Chinese Language Custom Localization Translating

Discussion related to "Everything" 1.5 Alpha.
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zsh2708
Posts: 7
Joined: Thu Mar 22, 2018 1:14 am

Chinese Language Custom Localization Translating

Post by zsh2708 » Sat Jan 15, 2022 8:53 am

I hope to write the Chinese language as soon as possible, or tell me how to edit the language file.

raccoon
Posts: 683
Joined: Thu Oct 18, 2018 1:24 am

Re: Chinese Language Custom Localization Translating

Post by raccoon » Sat Jan 15, 2022 9:09 am

Here are the languages currently translated for Everything v1.4:

https://www.voidtools.com/support/every ... languages/

You will find Simplified Chinese (简体中文) and Traditional Chinese (繁體中文) at the bottom.

Here are instructions for editing and testing translations:

https://www.voidtools.com/support/every ... anslating/

There are no instructions for Everything 1.5a at this time.

zsh2708
Posts: 7
Joined: Thu Mar 22, 2018 1:14 am

Re: Chinese Language Custom Localization Translating

Post by zsh2708 » Mon Jan 17, 2022 3:57 am

可以在v1.4基础上反编译lng文件么?
Can lng files be decompiled on the basis of v1.4?

void
David Carpenter (Developer)
Posts: 9382
Joined: Fri Oct 16, 2009 11:31 pm

Re: Chinese Language Custom Localization Translating

Post by void » Mon Jan 17, 2022 4:01 am

The Everything 1.4 lng file can be used with Everything 1.5 if that is what you are asking.

Untranslated string will remain in English.


Installing the Everything 1.4 language pack for Everything 1.5:
  • Download the language pack Everything.lng.zip
  • Unzip Everything.lng from the language pack into the folder where "Everything" is installed.
  • Restart "Everything".
  • In "Everything", from the Tools menu, click Options.
  • Click the General tab.
  • Select your language from the Language dropdown list.
  • Click OK.
  • In the "language change" popup, click OK to restart "Everything".

Once Everything 1.5 is in beta I will update the translation template and tools.

raccoon
Posts: 683
Joined: Thu Oct 18, 2018 1:24 am

Re: Chinese Language Custom Localization Translating

Post by raccoon » Mon Jan 17, 2022 6:31 am

What is this compiled lng file format, and why can't Everything accept uncompiled plain text? variable names / symbols?

void
David Carpenter (Developer)
Posts: 9382
Joined: Fri Oct 16, 2009 11:31 pm

Re: Chinese Language Custom Localization Translating

Post by void » Mon Jan 17, 2022 6:47 am

The Everything.lng file is bz2 compressed list of languages and a bz2 compressed array of localization strings for each language.

0x00000000 DWORD compressed header size
0x00000004 DWORD version (must be 1)

bz2 compressed list of languages follows:

0x00000000 DWORD language count

languages follow (x count):

0x00000000 WORD language id
0x00000002 DWORD offset from the end of the header to the localization strings
0x00000006 DWORD localization strings size
0x0000000A BYTE language name length
0x0000000B <language-name-length> language name

bz2 compressed array of localization strings follows:

0x00000000 DWORD flags (0x00000001 = RTL)
0x00000004 DWORD number of strings

Localization strings follow and are in order of localization string id starting from 0 (x number-of-strings):

0x00000000 DWORD localization string length (0 length = use English)
0x00000004 <localization-string-length> localization string







Everything currently only supports this lng format for simplicity.
I have on my TODO list to support uncompressed formats.
Thanks for the suggestion.

Changing some strings could cause Everything to crash.
The lng compiler 'makelng' will help find some issues.
I would like to avoid including makelng in Everything (bloat)

The Everything.lng format hasn't change since Everything 1.2
I would like to keep the same format for backwards compatibility.



Changing localization_strings with the Everything.ini
Localization String IDs

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