Jump to content

Requirements for Language Mod ?


Recommended Posts

Hello again Klei Forum,

I was curious what i need to do a Language mod or what i need to edit to make my own, i know we have several in steam workshop but my native language pack isnt Up2Date. So i wanted to do my own after my custom charackter but i lack on information i Googeld a bit but didnt found any related stuff to it. Would be cool when someone can give me the Introductions into this.

Greetings

Edited by SenpaiArtorias
Link to comment
Share on other sites

8 hours ago, DarkXero said:

The basics:

And then in modmain you put


-- My PO file, and the code name of my language

LoadPOFile("mylanguage.po", "ar")

 

You can also download the mod with problems and use it as a base.

Thank u Helpful as always =) , i already had the out of date language mod but didnt know what to do with the files in it . -. .

Link to comment
Share on other sites

Okay now i stay on a new Problem, i started to translate the game all good so far i changed over 1000 string files and saved it. Then i tryd to test out what i have but it seems that it doesnt working correctly i can activate the mod going in the game without problems but in the game is nothing changed all stays on english.

I already tryd to determine what cause the problem but cant really figure it out why it isnt working. Did everything in the linked tutorial i also did some tests i was generally working from the top to the bot strings. After that didnt showed up in the game i was going to Edit every string entry from 3 specific strings and tryd that nothing, after that i also tryd to let the system autofilling the left strings but no singel change ingame.

Has anyone an Idea why it isnt working . -. ? or can help me with that i dont want that my work on this is usless when its not working i mean the game has currently over 14000+ Strings and i did firstly 1000+ its a bit time consuming but when i cant get it to work its just wasted time. I hope someone can help.

Greetings

Link to comment
Share on other sites

7 hours ago, SenpaiArtorias said:

Sure =)

Alright.

If you open the PO file with notepad, you should see, for example:

#. STRINGS.PIG_TALK_HELP_CHOP_WOOD.1
msgctxt "STRINGS.PIG_TALK_HELP_CHOP_WOOD.1"
msgid "KILL TREE!"
msgstr "TÖTE BAUM!"

And the translator isn't identifying this properly because the "#." only gets identified if you have this

msgid ""
msgstr ""
"Project-Id-Version: \n"
"POT-Creation-Date: \n"
"PO-Revision-Date: \n"
"Last-Translator: \n"
"Language-Team: \n"
"Language: de\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"X-Generator: Poedit 1.8.7\n"
"Plural-Forms: nplurals=2; plural=(n != 1);\n"
"POT Version: 2.0\n"

and by this, I mean, "POT Version: 2.0\n"

 

So you either

a) Include "POT Version: 2.0\n"  in your file

or

b) Replace all "#." for "#:" using notepad, which was used by old formats

Link to comment
Share on other sites

9 minutes ago, SenpaiArtorias said:

May i ask how u figured that out ?

Well, you can open with notepad the strings.po in the languages folder and see that "#." correlates with "POT Version: 2.0\n".

Another way is checking out how translator.lua works.

Link to comment
Share on other sites

5 minutes ago, DarkXero said:

Well, you can open with notepad the strings.po in the languages folder and see that "#." correlates with "POT Version: 2.0\n".

Another way is checking out how translator.lua works.

@DarkXero
Okay Thanks again was just curious, Im a Rookie in Coding stuff im usally a Artis highest but mostly im a head Director for Concepts and Ideas :P. So i Appreciate that u share it with me need to learn some of this stuff for upcoming Projects =).

Greetings

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
  • Create New...