Community Localizations (Build 23)

Create a Localization

Grim Dawn reads community localizations from the “/localization” subdirectory of the location the game is installed. This is usually similar to “Program Files\Steam\SteamApps\Common\Grim Dawn”. The game reads directly from a .zip file containing your localization files, which can be created using any standard .zip utility.

A community localization consists of a .zip file containing the localization texts along with a “language.def” file which tells the game the name of the localization as well as the font set to use.

example language.def:


language=French
fonts=FR
author=John Smith

The name given in the language field is what shows up in in game options. Community localizations appear as “community_French” for example in the language selection box in game options.

Currently the following font sets are available:

“CS” - Czech
“DE” - German
“EL” - Greek
“ES” - Spanish
“FR” - French
“HU” - Hungarian
“IT” - Italian
“KO” - Korean
“NL” - Dutch
“PL” - Polish
“RU” - Russian
“ZH” - Chinese
“SK” - Slovak
“PT” - Portuguese
“BG” - Bulgarian
“JA” - Japanese

If you are working on a localization and require a font set for a different language, please PM me the request along with a link to the unicode alphabet for your desired language.

Item Localization

Gender Support

If you want to make use of gender support, you need to edit tagItemNameOrder (it’s the first tag in “tags_items.txt”) to use ‘a’ instead of ‘s’ for the genderized parameters, and specify the index of the parameter which contains the item gender to use for the item.

for example (genderized prefix/quality/style/suffix, with gender chosen by name)


tagItemNameOrder={%_3a0}{%_3a1}{%_3a2}{%_s3}{%_3a4}

Gender codes would then be given to each tag representing an item name. The code present in the name is then used to pick from the genders supplied in other tags.

for example, a masculine singular object would be defined as follows:


tagSword=[ms]Sword

and a genderized suffix would be defined:


tagSuffixPower=[ms]Power[fs]etc[ns]etc

Recognized gender codes are:


[ms] Masculine Singular
[fs] Feminine Singular
[ns] Neuter Singular
[mp] Masculine Plural
[fp] Feminine Plural
[np] Neuter Plural

Reorder All Item Names

If you want to change the order in which item names are built for all items (from prefix/quality/style/name/suffix to some other order), you can change the parameter indexes around in tagItemNameOrder.

for example, name/quality/style/prefix/suffix (all items)


tagItemNameOrder={%_s3}{%_s1}{%_s2}{%_s0}{%_s4}

Recapitalize Item Names

If you want to recapitalize the item name string after it is created you can prepend ‘$’ to tagItemNameOrder. The string will be changed so that only the first letter is capitalized.


tagItemNameOrder=${%_s0}{%_s1}{%_s2}{%_s3}{%_s4}

“Godly Plate of the Whale” would become “Godly plate of the whale”.

If you want to mark a specific tag to prevent recapitalization you can prepend ‘$’ to the tag.


tagSuffixWhale=$the Whale

The item name would then become “Godly plate of the Whale”.

Individual Item Tag Reordering

If you require it, you can reorder only some tags, for example to move a certain prefix to the end of the item name, you can prepend reordering info to the tags.

The code is |X where X is from 1 to 9 indicating the new location relative to the locations of other tags.


tagPrefixToBecomeSuffix=|1Warrior's

Tags without reordering info set are considered to have ‘|0’. The tags making up the item name are then sorted in order of their indexes and the item name is created.

In this case, Warrior’s would be moved to the end of the string since all other tags aren’t reordered.

Conversation Localization

Gender of Target

You can change npc speech in conversations based on the gender of the target the npc is talking to (usually the player) using gender tags.

Hello [[ms]sir[fs]madam], how are you today?

Support for Scriptio Continua

If your language uses scriptio continua and you are encountering text wrapping issues in conversations, add the line “wordmode=false” to your language.def file.

Questions?

If you have game related issues with your translation you can post in this thread for help.

Thanks to the community localizers for their effort!

Hello,

That’s a very good news, after the release of built 23! :smiley:

Wish you and your whole team a Merry Xmas. :slight_smile:

Thank you very much! :stuck_out_tongue:

Localization file is now attached to the main post. Thanks for your patience.

There are double space in this:
“tagTutorialTip50TextA=Augments come in the form of enchanted powders, which can”

Not sure it is important. In many other files are double spaces too. May be it is intended?

Thanks a million!!

Thank you very much!

Thanks a lot! From now on, I can work on translation with might and main.

The conversation of Barnabas is strange. I just copied “b23_english.zip” to localization folder, and began a new game with “Community English.” However, he does not start original conversation. Probably the position of some empty lines in “npc_barnabas_01.txt” are different.

An oversight. You can cut the double space, it will be removed in a future build.

I would like to point out to everyone doing translations that you may find yourselves reading through content that is not yet available. Aka, you will find spoilers. If you wish to minimize this, I recommend only translating the NPC and Quest files which you can currently access in B23.

Really need a proper fix for this.
As i posted before: http://www.grimdawn.com/forums/showpost.php?p=197187&postcount=14
Don’t know if you could see the difference, maybe i just need to forget it and continue tapping some annoying spaces.

Screenshots: http://steamcommunity.com/id/solael/screenshots

Translated files: https://drive.google.com/file/d/0B3CtM6LXN1A4UFZJMlNacW9TVmM/view?usp=sharing

Working on it, hope to have a solution for you soon. Trying to clear the localization backlog over the holidays.

Hotfix will be up shortly to hopefully address this issue. Add the following to your language.def file.


separators=。
wordmode=false

Added Portuguese and Bulgarian font sets.

Nothing to say but big thx.

Thank you!

Santa Rhis, can you do something about the quest reward window?

Can you link me to, or repost the issue? Thanks!

http://www.grimdawn.com/forums/showthread.php?t=16738&page=2

The issue is that in the attached screenshot. Quest and button font never shows, it’s all squares.

Got a translation zip that shows it?