Home » MODDING HQ 1.13 » v1.13 Feature Requests » [Request] Improve mod loading mechanism for localized game version
[Request] Improve mod loading mechanism for localized game version[message #333291] Thu, 29 May 2014 16:30
John_5696 is currently offline John_5696

 
Messages:38
Registered:November 2009
Location: Mainland China
A lot of contents are localized these years but problems arise when we (users of localized language game version) try to use different map mods like WF or AR etc.. For example, files such as Language.Cities.xml and Language.undergroundsectornames.lua are requested for each mods, if these language specified files for these mods do not exist (which is a common situation), the game will directly use 1.13 default Language.xxx.xml (instead of customized xxx.xml of each mod), that will cause problems.

The right logic is, if Language.xxx.xml does not exist for certain map mod vfs, the game should first look for xxx.xml in its vfs, instead of directly looking for Language.xxx.xml in the 1.13 vfs. Then if xxx.xml for this mod does not exist, which means that this mod use respective 1.13 files directly, under this circumstance, the game then can safely load Language.xxx.xml in 1.13 files, and then (if it also does not exist, however there is no such condition thanks to hardworking 1.13 team) using xxx.xml.

I think this is a simple task for BP coders, please help fix this, thanks!


Edit 1:

Example 1: When loading WF 6.07 using Chinese version, the game will load Chinese.Cities.xml in 1.13 trunk because Chinese.Cities.xml for WF 6.07 does not exist. It is the same for all other map mods.

Example 2: When loading AR using Chinese version, if Chinese.undergroundsectornames.lua does not exist, the game crashes (does not read AR's undergroundsectornames.lua).

There are still tedious ways to fix this problem by adding file one by one, but it's complicated if we want to switch map mods.

[Updated on: Thu, 29 May 2014 17:13] by Moderator

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