Mechanized Assault & eXploration Reloaded

Translations

MAXR supports multiple languages. However we are going our own way here. The most important thing is the utf8-encoding used in the xml-languagefiles. For creating a new language file you just need the english masterfile lang_eng.xml within the folder languages. Open it with a simple texteditor (not word) and save it using the language code depending on the language you're going to create. For example lang_ger.xml for german.

Adjust now the language code lang and save the file with utf8 encoding enabled.
<MAX_Language_File lang="eng" encoding="utf8" direction="left-to-right">

Now you should change at least the author so we know later who wrote the languagefile.
DownloadSource code (Text):
  1.         <Header>
  2.                 <Author name="JCK">
  3.                         <Editor name="JCK" time="2007-09-30 13:04:00"/>
  4.                         <Editor name="Someone" time="2007-09-30 13:04:00"/>
  5.                 </Author>
  6.                 <Game_Version time="2007-09-30 13:04:00"/>
  7.         </Header>

Now it's getting tricky. The line for fontloading is good for an example:
<Fonts ENG="Loading fonts..."/>

We change the entry like that:
<Fonts ENG="Loading fonts..." localized="Lade Schriften..."/>

The catchword here is localized. The entry ENG is no longer needed but kept for reference. You may simply replace the string "ENG" (case sensitive) with "localized" and start translating.

Exception are the unit descriptions "Units" at the bottom of the file:
<Unit ID="0 1" ENG="Air Transport">Air Transport\n\nHeavy aircraft capable of holding up to three ground units.</Unit>

Here is the description of the unit within the xml-block and the title is where we usually have our language snippets. Here is the appropriate example for the line above:
<Unit ID="0 1" localized="Frachtflugzeug">Transportflugzeug\n\nSchweres Flugzeug, fähig bis zu drei Bodeneinheiten zu transportieren.</Unit>

The "\n" represent a line break.. "Normal" line breaks (by just hitting enter on your keyboard) are not allowed!

To test your new language file simply save the xml file into the folger languages from your MAXR installation. Now open your max.xml config located in the game's root directory and apply at Language Text your new language code:
<Language Text="ger" />

Keep in mind that you have to write valid XML. Each block has to be closed, too. If you forget just one slash your file is broken and won't work.

List of languagecodes: ISO639-2 standard theoretically supported by MAXR.

List of languages supported by MAXR:
Quote:
//BEGIN LATIN-1 iso-8559-1
ENG, //English maintained E-mail address
GER, //German maintained E-mail address
ALB, //Alban
DAN, //Danish
FAO, //Faroese
FIN, //Finnish
FRA, //French maintained E-mail address
FRE, //French
GLE, //Irish
ICE, //Icelandic
ISL, //Icelandic
ITA, //Italian
CAT, //Catalan; Valencian
DUT, //Dutch; Flemish maintainedE-mail address
NLD, //Dutch; Flemish (see DUT)
NNO, //Norwegian Nynorsk
NOB, //Norwegian Bokmål
POR, //Portuguese
SWE, //Swedish
SPA, //Spanish maintainedE-mail address
//END LATIN-1 iso-8559-1
//BEGIN LATIN-2 iso-8559-2
HRV, //Croatian
SCR, //Croatian
POL, //Polish
RON, //Romanian
RUM, //Romanian
SLK, //Slovak
SLO, //Slovak
SLV, //Slovenian maintainedE-mail address
CES, //Czech
CZE, //Czech
HUN, //Hungarian maintained E-mail address
//END LATIN-2 iso-8559-2
//BEGIN LATIN-3 iso-8559-3
EPO, //Esperanto
GLG, //Galician
MLT, //Maltese
TUR, //Turkish
//END LATIN-3 iso-8559-3
//BEGIN LATIN-4 iso-8559-4
EST, //Estonian
LAV, //Latvian
LIT, //Lithuanian
//END LATIN-4 iso-8559-4
//BEGIN LATIN-5 iso-8559-5
BUL, //Bulgarian
MAK, //Macedonian
MKD, //Macedonian
RUS, //Russian maintained E-mail address
SCC, //Serbian
SRP, //Serbian
UKR //Ukrainian
//END LATIN-5 iso-8559-5

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