Redirection

Redirection

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Translating Redirection
By Dan200
A guide to creating Mods which translate Redirection into other languages.
   
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Introduction
The Redirection Mod system can be used for more than just creating custom levels. You can also use it to modify almost any asset in the game, and to add new ones. This guide focuses on using the Redirection Mod system to translate the text of Redirection into new languages. Once you have created a translation of Redirection and published it, users will be able to download it from the Steam Workshop, and select it via the in-game Options Menu.
Creating your Translation
  1. Select Mod Editor from the Main Menu

  2. Select Create New, and type in a name for your Translation Mod. I recommended using the localised name of your language.

  3. Select Open Mod Folder

  4. Open the file info.txt in a text editor, and set autoload to true. Then select Reload Mod in the game.

  5. In the same folder, create an 852x480 image named thumbnail.png to represent your mod on the Steam Workshop. I recommend using a country flag.

  6. Open the assets folder, and create a subfolder named languages

  7. Download the Example Language File[www.redirectiongame.com], and place it in the languages folder.

  8. Look up the IETF Language Tag[www.iana.org] for your language, and rename your language file based on it, using lowercase letters and the underscore character. For example: Use fr.lang for French, and pt_br.lang for Brazillian Portugese.

  9. Open the .lang file in a text editor, and start translating strings. If you want to leave any string with it's English Translation, just delete the line.
Translation Tips
  • Make sure you check all of your translations in their proper context. Once you've selected your language on the Options screen, you can press F5 at any time to reload it from disk. You can also press F6 at any time to display untranslated strings (Press F1 to see all debug shortcuts like this).

  • A lot of the level names contain puns and references, so don't feel you have to translate them literally. If a name works better in your language if you change it, go ahead.

  • The player character's name, S.A.M, is short for Starship Automation Manager, and both versions appear in on-screen text. Try to come up with your own acronym that makes sense in your language and also works as a name, so that these two still match.

  • The character Captain Baley is a woman. Her full name is Elisha Baley, as shown on the Steam Store page and the login screen in the intro. Make sure you don’t accidentally change this in your translation!

  • When the game is updated, some strings may be added or changed. You'll need to update your mod when this happens, or players will see English text.

  • Listen to the comments from your users on the Steam Workshop and page. They'll probably be
    the first to spot any mistakes in your translation!
Publishing your Translation
When you're ready to share your Translation with the world, it's time to publish it to the Steam Workshop! To do this:
  1. Select Mod Editor from the Main Menu, then select your mod.

  2. Select Publish Mod, then Yes.

  3. If you have not done so already, Accept the Steam Workshop Contributor Agreement. You must do this before other people can see your Mod!

And that's it! Keep an eye on the subscribers and comments on your Translation to see how other players react to it. If you make any changes to your Translation after publishing it, just click Publish Mod again to upload the new version. Your mod will automatically update for your subscribers.
Creating Custom Fonts (Advanced)
The default Redirection font contains all the characters you'll need for languages derived from the Latin alphabet. However, for some languages (such as East Asian languages), you'll need to create a custom font. Redirection uses the .fnt format for fonts. The best tool I've found to generate these is Glyph Designer 2[71squared.com] for OSX, so you may need to borrow a Mac from somebody if you don't have access to one. At this time, there is no support for right-to-left languages.

To add a custom font to your mod, you'll need to do the following (replace yourfontname with the name of your font as appropriate):
  1. Open the .lang file for your mod, and add the line meta.custom_font=yourfontname.

  2. Create a folder named fonts in your Mod's assets folder.

  3. Export versions of your fonts named yourfontname32.fnt, yourfontname48.fnt, yourfontname64.fnt and yourfontname96.fnt to this folder.

  4. Launch the game, and see how your fonts look. You'll probably want to tweak your fonts until they look right. Your goal should be to match the look and size of the default fonts as close as possible. Every time you re-export a font, you can press F5 to reload it (you may need to reopen the menu you're in for changes to show up).
7 Comments
Dan200  [author] 9 Jan, 2017 @ 11:00am 
Heya, I can't create the custom fonts for you, but the guide should be fairly self-explanatory on how to create them. Feel free to send me an e-mail at dratcliffe@gmail.com with what you're having trouble with.
HRN. Votaress 9 Jan, 2017 @ 8:46am 
Hello, Dan200, I'm trying to make a Japanese translation for this game, but can't get rid of the fonts. Could you please do me a favor by converting a Japanese font? I don't know how it works at all, so if this takes time, please ignore my request.
DJ FLuFFy vs joe 7 Nov, 2016 @ 1:03pm 
yeah i got some Null pointer Errors. But everything is working now :steamhappy:
Dan200  [author] 7 Nov, 2016 @ 12:29pm 
Ah, yes. That would make an infinite loop!
DJ FLuFFy vs joe 7 Nov, 2016 @ 11:30am 
@Dan200 ah i see i changed that to my Language Code that explains a lot Thank you Dan :D:
Dan200  [author] 7 Nov, 2016 @ 4:20am 
That should definitely not happen. Missing lines always gracefully fallback to the fallback language "meta.fallback_language" is set to "en" in your lang file right?
DJ FLuFFy vs joe 6 Nov, 2016 @ 2:59pm 
i noticed that deleting lines will crash the game. so i would recommend not deleting the lines that are similar in your own language and in English.