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Ideas and suggestions / Re: VoidExpanse Language Tools
« on: November 26, 2023, 12:39:51 pm »
Hello!
Using Github is straightforward once you register there. The developers have created plenty of good tutorials to help you get started.
We can definitely add a link to your localization toolkit on our Wiki page, but only when you are certain that the toolkit is finished.
As an example please check any VoidExpanse localization mod available in Steam Workshop.
A proper "header.xml" file must be placed in the root folder of the mod. The "modtype" entry value must be 4 (translation).
The English TXT files are present only for the extracted text from the JavaScript files (as they don't contain the actual English text and always it from the TXT files, either English or any other translation which is available).
E.g. if you navigate to "core\data\crates\localization" you will not find the TXT localization files for English as the XML files already contain the English text.
Our official localization tool is not only loading the available TXT files but also parsing the XML files. The XML files directly contain the English text so it was never extracted to TXT files (unlike JavaScript files). For us there was no point in extracting the English text from XML as this will only cause text duplication. We kept things as simple as possible, but it's a problem when you want to create a localization for the game without using our localization tool.
Regards!
Using Github is straightforward once you register there. The developers have created plenty of good tutorials to help you get started.
We can definitely add a link to your localization toolkit on our Wiki page, but only when you are certain that the toolkit is finished.
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1. How is the language mods folder structured?It's fairly easy. The mod (*.mpk) is a regular ZIP archive (without compression) containing only the files necessary for the localization ("language.***.xml" file plus all the TXT files for this language). The directory structure (file tree) must match the original Core.cpk.
If it is not too complex, perhaps you could have the tool create the mods as well.
As an example please check any VoidExpanse localization mod available in Steam Workshop.
A proper "header.xml" file must be placed in the root folder of the mod. The "modtype" entry value must be 4 (translation).
Quote
2. I am making a Spanish translation for the game, based on the English files, which are 121 files in total (counting language.es_es.xml).Yes, you're right. I totally forgot about this!
However, if I filter the list of files by Russian (ru_ru) it gives a total of 518 files.
This makes me wonder, does the English translation contain all the texts of the game?
The English TXT files are present only for the extracted text from the JavaScript files (as they don't contain the actual English text and always it from the TXT files, either English or any other translation which is available).
E.g. if you navigate to "core\data\crates\localization" you will not find the TXT localization files for English as the XML files already contain the English text.
Our official localization tool is not only loading the available TXT files but also parsing the XML files. The XML files directly contain the English text so it was never extracted to TXT files (unlike JavaScript files). For us there was no point in extracting the English text from XML as this will only cause text duplication. We kept things as simple as possible, but it's a problem when you want to create a localization for the game without using our localization tool.
Regards!