This article deals with the localisation/translation of both TDM itself, as well as Fan Missions.
I18N stands for internationalisation (the 18 means there are 18 letters missing between I and N), and L10N stands for localisation.
In TDM this means that both the menu, the HUD and all the readable content (shown in in-game GUIs) in a mission can be shown in the language the user selects.
You can switch the language of TDM in the Settings menu under Video, General. The language is stored in the CVAR sys_lang (Note: in v1.07, it was stored in tdm_lang).
Switching the language does not require a restart, except for switching between Russian and Western languages. There the game will inform you that you need to restart it manually, or the display will not look correct.
Changing the language will change the language of the HUD, as well as the inventory immidiately. It can also be done during a mission.
As a mapper, you want to reach an audience as wide as possible with your FM. One way is to provide alternative language versions of your map. There are two ways that can be achieved:
- You can ignore the issue, and hope that somebody else modifies your FM and provides a translation. The past shows that the changes that someone does this are slim, tho. Only a handful of FMs were every translated, most of them only into one other language. That is because modifying and translating an FM are quite a lot of work, and translators would rather just translate things than to muck around with your PK4 file.
- You can (from v1.07 on) build in support for translation from the beginning, and make the work for translators easier.
The second point can achieved in two ways:
- You build the FM with hard-coded strings like 'Silver Key', and then use I18N.pl to transform the FM into a package that can have external dictionaries. That might be easier to work with in DR (as DR itself has no support for dictionaries yet), but the script might not be 100% correct and you may need to manually help it out. However, this is a step that needs to be done only once.
- You build your FM with string templates like "#str_23456" (use the range 20000 … 89999) instead of hard-coded names, and supply an external dictionary with these strings.
In both cases, translating your mission becomes super easy, there is only one file with all the strings in place, and this can be easily edited.
FM specific dictionaries
Please see the main article about about translating FMs for details.
The TDM core dictionary contains a lot of strings, both for inventory items like keys, for locations, monster names, jobs, titles and descriptions. If possible, use one of these names. That has the advantage that the translation is already provided in many languages. For instance, instead of "a silvery key", use if possible "Silver Key" (if you plan on converting your mission with I18N.pl) or "#str_10000" (if you are doing it manually).
Browse through strings/all.lang to see which strings are available.
Inventory Item Names with multiple lines
If you have an inventor item name which is very long, you can insert \n to split it up into two (but not more!) lines:
"#str_20000" "This is a very very\nlong item name."
You should try in the game to see how it looks, so that both lines are roughly the same length.
Support in DR
Darkradiant currently does not support the dictionaries, so strings will look like "#str_07118" instead of the "OK". This is tracked here: http://bugs.angua.at/view.php?id=2845
tdm_lang was only used before TDM 2.0 and is obsolete.
The CVAR sys_lang contains the current language as English lower-case string, e.g. "english", "german", "portuguese" etc. This variable is controlled by the GUI via a call back into the SDK code, which switches the language underneath, and also reloads the GUI.
The main translation object is of the class CI18N (which is short for "Class Internationalization") and lives in framework/I18N.cpp and framework/I18N.h (in v1.07, it was in Darkmod/I18N.cpp and Darkmod/I18N.h).
The TDM (old D3) code that handles the GUI bitmap font can only load a specific range of bytes as characters. To get the most out of the available entries, an special charset (based on ISO 8859-1 with modifications) is used. The details can be found on this page.
If you need to add a new string, follow these steps:
- search for a fitting, free ID in strings/all.lang.
- Add your string there. If possible, add any translation you can, or ask the translators to translate it for you.
- re-generate the language files with perl devel/gen_lang.pl
Note that if the translations for the new strings (or any other string) are missing, the script will substitute the English variant - so you should always have at least the English variant.
The other translations are optional, but if they are added later, you need to re-run perl devel/gen_lang.pl! See also the next point:
If you need to add a new language, follow these steps:
- Add a section in strings/all.lang
- add the correct entry for the language name in strings/all.lang after the names in the range of 2460 .. 2500 (unless it already exists). The language name is to be expected in the local name, e.g. it is "Deutsch" in the english translation
, not "German". If the language name contains characters that cannot be represented in the current charset of the language, please use either the special characters from ISO-8859-1, or an translitertion like "Bulgarian"
- if possible, add the same entries in languages that do not use ISO-8859-1
- run perl devel/gen_lang.pl to generate the new "*.lang" file.
- If nec, create a new ".map" file by copying one of the existing .map files in "strings/".
- Add the new ".lang" file (and possible ".map" file) to SVN.
The following will generate files called "missing_language.txt" in the darkmod directory:
perl devel/gen_lang.pl --missing
Note that the script can no differentiate between a string that was not translated, and a string that is the same even after translation. An example is "Normal" in English, and German. This will be listed as missing string in missing_german.txt.
To avoid that, add the following comment:
"#str_03005" "Normal" // stays the same
to each language variant where the string is unchanged after translation.
Since it can be a bother to ask translators for a new string translation every other day, the current solution is to gather strings for a while, then regenerate the missing_xyz.txt files, and then ask the translators for a translation.
See also the List of TDM translators.
Relocating String IDs
perl devel/rename_string.pl FIRSTOLDID FRISTNEWID COUNT
perl devel/rename_string.pl 2236 2298 2
Adding a new i18n language
The TDM i18n system works by having the translated strings given individual numbers. These numbers are included from separate language files at compile time, and then replaced with the language strings at runtime.
- all.lang - all the languages
- devel/gen_lang.pl - perl script for breaking up the all.lang master file
- (language).lang - the individual language files, eg english.lang or german.lang
Very basic overview of the translation process
- Edit the file "all.lang". Just copy the english language section to the end of the file and rename the new section.
- Run the perl script "devel/gen_lang.pl" To do this, you need to have commit access to the developer SVN. This will "break up" the all.lang file into separate files for each translated language.
- The new strings should now be accessible at next compile time.
In v1.07 there was a bug in choiceDef inside the GUI, which did not allow other characters than a-z. To work around this choiceDef bug, two new main menu commands were added, called "initChoice" and "stepChoice". However, for v1.08, the bug is fixed in the main code (due to the source code now being available), so the work-arounds were removed.
At the moment only a few things are still not working:
- Not all fonts contain accented characters yet.
- Darkradiant does not support the #str_01234 strings yet.
- Doom3 does not render/support all characters (f.i. 0xFF in Russian, 0xF7 .. 0x9F in Western). To work around this, the characters are remapped (moved) during load. See I18N - Charset for details on this.
- I18N - Main article
- The charset TDM fonts use
- I18N.pl - a script to transform a FM into a mission and I18N data
- Bug Tracker entry #2779
- Text Decals for Signs etc.
- Fonts in TDM
Overview of translations
- I18N Status - Which FMs are translated into which language (not entirely up to date)
- Translating FMs
- List of translators
- Translator's Guide