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I also don't see anything that indicates to users which translations are available. If an English description will always be shown, this would be essential -- perhaps a bunch of little flags above the description.
Probably unrelated to this beta, a couple of things I noticed while using it:
- in order to test it out without risking any live stuff, I made a copy of an existing (published) scenario so I could work on that. However after changing the title and going "save as", the new version still has the same "visibility" and "publish_id" flags, when these should have been reset to None and [empty]. As a result, it asks if I want to republish after every save (which I fixed by editing publish.txt)
- if any of the description fields have colons in them, everything after the colon is lost (and I know a parsing gotcha when I see one!)
Because then you wouldn't need to impose restrictions on character formatting, you could just allow people to put what they want and then sanitize through the import function. The current format could be hard for people who aren't used to editing files with such precise syntax, that a single missing quote or backslash can break the whole the thing.
Hello! Lots of good feedback as ever :) I'll go though and chat in-line...
We're sort of a bit limited by how Steam Workshop handles the publishing here. Currently it is set-up to have workshop items published in one language, and as that section of the game is working via the Workshop protocol it uses that language. You are right though; multi-language there would be good. We have put the tags in though, so helpfully that will help.
This is where the tags come in. We've got plans to make them much clearer and more accessible in the next update.
OK, that's no what we expected. It is back compatible; once the Master language is set, it should not ask again. It does ask if you want to re-publish after a save however as it assumes things have changed? However, as Steam Workshop adds an ID, it can get a bit confused by copy/pasting. We're looking to create a better system for this in the next update.
Lol! Indeed! The system should have handled those fine. Were you putting colons (;) in the Scenario Creator end or the text editor end of the process and did you put backslashes before them?
Thanks
XML rules! It's a great format and I'm a big fan of it. However there are a few compatibility things within the project that meant this was the best format.
This is not specifically related to translations or the master language -- it happened before making any changes. If you go "save as" with a scenario which already has a published ID, then that ID should be deleted in the new version.
For any scenario which has been published, I would expect it to ask if you want to republish after saving, that's fine. But the new version is not the same scenario.
Presumably if I'd just allowed it to republish after editing the new version, then the new version would overwrite the original on Steam; then any changes to the original would overwrite that, and so on -- two scenario with the same ID that Steam will consider are the same scenario.
So it's simply an ID collision, fixable by deleting the ID and visibility flag from the new publish.txt, which I fixed by editing the file manually (which is the first time I did so, everything before I applied that fix happened via the SC, not manually copying and editing).
I'm talking about colon (:) not semi-colon (;)
Initially I put them in the SC, and that saved unescaped colons to the text file, with the specified result.
However if I edit the text file to escape them manually, then the same thing happens -- the text after the colon is still lost, leaving only the backslash.
That might be also related to a new problem I've just noticed! If the scenario description fields (or presumably, any text fields) have double-quotes in them, then those are now saved to scenario.txt as escaped quotes. However the game isn't parsing them out -- so they show up in the scenario description, and in the popup text, with their backslashes still visible.
Ah right the evil :
That's good feedback; we'll check it out...
Personally, I would have used JSON for the scenario files and XML for the tranlsation files.
But fair enough, if you have other constraints.
I did chuckle when I noticed "en.txt" translating the original English into English :-D
JSON - another good format. This validator[jsonlint.com] has been a help to me plenty of times :) But I digress...