26 Mar 11, 02:47PM
Indeed - the CubeScript so far has only very few bindings into the locale-usage; this part of AC has not found the support of the community it's original programmer thought it would. I've just maintained the german-locale myself and haven't pushed the general implementation of it any further. If more people start providing locale-support for their language then this would definitely change!
So - to cut a long story short - you can simply take any and all *.cfg files (CubeScript) where language occurs, translate it into your language of choice, package it (as a ZIP) and tell people to place it into their game-home - that way it will override the default (english) version provided in the game-install.
For the engine-messages the way to translate them is to use the locale-files; they're a bit more difficult to get into (understanding format-strings!) and may also prove difficult for you to make usable by the game (scripts provided in SVN though, so it's not impossible!) - if you do run up against a wall here though I'm more than happy to help.
Maybe this could also lead to some detailed explanations on the wiki about "HowTo create your on locale" !?!
So, happy translating - good luck!
So - to cut a long story short - you can simply take any and all *.cfg files (CubeScript) where language occurs, translate it into your language of choice, package it (as a ZIP) and tell people to place it into their game-home - that way it will override the default (english) version provided in the game-install.
For the engine-messages the way to translate them is to use the locale-files; they're a bit more difficult to get into (understanding format-strings!) and may also prove difficult for you to make usable by the game (scripts provided in SVN though, so it's not impossible!) - if you do run up against a wall here though I'm more than happy to help.
Maybe this could also lead to some detailed explanations on the wiki about "HowTo create your on locale" !?!
So, happy translating - good luck!