In the meanwhile I think I'm done with the GIT setup. The thing reported it sucked something in successfully. When you have time, please check if it also uploads things back. If it does, '...-RUS.xml' files will start to appear in the '.../Assets/XML/Text' directory.
There is no need to use different files. Each string has a number of languages and the game will only read
ONE of them when reading the strings. The one to read is the one for the language chosen in the ingame options. If it is't present, it will use English instead. If English isn't present, then the game will complain as I decided to assume English to always be present.
This mean that if people select English as language, then any line starting with <Russian> will be ignored. We can write all the broken text in it we like and not break anything ingame. If it causes problems to have broken text in Russian when the game is set to English, then it is something I will have to look into.
Also order of languages doesn't matter. This is my addition as vanilla has no concept of languages and language selection is based on selecting the 3rd language in the menu will give you the 3rd language from XML, regardless of what it is called.
Russian will have to be added to CIV4LanguageInfos.xml to turn up in the menu. However I think it would be best to postpone doing that until the text displays correctly ingame.
You need to encode special characters.
Not doing so, will cause problems for sure.
Correct and wrong at the same time. I found a tool to help a whole lot with that issue.
http://forums.civfanatics.com/showthread.php?t=527371
At first I just wanted to use this tool, but I am who I am and less than 24 hours after I found it I have contributed with code and ideas for further development for this tool. If it doesn't completely fulfill our needs, it would appear that it can be modified to do so.
I am at least one of those lazy people. I didn't plan on having help, especially Russian help. I wonder if I went back in time and added the text xml entries each time would the mod be just as far along
It was fine at the time and it presumably saved you some time. Now I just need to script making new XML files. That's no big deal and we will get the TEXT XML files better organized in the process.
Did Nightinggale explain about creating a new branch as we should make a new branch for your work? You just right click the branches box and "add a new branch". It makes a copy of the current code for that branch. Then you can right click branches to swap to or "checkout" (as Smartgit calls it) another branch.
No, but if <Russian> is truly ignored when Russian isn't selected, then I see no reason why it would need its own branch. On the other hand it might be better for the log.
Now that I think about it, I think it is best to make a branch for it based on release-2.5. It can then be translated independently from what else goes on and when it is done, it can be released as the next 2.5.x stable release. If we happen to move on from 2.5 and make a new release branch, we can always merge/rebase Russian to use that one instead with minimal workload.
@Daw: you will need an account on SourceForge to get write permission. Since you are already writing to the files, I guess it would be best to just make the branch to make a place where you can share what you have written.