
Originally Posted by
DragonsLover
I know that you used dd1text.dat for the in-game texts. Could you separate it in two different text data files : one for the in-game messages for the campaign and one for the general texts (main menu, tooltips) so that, when you do a new campaign, you don't have to send the text data file that also contain the general texts, but just the texts reserved to the campaign, and all that in different languages?
The campaign texts ARE separated from GUI texts for the game.
But in original KeeperFX there's only original campaign, and this campaign have texts set to the same files as GUI texts, so it's not noticeable.
Try changing [strings] section in the "keeporig.cfg" - you will notice that only the in-game messages will change.
The 'campaign' strings are used for level names, objectives and information messages. Credits file may use the campaign texts too, but originally it doesn't. I'm thinking about expanding their use to names of creatures, spells, traps & doors, rooms - but I'm not completely sure it it's a good idea.
Everything else, like menu texts, tooltips etc will be used from 'gui' texts, which are always fxdata/gtext_<lang>.dat, and their names can't be changed.
This is how the [strings] section looks in my "Evil Keeper" campaign:
Code:
; Text strings file used for ingame info messages and objectives (not for GUI)
; The file can contain up to 1024 strings, separated by null character.
; If there's no file for current language, then first entry is selected by default.
; If your campaign supports only one language, you may comment out all lines but one.
; If the campaign doesn't use custom strings file, then leave this section unchanged.
[strings]
ENG = campgns/evilkeep/text_eng.dat
FRE = campgns/evilkeep/text_fre.dat
GER = campgns/evilkeep/text_ger.dat
If you're using experimental KeeperFX CCP, I could send you the whole Evil Keeper campaign ready to use.