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CLOSED  Bug report #96  -  Missing fallback when language is not present in mod.
Posted Mar 09, 2015 - updated Mar 23, 2015
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icon_info.png This issue has been closed with status "Not a bug" and resolution "NOT AN ISSUE".
Issue details
  • Type of issue
    Bug report
  • Status
     
    Not a bug
  • Assigned to
    Not assigned to anyone
  • Progress
       
  • Type of bug
    Not triaged
  • Likelihood
    Not triaged
  • Effect
    Not triaged
  • Posted by
     MrMentor
  • Owned by
    Not owned by anyone
  • Estimated time
    Not estimated
  • Time spent
    No time spent
  • Category
    Not determined
  • Resolution
    NOT AN ISSUE
  • Priority
    Not determined
  • Reproducability
    Not determined
  • Severity
    Not determined
  • Targetted for
    icon_milestones.png Not determined
Issue description
I was playing some mod that was not translated to my language. There was no dialogues, mission objectives, custom loading texts, mission tree texts etc. I looked into mod script and files. Everything was on place. When tested via editor dialogues, objectives etc. were working.

After sometime i discovered the issue source.

I use OW with Polish language.

When mod is missing '#POL' folder inside 'campaigns' folder then dialogues etc. are working only through editor, but not in the game. Fallback to default language is probably broken or missing. (parent of #POL folder)
Steps to reproduce this issue
Remove translated data from mod.

#1
Comment posted by
 Stucuk
Mar 09, 19:54
You would need to supply a sample mod that can reproduce the issue.
#2
Comment posted by
 MrMentor
Mar 10, 20:59
Mod link: http://forum.original-war.net/viewtopic.php?f=28&t=339

You've posted updated version of this mod - which i didn't saw. But you added #Lang folders to it. When you remove them and try to play, dialogues won't work. Problem with this is that mod author should not create folders for all languages (because he don't know them). But if he don't then mod will be unplayable with languages that are missing.
#3
Comment posted by
 Stucuk
icon_reply.pngMar 10, 23:23, in reply to comment #2
Lang folders were always in Original War (Since its release).

Original War first looks in the #Lang folder that you have selected as your language. It then looks in the #Lang that your version of Original War contains (Which is determined by where texts.bin is located in the texts folder of data1.owp). Lastly it falls back to the English version (Which is not located in any #Lang folder but in the parent folder).

Like i said, i need files from a mod that exhibits this problem (just the raw files) if you want me to work out what is wrong (Your link has no downloads). My best guess is that the English versions of specific files(The txt01.wri, etc) are not present and as such the game can't fallback to anything. The Editor will work as it uses the text files located in the maps directory over using the txt<number>.wri files.

The bare minimum that a mod author needs to do is have English files in place as a fallback (Technically he doesn't need to have them written in English).

Short Version: Its likely got nothing to do with the game and is just the mod author doing it wrong.
#4
Comment posted by
 MrMentor
Mar 11, 10:32
Link was on 6th page (i copied wrong address): http://forum.original-war.net/viewtopic.php?f=28&t=339&start=78

It's your post, where you added #LANG folders.

1. Download it.

2. Unpack it.

3. Play the first mission : dialogues are working.

4. Delete #LANG folders from 'campaigns/AM/'. (make sure that you don't have .owp in mod folder)

5. Play the game: dialogues are not working.
#5
Comment posted by
 Stucuk
icon_reply.pngMar 12, 02:44, in reply to comment #4
Its not a bug. Mods override the main games files. If you don't override then it will find the Polish version from the original game and use that. There is no way to do it differently because you want it to use the main games files if the mod doesn't override (Cos you may want the original polish files to be used rather than using the english version provided by a mod).

#6
Comment posted by
 MrMentor
Mar 12, 08:05
IMHO that is a design flaw. I don't know Czech for example, so i won't create folder for that language. Then Czech users would get unplayable mod. If i create it, i would need to copy English files in respective folders... That's unnecessary redundancy. Another problem is size of the mod. Let's say you got extensive dialogues for like 20 missions. Copying the same texts for each language will get that few times bigger (7 languages?).

Conserving language specific files are good for hints, menus etc. But mission specific files? If i create my own mission, i won't use dialogues from original campaign. This should be an exception.
#7
Comment posted by
 Stucuk
icon_reply.pngMar 12, 19:01, in reply to comment #6
Then you don't seem to understand how mod systems work for practically ALL games on the planet. You override the files with your "modification". The only difference between OW and most games is that OW has lots of separate files for the languages instead of a hand full. Just because your mod may not need the dialogues from the original campaign doesn't mean someone else's won't. The idea with making a mod system is to make it flexible, not to reduce the simple steps modders need to do so you get a less flexible system in the process.

In short copying and pasting files will not kill you. Iv done it for years when changes are made to the main game (Takes under 5 mins). Also text files are SMALL (310KB for 7 languages) and they compress very well (~105KB, should be less as i just did the english ones and multiplied by 7 meaning some extra overheads). If your too lazy to do it each time then write a simple bat file which copies the relevant files into each language folder (Then it takes seconds).

P.S Sounds are what makes mods large not text files.