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How to multilanguage generated objects in a pre-Reforged map? #1005

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GetLocalPlayer opened this issue Jun 21, 2021 · 3 comments
Open

How to multilanguage generated objects in a pre-Reforged map? #1005

GetLocalPlayer opened this issue Jun 21, 2021 · 3 comments

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@GetLocalPlayer
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Since all the strings are injected into the corresponding war3map... binary files.

@Frotty
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Frotty commented Jun 30, 2021

What do you mean? There is no way for multiple languages except generating every object it multiple variations or so. Doesn't seem very feasible.

@GetLocalPlayer
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GetLocalPlayer commented Jun 30, 2021

The classic way is to translate war3map.wts file that contained all the strings made in the object editor or in GUI triggers. You could have several versions of the same map that had different war3map.wts file. Or you could have several war3map.wts files in one single map-archive with different locales.
Meanwhile, Wurst puts all the strings directly into the binary files that contain object definitions. Can it have compiletime-functions to generate .wts files for different locales in the same map-archive or to build several maps with different .wts files at once?

@Frotty
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Frotty commented Jun 30, 2021

there currently is nothing like that, but it could be done, perhaps a PR?
Also still needed for long entries over 512 characters iirc.

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