</font>"
;+m_strDifficultyImpossible="<font color='#BF1E2E'>Legend</font>"

; Sneak-Peek Teaser for LAByrinth

; Line #8233
[Tech_AdventDatapad X2TechTemplate]
DisplayName="<font color='#FF99FF'>[02]</font> ADVENT Datapad Decryption"

[Tech_AlienDatapad X2TechTemplate]
DisplayName="<font color='#FF99FF'>[01]</font> Alien Data Cache Decryption"

[Tech_AlienFacilityLead X2TechTemplate]
DisplayName="<font color='#5CD16C'>[03]</font> Facility Lead"

[ModularWeapons X2TechTemplate]
DisplayName="<font color='#0099FF'>[02]</font> Modular Weapons"

[MagnetizedWeapons X2TechTemplate]
DisplayName="<font color='#0099FF'>[04]</font> Magnetic Weapons"

[GaussWeapons X2TechTemplate]
DisplayName="<font color='#0099FF'>[05]</font> Gauss Weapons"

[PlasmaRifle X2TechTemplate]
DisplayName="<font color='#0099FF'>[09]</font> Plasma Rifle"

[HeavyPlasma X2TechTemplate]
DisplayName="<font color='#0099FF'>[10]</font> Beam Cannon"

[PlasmaSniper X2TechTemplate]
DisplayName="<font color='#0099FF'>[11]</font> Plasma Lance"

[AlloyCannon X2TechTemplate]
DisplayName="<font color='#0099FF'>[12]</font> Storm Gun"

[Tech_Elerium X2TechTemplate]
DisplayName="<font color='#0099FF'>[06]</font> Elerium"

[Psionics X2TechTemplate]
DisplayName="<font color='#0099FF'>[07]</font> Psionics"

[HybridMaterials X2TechTemplate]
DisplayName="<font color='#0099FF'>[01]</font> Hybrid Materials"

[PlatedArmor X2TechTemplate]
DisplayName="<font color='#0099FF'>[03]</font> Plated Armor"

[EXOSuit X2TechTemplate]
DisplayName="<font color='#CCCC66'>[02]</font> E.X.O. Suit"

[SpiderSuit X2TechTemplate]
DisplayName="<font color='#CCCC66'>[03]</font> Spider Suit"

[PoweredArmor X2TechTemplate]
DisplayName="<font color='#0099FF'>[08]</font> Powered Armor"

[WraithSuit X2TechTemplate]
DisplayName="<font color='#CCCC66'>[04]</font> Wraith Suit"

[WARSuit X2TechTemplate]
DisplayName="<font color='#CCCC66'>[05]</font> W.A.R. Suit"

;Autopsies
[AlienBiotech X2TechTemplate]
DisplayName="<font color='#CC0099'>[01]</font> Alien Biotech"

[AutopsySectoid X2TechTemplate]
DisplayName="<font color='#99CC00'>[06]</font> Sectoid Autopsy"

[AutopsyViper X2TechTemplate]
DisplayName="<font color='#99CC00'>[07]</font> Viper Autopsy"

[AutopsyMuton X2TechTemplate]
DisplayName="<font color='#99CC00'>[08]</font> Muton Autopsy"

[AutopsyBerserker X2TechTemplate]
DisplayName="<font color='#99CC00'>[09]</font> Berserker Autopsy"

[AutopsyArchon X2TechTemplate]
DisplayName="<font color='#99CC00'>[10]</font> Archon Autopsy"

[AutopsyGatekeeper X2TechTemplate]
DisplayName="<font color='#99CC00'>[13]</font> Gatekeeper Autopsy"

[AutopsyAndromedon X2TechTemplate]
DisplayName="<font color='#99CC00'>[14]</font> Andromedon Autopsy"

[AutopsyFaceless X2TechTemplate]
DisplayName="<font color='#99CC00'>[11]</font> Faceless Autopsy"

[AutopsyChryssalid X2TechTemplate]
DisplayName="<font color='#99CC00'>[12]</font> Chryssalid Autopsy"

[AutopsySectopod X2TechTemplate]
DisplayName="<font color='#99CC00'>[15]</font> Sectopod Breakdown"

[AutopsyAdventTrooper X2TechTemplate]
DisplayName="<font color='#99CC00'>[01]</font> ADVENT Trooper Autopsy"

[AutopsyAdventStunLancer X2TechTemplate]
DisplayName="<font color='#99CC00'>[02]</font> ADVENT Stun Lancer Autopsy"

[AutopsyAdventShieldbearer X2TechTemplate]
DisplayName="<font color='#99CC00'>[03]</font> ADVENT Shieldbearer Autopsy"

[AutopsyAdventTurret X2TechTemplate]
DisplayName="<font color='#99CC00'>[04]</font> ADVENT Turret Breakdown"

[AutopsyAdventMEC X2TechTemplate]
DisplayName="<font color='#99CC00'>[05]</font> ADVENT MEC Breakdown"

; ADVENT Captain/Officer & PsiWitch moved to GOLDEN PATH section, below

; Proving Ground Projects
; Line #8467
[Skulljack X2TechTemplate]
DisplayName="<font color='#CCCC66'>[06]</font> Skulljack"

[ExperimentalAmmo X2TechTemplate]
DisplayName="<font color='#CCCC99'>[11]</font> Experimental Ammo"

[ExperimentalGrenade X2TechTemplate]
DisplayName="<font color='#CCCC99'>[12]</font> Experimental Grenade"

[ExperimentalArmor X2TechTemplate]
DisplayName="<font color='#CCCC99'>[13]</font> Experimental Armor"

[Bluescreen X2TechTemplate]
DisplayName="<font color='#CCCC99'>[08]</font> Bluescreen Protocol"

[BattlefieldMedicine X2TechTemplate]
DisplayName="<font color='#CCCC66'>[01]</font> Battlefield Medicine"

[PlasmaGrenade X2TechTemplate]
DisplayName="<font color='#CCCC99'>[09]</font> Plasma Grenade"

[AdvancedGrenades X2TechTemplate]
DisplayName="<font color='#CCCC99'>[10]</font> Advanced Explosives"

[Skullmining X2TechTemplate]
DisplayName="<font color='#CCCC66'>[07]</font> Skullmining"

[HeavyWeapons X2TechTemplate]
DisplayName="<font color='#CCCC99'>[14]</font> Experimental Heavy Weapon"

[AdvancedHeavyWeapons X2TechTemplate]
DisplayName="<font color='#CCCC99'>[15]</font> Experimental Powered Weapon"

; GOLDEN PATH TECHS
; Line #13832
[ResistanceCommunications X2TechTemplate]
DisplayName="<font color='#CC0099'>[02]</font> Resistance Communications"

[ResistanceRadio X2TechTemplate]
DisplayName="<font color='#66FFCC'>[00]</font> Resistance Radio"

[AutopsyAdventOfficer X2TechTemplate]
DisplayName="<font color='#CC0099'>[03]</font> ADVENT Officer Autopsy"

[AlienEncryption X2TechTemplate]
DisplayName="<font color='#CC0099'>[04]</font> Alien Encryption"

[CodexBrainPt1 X2TechTemplate]
DisplayName="<font color='#6666CC'>[02]</font> Codex Brain"

[CodexBrainPt2 X2TechTemplate]
DisplayName="<font color='#6666CC'>[03]</font> Encrypted Codex Data"

[BlacksiteData X2TechTemplate]
DisplayName="<font color='#6666CC'>[01]</font> Blacksite Vial"

[ForgeStasisSuit X2TechTemplate]
DisplayName="<font color='#6666CC'>[04]</font> Recovered ADVENT Stasis Suit"

[PsiGate X2TechTemplate]
DisplayName="<font color='#6666CC'>[05]</font> Psionic Gate"

[AutopsyAdventPsiWitch X2TechTemplate]
DisplayName="<font color='#6666CC'>[06]</font> Avatar Autopsy"

 

 

 

 

Obviously each & every other localization attempts would have re-implement the (( Fonting gimmicks & [##] stuff )) in corresponding locations. Which i wouldn't really want any part of for a rational reason -- INT is perfectly fine for my own run-time Launcher version stack of active Mods (D/L'ed or locally maintained for updating reasons).

Edited by Zyxpsilon
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