I have done some testing and when I change name of any unit and save my mod file as component file list it makes ENGB folder and my changed unit name can be found there.
I want that my unit name changes to work on any region. Any idea how to fix this?
I'm working single player campaign and I want that people from all regions can download my maps with right names and tooltips. I'm making only one version (english) so localication is only disrupting at the moment :(
If your map uses localized strings for only one language, it will automatically use that for all languages. If you added multiple languages, it will only display each string to its respective language, everything else shows as Param/Value.
This usually happens, if 2 people using different editor language versions edit the same map.
I did some cleaning to my mod file by raw XML. Made mod file to component list and opened files in notepad and deleted odd lines. Found lot of strange things there actually. Problem may have have happened when months ago I tested some localization tool. At tleast now I understand much better what kind of changes modify which kind of data folder / file.
So far seems like that all name, button, tooltip and hotkey changes are "localized" data when you change those.
I want to make sure that I have only "enGB" localization data in future.
If you only have 1 language, the editor will just use that language. So going between US and EU, there is no problem with that. (Since, although they are technically different in the editor, they're both English). The issue only comes up if a) You are trying to publish to non-English areas or b) If the map has more than 1 language. See, if you have 2 languages, (US and EU) then the map will only use the one for it's region, and ignore everything in the other. Unfortunately, many times your map data is divided between the two and therefore your map will throw "param/value" errors out. Don't use the localizer tool. It seems to have some issues, and even if it works, it will needlessly increase your map size. Do it manually.
Rollback Post to RevisionRollBack
Feel free to Send me a PM if you have any questions/concerns!
I'm working single player campaign that I'm not publishing in battle.net so people who manually download my maps may encounter localization problems.
Just in case this was some kind of a question: The localization works the same, if the map is uploaded to the battlenet or if it is downloaded and started manually.
I don't exactly understand localication. If I have content in ENGB data folder does it mean that only ENGB version of Starcraft2 uses that data?
I have done some testing and when I change name of any unit and save my mod file as component file list it makes ENGB folder and my changed unit name can be found there.
I want that my unit name changes to work on any region. Any idea how to fix this?
Same problem with buttons.
I'm working single player campaign and I want that people from all regions can download my maps with right names and tooltips. I'm making only one version (english) so localication is only disrupting at the moment :(
So, as of now, you don't have a problem
From where you quoted that?
EDIT: Stupid me :) Green arrow works as link.
Thanks for your instructions!
That is all localication info on Componentlist file. Is it ok now?
...
Should I have "LocalizedData" folder under Base.SC2Data?
@Terhonator: Go
As long as you only have 1 language (1 language in the components file and 1 language folder, both for the same language) you are good to go.
I did some cleaning to my mod file by raw XML. Made mod file to component list and opened files in notepad and deleted odd lines. Found lot of strange things there actually. Problem may have have happened when months ago I tested some localization tool. At tleast now I understand much better what kind of changes modify which kind of data folder / file.
So far seems like that all name, button, tooltip and hotkey changes are "localized" data when you change those.
I want to make sure that I have only "enGB" localization data in future.
If you only have 1 language, the editor will just use that language. So going between US and EU, there is no problem with that. (Since, although they are technically different in the editor, they're both English). The issue only comes up if a) You are trying to publish to non-English areas or b) If the map has more than 1 language. See, if you have 2 languages, (US and EU) then the map will only use the one for it's region, and ignore everything in the other. Unfortunately, many times your map data is divided between the two and therefore your map will throw "param/value" errors out. Don't use the localizer tool. It seems to have some issues, and even if it works, it will needlessly increase your map size. Do it manually.
OK. I think this is solved now.
So if I have only 1 kind of localization data (enGB folder in my case) then people from all regions use that data. (=names, buttons, hotkeys)
I'm working single player campaign that I'm not publishing in battle.net so people who manually download my maps may encounter localization problems.
Just in case this was some kind of a question: The localization works the same, if the map is uploaded to the battlenet or if it is downloaded and started manually.
Hi. Digging up old thread again. I got error reports again this time from US region.
Would be great if someone from region outside EU can do some testing for me. Its really hard for me to fix problems that I can't see on my own screen.
All kind help would be great. I want that people on all regions can play without missing names, buttons etc. I have only one language. (english)
http://www.sc2mapster.com/maps/custom-campaign-initiative/files/
So basicly if u just download "Hand of Humanity" maps & mod and report is everything working fine or not and your region.
Thank you!