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Localizing question

Posted: Sat Mar 14, 2009 10:04 pm
by RepSharpshooter
Basically I'm planning a mod that adds a new era to the shipped maps. In regards to localizing it, how would I proceed? The addon-folder localizing keys do not work the way they are now.

Is it required to add the custom keys to the main core.lvl? If so, how would I go about recreating the main core.lvl (and I'm assuming this does not affect multiplayer)?

Re: Localizing question

Posted: Sat Mar 14, 2009 10:14 pm
by Maveritchell
New eras without premade localization support in the 1.3 patch aren't "localized," per se. Zerted did localize a bunch of the new eras he added support for, but if you want to add a new name that's not one of them, you'll just work around localization by making the unlocalized string's name the name you want. Information on how to do this is included in the 1.3 patch docs.

Re: Localizing question

Posted: Sat Mar 14, 2009 10:35 pm
by RepSharpshooter
Are you referring to the actual localizing of the new Era, or the units/weapons?

It is the RvB era with the letter 'r' as the identifier. I assumed it would be ok to use it (hope I'm not encroaching, on second thought). The era itself is all fine and has a proper name, it is just the actual units and weapons that need to be localized.

Re: Localizing question

Posted: Sat Mar 14, 2009 10:42 pm
by Maveritchell
Localization for any addon material is loaded by default in the addme.lua. If you're making a new era mod, then your localization should work like a normal map addon. Note that you can load whatever localizations in whatever scripts you want (or whatever files in whatever scripts you want) by choosing the right directory structure in the ReadDataFile. Localizations are always loaded in a core.lvl of some kind.