Déja
Beyond the Mod
- Joined
- Dec 19, 2005
- Messages
- 353
Just for fun (and because I want to ultimately make an Esperanto translation for Civ4), I've developed a tool to make it much easier to translate the text files.
Here's the good stuff:
- Cycles through an XML file <text> by <text> allowing you to view an original language (English default) and the new translated version
- Features a Mod Patch feature to let you quickly add everything you need to an existing mod (or even your CustomAssets folder). After patching, your new language will be added to any existing languages, the UI updated to feature your language in the options menu, and "dummy" entries for all texts will be created (defaulting to English)
Now for the bad news...
I was lazy and used C#, and since I'm working away from home and work, I'm using VC# 2005 Express which means that you'll need to have the .NET 2.0 Framework in order to use this.
Additionally, I was also lazy and didn't do much by way of error handling. It won't cause any damage to your XML, but you may end up with an unhandled exception, if I missed something.
That said, here are a few screenshots, and the program. The first is the main window (set to English->Esperanto), The second is the Patch Mod window, the third is the options screen from a post-patch mod and the fourth is a shot of the civilopedia after setting the language to Esperanto.
ONE FINAL WARNING!
This doesn't just apply to this program, but keep in mind that if you have additional languages in a mod and you use one of them, when you open the regular-non-modded-game it will still be looking for that 9th or 10th language and, not finding it, it'll not display any text. If this happens, just go to your Civ Config INI file and set the Language to 0 or whatever you normally use.
Enjoy!
-Déja
Here's the good stuff:
- Cycles through an XML file <text> by <text> allowing you to view an original language (English default) and the new translated version
- Features a Mod Patch feature to let you quickly add everything you need to an existing mod (or even your CustomAssets folder). After patching, your new language will be added to any existing languages, the UI updated to feature your language in the options menu, and "dummy" entries for all texts will be created (defaulting to English)
Now for the bad news...
I was lazy and used C#, and since I'm working away from home and work, I'm using VC# 2005 Express which means that you'll need to have the .NET 2.0 Framework in order to use this.
Additionally, I was also lazy and didn't do much by way of error handling. It won't cause any damage to your XML, but you may end up with an unhandled exception, if I missed something.
That said, here are a few screenshots, and the program. The first is the main window (set to English->Esperanto), The second is the Patch Mod window, the third is the options screen from a post-patch mod and the fourth is a shot of the civilopedia after setting the language to Esperanto.
ONE FINAL WARNING!
This doesn't just apply to this program, but keep in mind that if you have additional languages in a mod and you use one of them, when you open the regular-non-modded-game it will still be looking for that 9th or 10th language and, not finding it, it'll not display any text. If this happens, just go to your Civ Config INI file and set the Language to 0 or whatever you normally use.
Enjoy!
-Déja