Let's say I'm making a module and I want it to be multi-language for the text (and maybe for VO, just for the example), depending on the game client language. Is there any way to do this with the toolset ? There is a page about localization on the wiki, but it is quite incomplete.
How to localize a module ?
Débuté par
Yoshidingue
, nov. 12 2009 12:12
#1
Posté 12 novembre 2009 - 12:12
#2
Posté 12 novembre 2009 - 11:59
We didn't release any of our localization tools, unfortunately (I've never even seen them in operation myself - loc is just magically done "somewhere else" as far as I can tell
). I do know that it involves swapping in different talk tables with the same string IDs for the translated strings, at least as far as the text is concerned.
Once we've got the current pressing issues with the toolset sorted out (the "wrecks the main campaign" bug and various installer issues) remind me again and I'll see if I can uncover more details about how localization works behind the scenes. I suspect most of our loc tools should be fairly straightforward to come up with substitutes for.
Once we've got the current pressing issues with the toolset sorted out (the "wrecks the main campaign" bug and various installer issues) remind me again and I'll see if I can uncover more details about how localization works behind the scenes. I suspect most of our loc tools should be fairly straightforward to come up with substitutes for.





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