The current Stingray localization system is based around the concept of properties. A property is any period separated part of the file name before the extension. Consider the following three files:
trees/larch_03.unit
trees/larch_03.fr.unit
trees/larch_03.ps4.unit
These three files all have the same type (.unit
), and the same name
(trees/larch_03
), but their properties differ. The first one has
no properties set. The second one has the property .fr
and the last
one has the property .ps4
. (Note that resources can have more than
one property.)
Properties are resolved in slightly different ways, depending on
the kind of property. Platform properties are resolved at compile
time, so if you compile for PS4, you will get the PS4 version of
the resource (or the default version if there is no .ps4
specific
version).
Other properties are resolved at resource load time. When you load
a bunch of resources, which property variant is loaded
depends on a global property preference order set
from the script. A property preference order of ['.fr', '.es']
means
that resources with the property .fr
are be preferred, then resources
with the property .es
(if no .fr
resource is available), and finally
a resource without any properties at all.
This single mechanism is used for localizing strings, sounds, textures,
etc. Strings, for example, are stored in .strings
files, which are
essentially just key-value stores:
file = "File"
open = "Open"
...
To create a French localized of this menu.strings
resource, you
just create a menu.fr.strings
resource and fill it with:
file = "Fichier"
open = "Ouvert"
...
This basic localization system has served us well for many years, but it has some drawbacks that are starting to become more pronounced:
It doesn't allow file names with periods in them. Since we always interpret periods as properties, periods can't be a part of the regular file name. This isn't a huge problem when users name their own files, but as we are increasing the interoperability between Stingray and other software packages we more and more run into software that has, let's say peculiar, ways of naming its files. Renaming things by hand is cumbersome and can also break things when files cross-reference each other.
Switching language requires reloading the resource packages. This seems overly complicated. We have more memory these days than when we started building Stingray. In many cases, especially for strings, it makes more sense to keep them in memory all the time, so we can switch between them easily.
Just switching on platform isn't enough. Mobile devices range from very low-end to at least mid-end. Rather than having
.ios
and.android
properties, we might want.low-quality
and.high-quality
and select which one to use based on the actual capabilities of the hardware.-
Making editors work well with the property system has been surprisingly complicated. For example, when the editor runs on Windows, what should it show if there is a
.win32
specialization of a resource -- the default version or the.win32
one? How would you edit a.ps4
resource when those are normally stripped out of the Windows runtime?We used to have this wonky think where you could sort of cross-compile the resources and say that "I want to run on Windows, but as if I was running on PS4. But to be honest, that system never really worked that well and in the new editor we have gotten rid of it.
Interestingly, out of all these problems, it is the first one -- the most stupid one -- that is the main impetus for change.
The New System
The new system has several parts. First, we decided that for systems that deal with localization a lot, such as strings and sounds it makes sense to have the system actually be aware of localization. That way, we can provide the best possible experience.
So the .strings
format has changed to:
file = {en = "File", fr = "Fichier", ...}
open = {en = "Open", fr = "Ouvert", ...}
...
All the languages are stored in the same file and to switch language
you just call Localizer.set_language("fr")
. We keep all the different
languages in memory at all times. Even for a game with ridiculous
amounts of text this still doesn't use much memory and it means we
can hot-swap languages instantly.
This is a nice approach, but it doesn't work for all resources. We
don't want to add this deep kind of integration to resources that are
normally not localized, such as .unit
and .texture
. Still, there
sometimes is a need to localize such resources. For example, a .texture
might have text in it that needs to be localized. We may need a low-poly
version of a .unit
for a less capable platform. Or a less gory version
of an animation for countries with stricter age ratings.
To make things easier for the editor we decided to ditch the property system all together, and instead go for a substitution strategy. There are no special magical parts of a resource's path -- it is just a name and a type. But if you want to, you can say to the engine that all instances of a certain resource should be replaced with another resource:
trees/larch_03.unit → trees/larch_03_ps4.unit
Note here that there is nothing special or magical about the
trees/larch_03_ps4.unit
. There is no problem with displaying it on Windows.
You just edit it in the editor, like any other unit. However, when you play
the game -- any time a trees/larch_03.unit
is requested by the engine, a
trees/larch_03_ps4.unit
is substituted. So if you have authored a level
full of larch_03
units, when the override above is in place, you will instead
see larch_03_ps4
units.
There are many ways for this scheme to go wrong. The gameplay script might
expect to find a certain node branch_43
in the unit -- a node that exists in
larch_03.unit
, but not in larch_03_ps4.unit
and this may lead to unexpected
behavior. The same problem existed in the old property system. We don't try to
do anything special about this, because it is impossible. In the end, it is only
the gameplay script that can know what it means for two things to be similar
enough to be used interchangeably. Anyone working with localized resources just
has to be careful not to break things.
Overrides can be specified from the Lua script:
Application.set_resource_override("unit", "trees/larch_03", "trees/larch_03_ps4");
Note that this is a much more powerful system than the old property system. Any resource can be set to override any other -- we are not restricted to work within the strict naming scheme required by the property system. Also, the override is dynamic and can be determined at runtime. So it can be based on dynamic properties, such as measured CPU or GPU performance -- or a user setting for the amount of gore they are comfortable with.
It can even be used for completely different things than localization or platform specific resources -- such as replacing the units in a level for a night-time or psychedelic version of the same level. And I'm sure our users will find many other ways of (ab)using this mechanism.
But this dynamic system is not quite enough to do everything we want to do.
First, since the override is dynamic and only happens at runtime, our packaging
system can't be aware of it. Normally, our packaging system figures out all
resource dependencies automatically. So when you say that you want a package with
the forest
level, the packaging system will automatically pull in the
larch_03
unit that is used in that level, any textures used by that unit, etc.
But since the packaging system can't know that at runtime you will replace
larch_03
with larch_03_ps4
, it doesn't know that larch_03_ps4
and its
dependencies should go into the package as well.
You could add larch_03_ps4
to the package manually, since you know it will be
used. That might work if you only have one or two overrides. However,
even with a very small amount of overrides micromanaging packages in this way
becomes incredibly tedious and error prone.
Second, we don't want to burden the packages with resources that will never be used. If we are making a game for digital distribution on iOS or Android we don't want to include large PS4-only resources in that game.
So we need a static override mechanism that is known by the package manager
to make sure it includes and excludes the right resources. The simplest thing
would be a big file that just listed all the overrides. For example, to
override larch_03
on PS4 we would write something like:
resource_overrides = [
{
type = "unit"
name = "trees/larch_03"
override = "trees/larch_03_ps4"
platforms = ["ps4"]
}
]
This would work, but could again get pretty tedious if there are a lot of overrides. It would be nice with something that was a bit more automatic.
Since our users are already used to using name suffixes such as .fr
and .ps4
for localization, we decided to build on the same mechanism -- creating overrides
automatically based on suffix rules:
resource_overrides = [
{suffix = "_ps4", platforms = ["ps4"]}
]
This rule says that when we are compiling for the platform PS4, if we find a resource
that has the same name as another resource, but with the added suffix _ps4
, that
resource will automatically be registered as an override for that resource:
trees/larch_03.unit → trees/larch_03_ps4.unit
leaves/larch_leaves.texture → leaves/larch_leaves_ps4.unit
In addition to platform settings, the system also generalizes to support other flags:
resource_overrides = [
{suffix = "_fr", flags = ["fr"]}
{suffix = "_4k", flags = ["4K"]}
{suffix = "_noblood", flags = ["noblood", "PG-13"]}
]
This defines the _fr
suffix for French localization. A 4K suffix _4k
for high-quality
versions of resources suitable for 4K monitors. And a _noblood
suffix that selects
resources without blood and gore.
The flags can be set at compile time with:
--compile --resource-flag-true 4K
This means that we are compiling a 4K
version of the game, so when bundling only the
4K resources will be included and the other versions will be stripped out. Just as if
we were compiling for a specific platform.
But we can also choose to resolve the flags at runtime:
--compile --resource-flag-runtime noblood
With this setting, both the regular resource and the _noblood
resource will be included
in the package and loaded into memory. And we can hot swap between them with:
Application.set_resource_flag("noblood", true)
I have not decided yet whether in addition to these two alternatives we should also have an option that resolves at package load time. I.e., both variants of the resource would be included on disk, but only one of them would be loaded into memory and if you wanted to switch resource you would have to unload the package and load it back into memory again.
I can see some use cases for this, but on the other hand adding more options complicates the system and I like to keep things as simple as possible.
A nice thing about this suffix mapping is that it can be configured to be backwards compatible with the old property system:
resource_overrides = [
{suffix = ".fr", flags = ["fr"]}
{suffix = ".ps4", platforms = ["ps4"]}
{suffix = ".xb1", platforms = ["xb1"]}
]
Whenever we change something in Stingray we try to make it more flexible and data-driven, while at the same time ensuring that the most common cases are still easy to work with. This rewrite of the localization is a good example:
It fixes the problem with periods in file names. Periods are now only an issue if you have made an explicit suffix mapping that matches them.
We can switch language (or any other resource setting) at runtime.
The new system is more flexible -- it doesn't just handle localization and platform specific resources, we can set up whatever resource categories we want. And we can even dynamically override individual resources.
The editor no longer needs to do anything special to deal with the concept of "properties". Resources that are used to override other resources can be edited in the editor just like any other resource.
And the system can easily be configured to be backwards compatible with the old localization system.
I still feel slightly queasy about using name matching to drive parts of this system. Name matching is a practice that can go horribly wrong. But in this case, since the name matching is completely user controlled I think it makes a good compromise between purity and usability.
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