XCOM 2
WC_INFormApps
 This topic has been pinned, so it's probably important
Zyxpsilon  [developer] 17 Sep, 2017 @ 6:20pm
Localization(s)
Over at the WC_GeoscApps mod page... I've been asked by one of my Subscribers to supply a Chinese translation file.. although, i can't read nor write such a language -- the task is rather simple; find corresponding text strings from XComGame.INT (my Int_ernational English default) as they relate to the same code fields of the XComGame.CHN version & then, copy/paste whatever into a new Localization file.

Sooo.. by deduction, if anyone else would like to have different but supported (common) languages within such custom files of their own -- feel free to give it a try & i'll integrate your solutions in the official Mod. There's about 315 lines to verify in WC_INFormApps.

Looking for ...
CHN√ -- CHT -- DEU√ -- ESN√ -- FRA√ -- ITA -- JPN -- KOR√ -- POL -- RUS !

CHN == .. Done (20/09)! By Meilulu.. again!
KOR == .. Done (20/09)! By peterpancho1974
ESN == .. Done (22/09)! By Seva
DEU == .. Done (27/09)! By sonykhh
FRA == .. Fait (30/09)! Par EdC94
...

Please ? ;)
Last edited by Zyxpsilon; 30 Sep, 2017 @ 9:13pm
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Showing 1-15 of 16 comments
OFFLIFE 19 Sep, 2017 @ 9:05am 
I will try localization. It will be difficult and time consuming, but I am going to challenge slowly.
I tried to translate a few sentences as a test. However, there were some problems.
It applies to lab listings, but the black market list is still in English.
Where should I fix to apply for the black market?,
I am not proficient in English, so I wrote it using Google Translator.
thx have nice a day
Zyxpsilon  [developer] 19 Sep, 2017 @ 10:58am 
Thanks for the work, buddy!

Okay... here's some neat tricks you can exploit to make that task a lot simpler than it may seem at first!

1) Depending on your language.. there is a pre-existing source file named XComGame.XXX in the game Localization folders (each with the same extension prefixes per languages). These are the files people need to consult and compare with the INFormApps INT strings (from English to whichever) found in pre-determined lines...

Example;

INT (from INFormApps on Line #101+++)
--------------------------------------------------
[CorpseGatekeeper X2ItemTemplate]
FriendlyName="<img src='img:///INFo_UILibrary.Tug_Gatekeeper' width='24' height='24' vspace='-2'> Gatekeeper Shell"
FriendlyNamePlural="<img src='img:///INFo_UILibrary.Tug_Gatekeeper' width='24' height='24' vspace='-2'> Gatekeeper Shells"
BriefSummary="<font color='#FFD038' size='26'>[1x] »</font> Alien Psi-Amp\n\nThe organism within the Gatekeeper's shell is highly unusual, seemingly reliant on the shell itself for sensory input. Long sequences of engraved symbols not unlike ancient hieroglyphs adorn the inner lining of the shell."

ESN (from the authentic Vanilla file -- on Line #7133+++)
---------------------------------------------------
[CorpseGatekeeper X2ItemTemplate]
FriendlyName="Caparazón de Cerbero"
FriendlyNamePlural="Caparazones de Cerbero"
BriefSummary="El organismo que hay dentro del caparazón del Cerbero es muy extraño, y parece depender del propio caparazón para recibir estímulos sensoriales. Largas secuencias de símbolos grabados, no muy diferentes de los jeroglíficos antiguos, adornan la capa interna del caparazón."

2) In order to detect such details.. all you need is the declaration headers (( [CorpseGatekeeper X2ItemTemplate] )) to search for corresponding text in ESN. The instructions (FriendlyName=) fields help when trying to point at each lines concerned.

3) Anything BOLDED above is the actual translation targets. At times.. i ADD extra stuff like the "Alien Psi-Amp" unlocked by that Autopsy. That's another case for search & translate.

4) Basicly.. anything in brackets <...> is HTML instructions that perform Fonts coloring or supply custom (img) Images. Nothing to change within these except for the "Alien Psi-Amp" string. (( \n\n )) are formatting line-feeds or separators.

5) Swapp the target strings.. save the newly edited/created file as the correct language extensions (ESN) with UCS-2 LE BOM format (i recommend using free NotePad++).

6) Test your results ingame (simply through a direct drop of the new file in the same localization folder as the **XComGame.INT** from the Mod itself) & watch for small typos that may screwup the rendering in some places.

7) Done!

Good Luck & lemme know how it goes.. and contact me again if you need more help!
Last edited by Zyxpsilon; 19 Sep, 2017 @ 11:08am
Seva 21 Sep, 2017 @ 11:35am 
Hi Zyxpsilon, here you have my contribution to this great mod: Spanish Version!

https://www.dropbox.com/s/ex2ghl0gdmchx9d/XComGame.esn?dl=0

Regards.
Last edited by Seva; 21 Sep, 2017 @ 11:38am
Zyxpsilon  [developer] 21 Sep, 2017 @ 2:09pm 
Wow.. excellent work, @Seva. Although there are still a few lines you somehow skipped, partially in most cases...

#104 (Alien Psi-Amp)
#345 (ADVANCED PSI AMP)
#365 (WRAITH SUIT)
#563 (NANOMEDIKIT)
#579 (ALIEN PSI-AMP).. but maybe this *IS* the correct translation as with #104!
#591 (HELLWEAVE)
#603 (ARC BLADE)
#657 (each AMMO rounds)
#673 (NANOMEDIKIT).. similar situation as Psi-Amps?
#692 (..) Cannon and/or Blaster?
#715,718,723 ( RESISTANCE, etc)

There you go -- everything else seems absolutely perfect'o! :)
Thanks a lot, on behalf of the Spanish players.
Seva 22 Sep, 2017 @ 7:32am 
Thanks Zyxpsilon, i just revised that. Here is the new version:

https://www.dropbox.com/s/d708gaor5glujs9/XComGame.esn?dl=0

If you see anything else, just let me know!
Zyxpsilon  [developer] 22 Sep, 2017 @ 9:56am 
Sublimo Perfecto! @Seva...
... i will be updating the Mod accordingly soon. Thanks again! ;)

PS; And, if you ever want to try "GeoscApps" ((much less lines)).. please do!
Last edited by Zyxpsilon; 22 Sep, 2017 @ 10:04am
sonykhh 26 Sep, 2017 @ 5:34pm 
And here is the german localization

https://pastebin.com/j6h0Ri8g
Zyxpsilon  [developer] 26 Sep, 2017 @ 6:26pm 
Excellent..

The only missing steps are located in a few rare lines that begin with (BriefSummary=... in the Corpses section) & (Summary=... in the TechTemplates).
These include #1_Items (after the <Font instructions> but before a separator "\n") or #2_Unlocked Items written in CAPITAL letters for UI clarity.
That's all. :)
sonykhh 29 Sep, 2017 @ 8:22pm 
u can use my last file as final file, all works fine for me
Zyxpsilon  [developer] 29 Sep, 2017 @ 8:24pm 
Sure will.. thanks for everything. :--)
EdC94 30 Sep, 2017 @ 3:33pm 
Thanks for your great mod, here is the french localization :)

https://www.dropbox.com/s/zuj50765cfjox1d/XComGame.fra?dl=0
Zyxpsilon  [developer] 30 Sep, 2017 @ 9:01pm 
Merci bien -- encore une fois! ;)

NB; À propos.. excellent travail, l'ami.
Last edited by Zyxpsilon; 30 Sep, 2017 @ 9:06pm
sonykhh 2 Oct, 2017 @ 8:58am 
found misspellings.... corrected ger version

https://pastebin.com/jixZ7GQm
Zyxpsilon  [developer] 2 Oct, 2017 @ 11:50am 
Ok.. i'll update it on my next workshop U/L cycle (normally once a week).. thanks!
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