Localization

SparkyMcSparksSparkyMcSparks Join Date: 2010-04-12 Member: 71347Members
edited October 2010 in Modding
<div class="IPBDescription">Multi Language Supported Mods</div>I don't see a system set up in NS2, yet.

Unless it's all done in the flash HUD ActionScript?


Can anyone confirm if they ordered NS2 and have the Alpha version in Germany, France, Italy, etc... whether their game is in English or is it localized?

Maybe we can make an XML file table with strings and read it off in Lua based on the language of the game. Anyone know if there is an API to detect or global variable that is set to a language?

Comments

  • playerplayer Join Date: 2010-09-12 Member: 73982Members
    A quick glance in the NS2 Lua-files would yield the answer to your question, which is that many language-strings are indeed hardcoded, and not susceptible to any locale. One could posture the same for the flash-menu, but since I haven't decompiled them, I can't say for certain.

    Further more, I haven't been able to find any functionality to derive the user's locale in the NS2 Lua-files, or the Wiki (although given the state it's in, that doesn't mean a lot).

    As far as retrieving which locale the user has setup, Lua's <a href="http://www.lua.org/manual/5.1/manual.html#pdf-os.setlocale" target="_blank">os.setlocale</a> can be used to derive some information in this regard.
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    Support of other languges is likely to happen more towards the end of the development when everything is in and all texts, helpers, hints, tutorials etc have been finalized in their wording, Then its more feasable to translate that instead of re-translating anything in every launguage every time some text is changed.
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