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Localizing on custom maps does *NOT* work [Solved]

Posted: Thu Sep 16, 2010 8:16 pm
by [TFA]Padawan_Fighter
Hey, I downloaded Boras II: Stunt course, but when I started it up, I noticed that there were no custom startup hints, and when I loaded the map, all the custom names were gone. It was just 'Jawa' in place of 'Crazed Jawa', 'Dark Trooper' instead of Jedi Dark Trooper (or whatever it was called, i forget). I tried this again with Christmas in Jinglin' Town. Same thing. Only now, it's 'Christmas in Jawa Town'. What the crap??


I know I downloaded the revision 129 of the 1.3 patch, but I uninstalled it. Are its effects still on the game?

Re: Localizing on custom maps does *NOT* work

Posted: Thu Sep 16, 2010 8:30 pm
by AQT
The unofficial 1.3 patch does not change or in any way affect the localization of the maps you have in your addon folder. I haven't played the two maps you mentioned, so I don't know what the "original" names of the units/map are supposed to be. Maybe the names haven't changed at all and you're just having trouble remembering what the names were? You even stated yourself that you don't remember the name of the Dark Trooper unit.

Re: Localizing on custom maps does *NOT* work

Posted: Thu Sep 16, 2010 8:32 pm
by [TFA]Padawan_Fighter
I mean revision 129. And if that is the case, then how can you explain 'Christmas in Jawa town'?



*EDIT* Just downloaded Terra Strife. SAME THING. I'm going to have to reinstall BF2 now.

Re: Localizing on custom maps does *NOT* work

Posted: Thu Sep 16, 2010 8:57 pm
by Maveritchell
[TFA]Padawan_Fighter wrote:*EDIT* Just downloaded Terra Strife. SAME THING. I'm going to have to reinstall BF2 now.
No, you don't. Listen to what he already said - the 1.3 patch doesn't change individual maps' specific localization keys. You're probably using mods that don't have correct localization for anything except the creator's language version.

Re: Localizing on custom maps does *NOT* work

Posted: Thu Sep 16, 2010 9:38 pm
by [TFA]Padawan_Fighter
What are you saying, Maveritchell? I don't have the right language? As far as I know, it's set to English, and on my previous computer I had the same mods, and they worked fine.


Also, the Conversion pack's localization works just fine.

Re: Localizing on custom maps does *NOT* work

Posted: Thu Sep 16, 2010 9:54 pm
by Maveritchell
[TFA]Padawan_Fighter wrote:Also, the Conversion pack's localization works just fine.
Then that's your confirmation of what AQT said above - the 1.3 patch can't have anything to do with it. Each mod has its own individual localization keys - the Conversion Pack has made sure to have localizations for every language, but not every map or mod does. There are multiple "English" localization sets for the game - one can be localized, but not the other.

Re: Localizing on custom maps does *NOT* work

Posted: Thu Sep 16, 2010 10:00 pm
by [TFA]Padawan_Fighter
Maybe so, but it seems only custom maps with orange titles are affected. And if you're right, how do I fix this?

Re: Localizing on custom maps does *NOT* work

Posted: Thu Sep 16, 2010 10:47 pm
by Maveritchell
You can't fix localization someone else left out of their map/mod.

Re: Localizing on custom maps does *NOT* work

Posted: Fri Sep 17, 2010 4:01 am
by [TFA]Padawan_Fighter
But Maveritchell, this *DID* work on my other computer, and the localizations were FINE! But for some reason, it did not work for me.


I'm just going to go on ahead and reinstall SWBF2 now.


*EDIT*

Well...whaddya know, you're right

So how exactly do I fix this? Do I change the language settings on my computer to a different English or something, like you said?

*EDIT*

Found something interesting. When I was modding, I noticed BF2_modtools.exe asked for the CD. Since I have the Direct2Drive version of SWBFII, this didn't make any sense. Nevertheless, I got the play disk for BF2 (I can't find the others, which is why I got BF2 via d2d). So, I opened up BF2_Modtools to test out my mod (there was a bug, but I'll include that in another topic), and then I decided to go to one of the other mods to see what might be the problem with the localization. To my surprise, the localization was 100% intact, and all the classes, weapons, etc. had their own custom titles back, like Crazed Geonosian, Xmas Trooper, and so on.


So it seems the problem comes from my D2D version of BF2. So, how exactly can I fix this error?

Re: Localizing on custom maps does *NOT* work

Posted: Fri Sep 17, 2010 1:13 pm
by Maveritchell
[TFA]Padawan_Fighter wrote:So it seems the problem comes from my D2D version of BF2. So, how exactly can I fix this error?
Maveritchell wrote:You can't fix localization someone else left out of their map/mod.
Maveritchell wrote:There are multiple "English" localization sets for the game - one can be localized, but not the other.

Re: Localizing on custom maps does *NOT* work

Posted: Fri Sep 17, 2010 8:40 pm
by [TFA]Padawan_Fighter
...What I mean is, How do I switch the localization sets to the one that WORKS?

Re: Localizing on custom maps does *NOT* work

Posted: Fri Sep 17, 2010 9:47 pm
by MrCrayon
umm...I hate to say this, but I think you are out of luck. If I am correct, I think you can only have the localization that the creator has given out. So, unfortunately, you are out of luck. If I were you, I would just ignore it. :(

Re: Localizing on custom maps does *NOT* work

Posted: Fri Sep 17, 2010 11:26 pm
by [TFA]Padawan_Fighter
That....sucks...are you sure I can't change something in the Install folder? Maybe ask for the CD version of the files from a friend?


*EDIT*

Okay, now I'm going to ask a different, but still related, question: Where does SWBFII keep its localization/language sets?

*EDIT again*

Found the problem. The d2d version of BF2 is in UK English. Anyone know how to change the language?


*Final EDIT*

Got it to work. Copied the BattlefrontII.exe from my old computer and into this one. Only downside is, now I need the CD. But, its solved.

Re: Localizing on custom maps does *NOT* work [Solved]

Posted: Sun Oct 31, 2010 6:35 pm
by [RDH]Zerted
The localization strings are stored in the core.lvls. In theory, one could create a core.lvl with the names of all the maps and load it from an addme.lua. This would correct all the broken map names in the shell. However, it would take a while to get all the maps names and their codes.