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DEV LANGUAGE_en
MrEpicMusic edited this page Nov 5, 2018
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1 revision
We are changed API text-view...
Now all text-data must be in LANGUAGE.XXX files, where XXX - language code.
Thus, it will be possible to achieve a simple translation without the need to change the code and release different versions for different languages.
As for language-dependent audio files, we implement them in Russian and English.
// This is comment
[enu default]
// This - text-section on american-english (enu -> en US) used by default
// Format: ID = "Text";
DRRP_G_NEWGAME = "New game";
DRRP_INTRO_4 = "You picked up a\n" // To wrap a line, use the character \n
"Medkit. Access\n" // Some text in quotes in different lines perceived
"your inventory\n" // how one line, if \n not used
"menu and use it\n"
"to restore health\n"
"if you become se-\n"
"verely wounded."; // In the end always need write `;`
Read mor for LANGAGE-file format you can on ZDoom WIKI
All game text inserts must be in LANGUAGE.XXX files.
To improve readability and in order to avoid conflicts, all keywords must begin by preffix DRRP_
.
followed by infix application section
List application sections:
- g - Elements of interface (GUI)
- m - Monsters name (Monster)
- e - Items name (Entity)
- i - Items name (Items)
- w - Weapons name (Weapon)
- b - All that does not fit the criteria above (Base)
- d - All that is added (not replaced) DRRP project (DRRP)
- As infixes for texts hosted on maps, used name .wad file this map on map folder
After infix coming suffix, denoting identifier text insert. For example, for map it is number [1;∞), for monster - his name (without spaces).
- DRRP_E_GUERARD
- DRRP_I_MEDKIT
- DRRP_W_SHOTGUN
- DRRP_SEC1_3
- DRRP_REAC_15
- DRRP_M_HELLHOUND
- DRRP_B_INVALIDCODE
- DRRP_D_BUGUNDEFMONOLOGUE
- DRRP_G_NEWGAME
- Infix b (Base) used because of in original game this text were kept in file base.str;
- Differences
e
fromm
andi
in monster - Entity, which the attack player, item - Entity, which the player can pick up, and Entity - all what not monsetr and not item (characters, decorations, and others); - For use text of LANGUAGE-file in ACS must put the format
l
(for example,print(l:"DRRP_SEC3_2");
), in DECORATE - put in begin character$
("$DRRP_M_DEMONWOLF"
), and in ZScript - use methodStringtable.Localize("$DRRP_G_NEWGAME");
, MAPINGO - similary DECORATE; - For text, which are placed on map, cannot exceed 17 characters;