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Languages

  • 7 posts
    #1 Feb 26, 2013 at 01:21 UTC - 0 likes

    Hey mapster peeps,

    I'm curious about how EU handles published maps. I don't think every country there speaks or understands english (or eachother's languages) so is there an automatic translation happening? If not what is a relatively simple way to translate our map for everyone? When I log in I see my map's text in english.

    Thanks.

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    #2 Feb 26, 2013 at 01:58 UTC - 0 likes

    @Trieva: Go

    Mostly everyone just gets the param/value error I think.

    #3 Feb 26, 2013 at 02:14 UTC - 0 likes

    If you only have 1 locale in your map, that one is used.
    If you have all locales, the one for the client is used.

    If you have multiple locales, but not the one your client would have liked, then one of the existing ones is used. At least that this is the behavior after the patch now. I've read it somewhere.
    Param\Value errors should only appear, if the locale is defined in the map and it is missing text entries. This means the used locale is incomplete.

    Before the patch, missing and incomplete locales meant that param\value will be displayed. So, you either had one or none. Also, I've heard that the editor was able to add one while uploading, if the editor had a language that wasn't defined in the map.

    But now you would need to have complete localizations rather than a single or all.

    I'm not sure if it can differentiate between sounds and texts. The patch added these options to the game, but I don't know how this is handled in maps.
    Blizzard's arcade maps like aiur chef have localized sounds. Analyze that map to find out what is required to do that. Personally, I don't know it. :D

    In every case, duplicating English to all locales is stupid and only a waste of time and memory.

    If you have problems, alter your editor's language to one that you use and try to delete the incomplete locales.

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    #4 Feb 26, 2013 at 04:01 UTC - 0 likes

    @Mozared: Go

    Ah, that's unfortunate.

    @Ahli634: Go

    I've never played with locales before so are you saying I just need all locales and I'm fine? Is there anything further that must be done like publishing the map for each locale option?


    I found this and was wondering if anyone knows a more up to date way to add locales or where I can find all of them.

    #5 Feb 26, 2013 at 16:43 UTC - 0 likes

    @Trieva: Go

    I'm saying that you only need the ones you want the users to be able to see.
    In most cases, just having exactly 1 locale in English in your map is enough.

    You can add/delete locales in the editor: Map -> Locale -> Modify Locales.
    The programs existing don't have a big value anymore because Blizzard improved the editor and the way the game handles locales.

    Please note that the editor does not reflect locale additions/removals immediately. You need to save and close/open modules or even close & open the map again to fully update the editor with your new locale information.

    You can even import and export locales now.

    To make it clear again.

    Quote from Mozared: Go

    @Trieva: Go

    Mostly everyone just gets the param/value error I think.

    Should only happen, if the map author f*cked it up now.

    edit:
    I just tested a bit, my results:

    - The game does not try to replace missing entries in existing locales in other existing locales. You see that param\value stuff, if the used locale is incomplete.

    - The game now always uses a locale. If your client is enUS and your map got a French and a German localization, it will display the French one instead of param\value errors.

    Last edited Feb 26, 2013 by Ahli634
    #6 Feb 26, 2013 at 17:57 UTC - 0 likes

    Localized assets must go in the right folders. They don't work exactly like text. If you use a localized asset you must add it to all languages' folders. And they are not tied to your text, so you could have English text for all languages used together with localized sounds as one example.

    Simply check the difference for zerg unit sounds and terran/protoss, see the path for them and you will understand how it works for assets.

    #7 Feb 27, 2013 at 10:14 UTC - 0 likes

    @Ahli634: Go

    I see, cool stuff :D

    @SoulFilcher: Go

    Thanks, I'll keep that in mind. Assuming I did that wrong, would a player with a different language just not hear any sounds, have missing models, and other similar things? I'm wondering how serious this is and don't know exactly what an asset refers to.

  • 7 posts

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