lenghty one...
Hi,
Looks to me like you're the inpatient one :)
Well, I hope that I could bring you the first version of 1.12 translation in about week or so. But I still do not have enough feedback on LO translation
Well, beside some differences (word X instead of word Y), there are numerous additions in FC files. Thou these files are formatted in the same way, new or changed lines are key elements to stability of the game. There is no "template" file or file with source of the strings, like in some applications (so the game could "pull" original string from somewhere if translation is missing). This translation files, as well as other official translations (FR, DE, EN, RU) are directly used by the game engine. If something is wrong with localized file(s), the game will crash.
If there is a line or file missing (or its location is incorrectly defined) in FC translation, the game will crash. If you're trying to use 1.02 translations in 1.12, the game will crash. They are not interchangeable!
Explanation: Applications where you can use old version of language file without impairing the usage of or crashing that application usually come with one single translation file that contains all of the application strings (usually a PO file for Linux or LNG for Windows). There is another kind of applications that use strings from several different files (even when it looks like you're installing/activating one file, application secretly activates several different files). LO/FC is of that kind. And to make things even worst, there are more than 30 files and folders in about 4 different formats.
Localization of LO (as I believe was originally planned) has only one level of translation. That level is recognized by separate language version folders like RussianVersion, EnglishVersion, FrenchVersion... They are called upon by Localizer.cfg file in folder Lock On\Config\. This level of translation could be edited by end-user, either during installation, or later on by manual editing of Localizer.cfg file.
There is a second level of translation, and this one is not easy to change. This level is depicted by separate versions of the WHOLE game. As you may know, there is English and Russian version of FC. This level includes changes in inscriptions in graphic files and xml files. This particular level is major reason of incompatibility in LO and FC translations, as reckless editing of dds and xml files could crash the game, or make it unusable.
Both levels are NOT interchangeable!
For example, MEINIT.xml contains names of units, camouflages, weapons… Since English phonetics uses "kh" for Russian letter "x", which in Croatian, Serbian and several other Slavic languages is letter/phoneme "h" (I believe that in Czech it's "ch"?), I had to change all missile names from ie Kh-58 into H-58 (and all other that contain phonemes "kh", "y", "ch", "sh", "zh" and "ts" in Russian names). But! In meinit.xml there is a line:
Launcher WorldID="4" NatoName="(AS-10)" CLSID="{code}" Weight="300" Picture="" Name="KH-25ML">
Element "Picture" calls up the picture that will be displayed in Mission Editor. If quotes are empty, this element takes its value from element "Name". So, when you change Name (and that is the text displayed in Mission Editor), you gotta edit "Picture" (or rename the dds file), so it would look like this:
Launcher WorldID="4" NatoName="(AS-10)" CLSID="{code}" Weight="300" Picture="KH-25ML" Name="H-25ML">
This is the simplest example of an item that is common in both LO and FC. As you may know what is the importance of this and other xml files, you can imagine what will happed if you use incorrect code/elements.
Now, there are some files that are easy to translate, like Encyclopedia and some cfg files that look like this:
LOADOUT = "NAORUŽANJE";
This, Croatian translation is equivalent to 2nd level of translation.
Btw, the translation for LO 1.02 is about to be closed up. All in-game strings are translated, apart from missions. Manual and voices for LO will not be translated. That is for FC (and BS) alone. I am working on keyboard layout PDF file as well. I hope that I will have voice-overs ready by the time BS hits the market.
There are some strings in multiplayer still shown in English, and I still cannot figure out where they are coming from.
Also, I wish that I could edit font.tga files, but this is horrendous task. I managed to edit those files, but the font is quite wide, and about 25% of string do not fit (darn Croatian lengthy words!). Inserting narrower font in tga is piece of cake, but then one need to edit font.txt, as it controls displayed width of each character. It took me 1 hour to edit 3 tga files, and 1 hour to fix just one txt!
That's why I opted for Windows fonts, and that could have some drawbacks, especially during flight (a/c labels)
Pic 1 - first run with tga, txt is unedited; note empty space (character replaced was quite wide) and Đ (D) one pix too high
Pic 2 - after 3-4 tryouts; almost perfect
Pic 3 - different tga, for labels; much smaller letters, some pixel residue and one (last) character incorrectly edited; also, note empty space
Pic 4 - Arial, my option, for time being...
I hope this one was not to dull to read :smilewink: