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Posted

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?

Posted (edited)

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
Posted (edited)

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
Posted

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.

Posted (edited)

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

 

 

  Reveal hidden contents

 

 

 

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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