Adventure Game Studio

AGS Support => Advanced Technical Forum => Topic started by: InCreator on Mon 10/01/2005 12:29:35

Title: Question about AGS translations
Post by: InCreator on Mon 10/01/2005 12:29:35
I wanted to ask (and supposed it's the right forum for this):

How does engine handle translation files? Is there some variable containing translation textfile's name passed to game?

For example, I have some GUI icons. With text over them (drawn, not gui elements). If I'd draw several copies of GUI verb icons with different languages, is there any way to make game change them according to the language selected from game setup?

I know how to change, but just don't know can I, or how to check which translation file is in the use at the moment.

I hope my question is understandable...  :P
Title: Re: Question about AGS translations
Post by: Rui 'Trovatore' Pires on Mon 10/01/2005 12:34:51
Yeah. You have a thingie called IsTranslationAvailable. There's also one to find out WHICH translation it's being used. In game.start, you can change the graphics according to the results of the check.
Title: Re: Question about AGS translations
Post by: InCreator on Mon 10/01/2005 16:59:16
Oh. That function.
Thanks.

...

*feeling really, really n00b now
Title: Re: Question about AGS translations
Post by: Proskrito on Mon 10/01/2005 22:21:40
that function will tell you if you are using a translation file or not, but if several translations are available you'll have to use GetTranslationName to find which one is currently being used
Title: Re: Question about AGS translations
Post by: Rui 'Trovatore' Pires on Tue 11/01/2005 11:05:12
Yeah, GetTranslationName. THAT's the one I meant by
QuoteThere's also one to find out WHICH translation it's being used.
Thanks.