Civ Translation Tool - Take 2

Déja

Beyond the Mod
Joined
Dec 19, 2005
Messages
353
Okay, I've added a few new features which should make it a lot easier to use. I'm planning to refine what's there a bit more, but I think there's enough here to warrant another release.

Please post here with any bugs you encounter (or feature requests)
 

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CivDav said:
Just one problem: the prog. can't notice if i installed civ4 in a specific folder not the defaul(c/prog files/sid.../civ4) Can, you fix it, please?

Which feature?

It pulls the install directory from the registry entry created by the installer whenever it needs the install directory.
 
:wallbash:
 

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you have the .NET 2.0 Framework properly installed?
 
you have the .NET 2.0 Framework properly installed?

Oops i dont have Framework, sorry for this. :mischief:

Can i ask you something ? I wanna translate the game for Turkish but i wanna use the special Turkish chars.

Example : İ, ş, ğ, ü, ç, ö

How can i do this ? , sorry for my bad english and i congratulate you for your great translate editor, great work. :goodjob:
 
the new version of the translator (the one in this thread) will let you easily do this. However, Civ4 (as of today) does not support some of those characters (such as İ, ş and ğ) because it does not support any characters whose unicode offset number is higher than 255 (so anything higher than 0x00FF, i.e. almost everything non-western-europe).

Judging from the fact that they've added Russian, Japanese and Chinese to the XML files, they seem to be planning on adding support, though, as all three of those languages use characters almost exclusively from the >00FF range.

You have two options:

#1 you can go ahead and use the special characters (the translator, unfortunately, doesn't embed these into the XML 100% correctly)

#2 wait until CivIV goes unicode
 
Déja said:
the new version of the translator (the one in this thread) will let you easily do this. However, Civ4 (as of today) does not support some of those characters (such as İ, ş and ğ) because it does not support any characters whose unicode offset number is higher than 255 (so anything higher than 0x00FF, i.e. almost everything non-western-europe).

Judging from the fact that they've added Russian, Japanese and Chinese to the XML files, they seem to be planning on adding support, though, as all three of those languages use characters almost exclusively from the >00FF range.

You have two options:

#1 you can go ahead and use the special characters (the translator, unfortunately, doesn't embed these into the XML 100% correctly)

#2 wait until CivIV goes unicode

a big thank you for the information Déja, we are going to non use Special Chars. :rolleyes:
 
Exavier said:
I keep getting the error "Has encountered a problem and needs to close"... nothing more on that lol... and yes i have the 2.0 net framework.

does that happen when you open the program or when you do something in particular?
 
Solozzo said:
a big thank you for the information Déja, we are going to non use Special Chars. :rolleyes:

no problem
 
Déja said:
does that happen when you open the program or when you do something in particular?


i'm getting the same thing each time i try to run it. i too have 2.0 net framework installed right.. lol
 
I get an error too - System.NullReferenceException. See the attached screenshot. Any thoughts what should I do to avoid this?
 

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hrm... very interesting... I'll look into that
 
crypto_rsa said:
Anyway, I have just tested the first version of your utility and it seems to work properly. So the bug must be somewhere in the new code.

Same here, the first version works fine, this one doesn't :\

Any chance for an update, so that last version works too?
 
mikezang said:
Can I modify some python file to let civ4 support ASIAN unicode?

Well I don't know the answer to your question but I think it's not an easy task. IMHO the (missing) support of Unicode must be somewhere deeper. If it was a mere Python modification, somebody would certainly have done it by now. But I am optimistic, hopefully Firaxis will add the support in the next patch...
 
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