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@gaogzs gaogzs commented Aug 23, 2025

Added locale file, and locale text to all new strings added in revolution. Some of which are translated by myself and some under aid from AI, so may not be entirely correct.

Added locale file, and locale text to all new strings added in revolution. Some of which are translated by myself and some under aid from AI, so may not be entirely correct.
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gaogzs commented Aug 23, 2025

Also if new strings are added in future update, could you also use locale as much as possible? You don't have to translate them yourself, you can just leave an English placeholder and leave the translation task to me and other community contributer

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inorton commented Aug 23, 2025

this looks pretty good thankyou. is this missing the enum lua file?

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gaogzs commented Aug 24, 2025

this looks pretty good thankyou. is this missing the enum lua file?

I have now cinluded the enum file. But I am currently still having some problems. Most of the dislayed content seems ok now, but in the vehicle loudout screen, the change attachment tabs are always empty. Somehow I cannot see the debug log output even booted the exe file in bash with "-dev", could you please help me identify the problem?

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gaogzs commented Aug 24, 2025

this looks pretty good thankyou. is this missing the enum lua file?

I have now cinluded the enum file. But I am currently still having some problems. Most of the dislayed content seems ok now, but in the vehicle loudout screen, the change attachment tabs are always empty. Somehow I cannot see the debug log output even booted the exe file in bash with "-dev", could you please help me identify the problem?

Nvmd, I believe it is fixed by now. Please have a look.

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inorton commented Aug 24, 2025

I'm going to use your PR as a template and update the existing locale text without adding the new items you've added. I think at least some strings are already in the file or only differ by being upper/title case. I'd rather not add new locale numbers as this will break when the next update comes out.

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gaogzs commented Aug 24, 2025

I'm going to use your PR as a template and update the existing locale text without adding the new items you've added. I think at least some strings are already in the file or only differ by being upper/title case. I'd rather not add new locale numbers as this will break when the next update comes out.

I do understand your concern, but there are simply too many new strings added in revolution, and there is no better way to adapt all of them. I know it will break on next update when the vanilla game added new locale ids, but we can solve it by a simple batched shift operation, and the mod always need some minor update to catch up with the new version whether we add the locale or not.

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gaogzs commented Aug 24, 2025

Just think about this: out of other code checks you need to do when a new version comes out, there is just one extra step to check if locale IDs have grown, and shift all the modded locale IDs to be right after that.

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inorton commented Aug 24, 2025

Just think about this: out of other code checks you need to do when a new version comes out, there is just one extra step to check if locale IDs have grown, and shift all the modded locale IDs to be right after that.

Sure, I think though that some of the strings you've added are actually already in the locale list under different names. Also, there are some other good language translations mods and I'd rather not prevent the use of those.

Many of the strings you've edited were actually added by UI Enhancer.

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gaogzs commented Aug 24, 2025

Just think about this: out of other code checks you need to do when a new version comes out, there is just one extra step to check if locale IDs have grown, and shift all the modded locale IDs to be right after that.

Sure, I think though that some of the strings you've added are actually already in the locale list under different names. Also, there are some other good language translations mods and I'd rather not prevent the use of those.

Many of the strings you've edited were actually added by UI Enhancer.

I know that revolutuion has intergrated a variety of mods together with its original features, and the id system of CC2's localisation has made that multiple translation mods cannot be used at the same time . One locale table per mod is the only reasonable approach, there no better solution than this, and I don't think there are tht many translation mod good enough to keep this many text un-translated (where UI Enhancer doesn't have its own locale, so it does not make much difference). Besides, new components like ECM and their related text cannot be replaced by vanilla locale entry, adding new locale numbers is inevitable

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gaogzs commented Aug 25, 2025

And the latest commit is one of the simple ways to conduct the id shift when an update comes through

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inorton commented Aug 25, 2025

And the latest commit is one of the simple ways to conduct the id shift when an update comes through

Yes, I do understand. I would prefer to not include the enum file or the localization file. Partly for the maintainability reasons (eg, if the game updates and I do not update these files things break a lot more than just UI strings)

I will make changes to reduce/eliminate the places where I've added bare english strings. Most of the words are actually better to be substituted for others already in the locale.

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gaogzs commented Aug 26, 2025

And the latest commit is one of the simple ways to conduct the id shift when an update comes through

Yes, I do understand. I would prefer to not include the enum file or the localization file. Partly for the maintainability reasons (eg, if the game updates and I do not update these files things break a lot more than just UI strings)

I will make changes to reduce/eliminate the places where I've added bare english strings. Most of the words are actually better to be substituted for others already in the locale.

Ok, I will wait and see how well the update goes for now. Very unfortunate CC2 does not support file override between mods, or otherwise I could just upload an independant translation patch.

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inorton commented Sep 8, 2025

@gaogzs I don't seem to actually be able to make the game use a locale file in a mod. I don't see the changes (but it does tell me that mods conflict if they both edit the csv)

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gaogzs commented Sep 8, 2025

@gaogzs I don't seem to actually be able to make the game use a locale file in a mod. I don't see the changes (but it does tell me that mods conflict if they both edit the csv)

Sorry I don't get what you mean. Are you suggesting that my version doesn't work, or "Load mod A, then load a locale-edited mod B" doesn't work. All I know is my version did work on my side, and it shows the Chinese strings I added correctly.

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inorton commented Sep 8, 2025

i think there is a bug in the game, non English locale works and i see modded strings, but the English values are always the ones in the unmodded game for me

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gaogzs commented Sep 9, 2025

i think there is a bug in the game, non-English locale works, and I see modded strings, but the English values are always the ones in the unmodded game for me

So you mean the strings in unmodded games cannot be changed even if you edited them in the locale.csv file? That is kind of weird. In the source coded provided by CC2, they are used the same way as any other mods

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inorton commented Sep 9, 2025

i think there is a bug in the game, non-English locale works, and I see modded strings, but the English values are always the ones in the unmodded game for me

So you mean the strings in unmodded games cannot be changed even if you edited them in the locale.csv file? That is kind of weird. In the source coded provided by CC2, they are used the same way as any other mods

yeah, its pretty weird. :/

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