krop

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  1. * CONVO.ROOK_STORY_DAY_4.STATE_TALK.DIALOG_QUESTION_1 One thing, before I go... → Une dernière chose, avant de partir...
  2. * CONVO.EVENT_FANTASTIC_TRAINER.STATE_START.DIALOG_ASK_ABOUT_TRADE Oh, t’inquiète pas. Je ne compte pas {pet.himher} démonter. The var becomes "eux" (screenshot attached). Probably from GENDER_NOUNS.UNDISCLOSED.HimHer * CONVO.OPPO_BOG_SHAMAN.CONFRONT.DIALOG_LET_THEM_HEAL_YOU * {agent} sort un petit pot contenant un baume. {healer.HeShe} en applique une couche épaisse sur tes rougeurs.\n → {agent.HeShe}
  3. * CONVO.DROP_BANDIT_BABYSITTER_2.STATE.DIALOG_SUCCESS / CONVO.DROP_BANDIT_BABYSITTER_2.STATE.DIALOG_FAILURE Ton offre a l’air intéressant Presque <i>trop</> intéressant. → intéressante
  4. Looks like the engine doesn't like embedded variables: CONVO.ROOK_STORY_DEAD_DROP_DAY_1.CONFRONT.DIALOG_DEMORALIZE The first sentence matches the condition hesh_boss? but the line below comes from the mercenary_boss? section Also valid for the end fight dialog (CONVO.ROOK_STORY_DEAD_DROP_DAY_1.STATE_POST_FIGHT.DIALOG_KILLED_BOSS)
  5. * QUEST.OPPO_AUTODOG_SELLER.OBJECTIVE.INVESTIGATE.DESC Typo: {saler.gender:Un vendeur itinérant|Une vendeuse itinérante} → {seller.gender:Un vendeur itinérant|Une vendeuse itinérante}
  6. More issues: * CONVO.RISE_WORKER_RALLY_2.STATE_TRY_THREAT.DIALOG_WON_NEGOTIATION {baron.gender:Le|La} shall be {target.gender:Le|La} * CONVO.RISE_WORKER_RALLY.DIALOG_WILL_ATTEND "... et tu raies son nom de ta liste" → "... et tu rayes son nom de ta liste" * CONVO.RISE_WORKER_RALLY_3.STATE_PROVACATEUR.DIALOG_INTRO "On dirait que l’équipe d’hommes de mains est arrivée" → hommes de main * CONVO.RISE_COVER_UP_WILDCAT_DIG_3.DIALOG_INTRO "Je suppose que les Spark Barons ne sont par pour." → pas pour * Missing bracket in MODIFIER.RIG_SNAILS.DESC and NEGOTIATION_FEATURE.RIG_SNAILS.DESC: Garantit de faire Pile sur #HILITE>{1}</> → <#HILITE> * 'None' can't be localized in CONVO_COMMON.OPT_FORCE_GAIN_CARDS when there's no card to win (screenshot attached) * 'Alright. One more.' is not in the localization file for the 'Let Sleeping Bogs Die' quest (screenshot attached) *update* * CONVO.ROOK_STORY_DAY_1_8.STATE_TALK.DIALOG_DESCRIBE_JOB En fait, il y a {spark_contact.gender:un ouvrier|une ouvrière} à moi. → {spark_contact.gender:un ouvrier|une ouvrière} * CONVO.EVENT_FOUND_A_ROBOT.STATE_FOLLOW.DIALOG_INTRO: Typo 'EN ATTENTE D’INSTUCTIONS' → INSTRUCTIONS * in CONVO.BARON_SUPERVISED_LEARNING_6.DIALOG_INTRO: "{tech.gender:Le technicien|La technicienne} qui s’y trouve t’indiquera la marche à suivre." is not expanded (screenshot)
  7. I realize msgmerge wraps the long lines. The patch likely doesn't apply cleanly. Here's the full file with fixes for the experimental branch. cc @fatheroctopus @Kevin fr_experimental.po
  8. As I'm seeing the same issues with the french localization since the pre-release, here's a patch addressing a bunch of those. The variable mechanism is still unclear, so most fixes required to fix/close/restart the game (can we have a reload translation in the debug console please? :)) I have played the Sal campaign a couple time and still running the Rook one. I also tried to make some text "fit" in a couple places but some of those are impossible to fix (eg the success screen) Among the things I didn't manage to fix: - I didn't find a way to apply a gender to 'Potential Ally' (MODIFIER.FIGHT_ALLY.NAME, NEGOTIATION_FEATURE.FIGHT_ALLY.NAME) - The robotdog is considered to be a female (why not after all) I also found an issue with Oolo's gender. The quest button and the following text disagree. See screenshots. - The button text is CONVO.SIDE_ATTACK_RIVAL_2.OPT_TELL_KILLED and contains 'Dire à {agent} que {target} est {target.gender:mort|morte}' I'd expect to see 'morte' instead of 'mort'. - and in the dialog, the text is fine 0001-String-and-variable-fixes.patch
  9. @Ipsquiggle Five months later, this is still present in vanilla.
  10. Be glad, as I have no plan to get Spaced out for the moment, this is the last string issues report from me. This were found before the early access announce, some may be fixed now: - STRINGS.CLUSTER_NAMES.SWAMP_START_CLUSTER.NAME is unused on the creation screen despite being translated - STRINGS.BUILDINGS.PREFABS.HIGHENERGYPARTICLESPAWNER.EFFECT typo "to generates" → "to generate" - While translating the new traits, I wondered if 'gastrophobia' was correct... and it's not (STRINGS.DUPLICANTS.TRAITS.CANTCOOK.NAME) the cooking phobia is called "mageirocophobia" - STRINGS.BUILDING.STATUSITEMS.PILOTNEEDED.TOOLTIP duplicant instead of Duplicant - STRINGS.MISC.NOTIFICATIONS.WORLDDETECTED.MESSAGEBODY No idea why this string contains astrological instead of astronomical - STRINGS.BUILDING.STATUSITEMS.RAILGUN_NO_DESTINATION.TOOLTIP is incomplete "Set destination for this load using the " the what? (reminder: the first batch of issues is there )
  11. First batch of string issues on the DLC: STRINGS.UI.ENDOFDAYREPORT.ENERGY_USAGE.NEGATIVE_TOOLTIP STRINGS.UI.ENDOFDAYREPORT.ENERGY_USAGE.POSITIVE_TOOLTIP Something looks curious in these strings: sounds like these strings lack a {0} variable with a power amount. STRINGS.WORLDS.HELICONA.DESCRIPTION empty markups. The carriage returns were also removed for the other world descriptions iirc STRINGS.WORLDS.SURVIVAL_CHANCE.TITLE closing bold markup which is not in this string STRINGS.UI.BUILDINGEFFECTS.TOOLTIPS.PARTICLE_PORT_OUTPUT typo: emmission
  12. Confirmed. Now that the game start I could verify a string updated in one of the last snapshot. STRINGS.UI.ENDOFDAYREPORT.NUMBER_OF_WILD_CRITTERS.*_TOOLTIP don't make sense: - The message talks about domestic critters instead of wild ones, - {1} is replaced by the critter name. The string becomes '(quantity) domestic critters live in (critter name)'
  13. Here's what I get after updating to the last preview snapshot: The log indicates the game is retrying indefinitely. Extract: [20:37:27.491] [1] [INFO] KProfiler: Start [20:37:27.656] [1] [INFO] Applying resolution 1920x1015 @60hz (fullscreen: False) [20:37:27.656] [1] [INFO] Low Res Textures? No [20:37:27.659] [1] [INFO] preview Build: CS-439714 [20:37:27.716] [1] [WARNING] FMODUnity.SystemNotInitializedException: FMOD Studio initialization failed : FMOD.Studio.System.create : ERR_HEADER_MISMATCH : There is a version mismatch between the FMOD header and either the FMOD Studio library or the FMOD Low Level library. at FMODUnity.RuntimeManager.get_Instance () [0x00134] in <7a1f08544b5e4fdf80e826a52f7cdd7f>:0 at FMODUnity.RuntimeManager.get_StudioSystem () [0x00001] in <7a1f08544b5e4fdf80e826a52f7cdd7f>:0 at KFMOD.Initialize () [0x00002] in <7a1f08544b5e4fdf80e826a52f7cdd7f>:0 SystemNotInitializedException: FMOD Studio initialization failed : FMOD.Studio.System.create : ERR_HEADER_MISMATCH : There is a version mismatch between the FMOD header and either the FMOD Studio library or the FMOD Low Level library. at FMODUnity.RuntimeManager.get_Instance () [0x0000e] in <7a1f08544b5e4fdf80e826a52f7cdd7f>:0 at FMODUnity.RuntimeManager.get_StudioSystem () [0x00001] in <7a1f08544b5e4fdf80e826a52f7cdd7f>:0 at KFMOD.CollectSoundDescriptions () [0x00003] in <7a1f08544b5e4fdf80e826a52f7cdd7f>:0 at KFMOD.Initialize () [0x0004d] in <7a1f08544b5e4fdf80e826a52f7cdd7f>:0 at LaunchInitializer.Update () [0x00077] in <5795bf5e6f2c4782bf7e8f3f8be03520>:0 (Filename: <7a1f08544b5e4fdf80e826a52f7cdd7f> Line: 0) requesting resize 1920 x 1015 resizing window to 1920 x 1015 Desktop is 1920 x 1080 @ 60 Hz [20:37:28.299] [1] [INFO] Applying resolution 1920x1015 @60hz (fullscreen: False) [20:37:28.299] [1] [INFO] Low Res Textures? No [20:37:28.299] [1] [INFO] preview Build: CS-439714 [20:37:28.299] [1] [WARNING] FMODUnity.SystemNotInitializedException: FMOD Studio initialization failed : FMOD.Studio.System.create : ERR_HEADER_MISMATCH : There is a version mismatch between the FMOD header and either the FMOD Studio library or the FMOD Low Level library. at FMODUnity.RuntimeManager.get_Instance () [0x0000e] in <7a1f08544b5e4fdf80e826a52f7cdd7f>:0 at FMODUnity.RuntimeManager.get_StudioSystem () [0x00001] in <7a1f08544b5e4fdf80e826a52f7cdd7f>:0 at KFMOD.Initialize () [0x00002] in <7a1f08544b5e4fdf80e826a52f7cdd7f>:0 [20:37:28.314] [1] [ERROR] Assert failed Assert failed UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) Debug:LogError(Object) Debug:Assert(Boolean) DebugUtil:Assert(Boolean) KFMOD:CollectParameterUpdaters() KFMOD:Initialize() LaunchInitializer:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) [20:37:28.315] [1] [ERROR] Assert failed Assert failed UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) Debug:LogError(Object) Debug:Assert(Boolean) DebugUtil:Assert(Boolean) KFMOD:CollectParameterUpdaters() KFMOD:Initialize() LaunchInitializer:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35)
  14. Also, this string cannot be translated: neither can the 'BACK' button on the colony preview screen Oh and the game crashes when moving the mouse hover the tamed creature number on the colony daily report screen