This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hey everyone,
A small bit of background info on internationalization under VGUI2/Steam, as I've learned from Alfred and from experimentation. - VALVe wanted to keep backwards compatibility with titles.txt for obvious reasons. - VGUI(1) translations translate they way they always have. - VGUI2 translations (ie, text in VGUI2 controls, including the Steam out of game menus) look in titles.txt as well. If the entry exists, but if the translated text starts with "#", then the Unicode translation is looked up in resource/modname_language.txt. - I believe all mods will want to rewrite their UI components under VGUI2 if at all possible, as Unicode is the only way to do proper internalization. The VGUI2 SDK isn't out yet to my knowledge, but I think it will be released soon. I think most mods need a way to migrate from their old titles.txt to the new Unicode format, or need a hybrid solution, where their in-game text uses the old way, and the launcher text uses the new way (this is what NS needs). So I've written a script to help keep your mod internationalized properly as we make the transition from WON to Steam, and from VGUI to VGUI2. Download: http://www.overmind.org/SteamifyTitles.zip Usage: perl -w SteamifyTitles.perl <input titles.txt> <modname> <language name> (optional "y" to convert titles.txt) What I plan on doing, is having the translators keep working in their normal way on language_titles.txt. Then you run this script to generate the Steam/VGUI2-appropriate resource/modname_language.txt file. When you install the mod, copy the original language_titles.txt to titles.txt on system. This way, both VGUI1 and VGUI2 translations will be translated properly, and you can keep your sanity by always keeping the master translation in one file. If you end up moving all your translations to VGUI2, you can also use this script to generate a new master titles.txt, that will refer all your translations to resource/modname_language.txt. Once you start needing the capabilities of Unicode, you will have to keep your master translations in resource/modname_language.txt, but this should help make the transition. Alfred, if I have anything wrong (which wouldn't surprse me), please correct me before I do too much damage. Thanks for your help. -Charlie -- Charlie Cleveland Game programmer and designer http://www.natural-selection.org http://overmind.org -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

