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Found 8 results

  1. Hi all, I feel that this should be pretty easy or straight-forward, however I haven't been able to find anything relevant online so far. I'm working on a translation and for all of the action words my locale swaps the word order. So instead of saying "Examine tree" it would say "Tree examination" (translated of course). What would be the best way to approach this? Am I wrong in thinking that I need to change the order of the output in the function BufferedAction:__tostring() inside of bufferedaction.lua? If so, what would be the best way to make such a change? I tried simply copying the file into my mod and making changes, however my mod doesn't seem to pick up the file. I'm not sure if I would need to call it somehow in my modmain.lua or something. I'm guessing that that is not recommended since I'd be copying an entire file with other functions that could get updated at some point. If anyone could point me in the right direction, I would greatly appreciate it. Thanks a bunch!
  2. I'm eating lunch and pondering again. And it struck me. I tried to search for it, but it seems this has never been considered here.What IS that thing Maxwell is holding? It looks like some sort of pouch... or is it a pigman foot?....
  3. Hello guys. I'm gonna make a Language mod for DST and its Persian Language, but there is a problem: Don't Starve Together doesn't support this language or arabic fonts...so what i have to do? -I have to wait until Arabic language will come? -I have to make new fonts and send it to the game? Thanks for your attention.
  4. Hello. As the ANR content is coming at its fully state to the main branch, I've been working on my translation mod in order to bring it out of the beta stage. I revised most of the strings, to make sure it preserves the context intended by the devs. One thing that is really pushing the project backwards is Wolfgang's and Woodie's concept, although the latter not that much. So, nothing better than listening to the fanbase to get things up and running. I count on you people to give as much feedback as you can on this one. Let's go. So, from a native english point of view, what is the deal with Wolfgang's speaking? Is he a foreign guy? Before I started my project, people here used to paint him as being German. This was what another mod author decided to do with his mod, thus people got used to it. But in my opinion, I think he is more of a French person. Sovietic perhaps? Honestly, these are just guesses, but I don't think he is German. Or, is he the "Muscles>Brain" type of man? I mean, of course he is, but with his speaking skills in mind I ask you: Maybe he just don't know how to speak? Now, on Woodie. I can clearly notice he is Canadian, or at least he came from the North. What is not very clear to me is: Is him sort of a hillbilly? How notable is his speaking manners compared to, lets say, american people? I think these were my main doubts in regards what direction to follow in order to finish my project. I want to be as accurate as possible to provide subscribers with the closest from the original dialogs/lore. I just don't feel like adapting the context on my native language is the only way to go, I feel I can deliver it without messing with the devs main idea. I count on you on this one, don't be afraid to express yourself. This is indeed very important for me. Thanks in advance!
  5. The main idea is that a mod can determine the existence of the language pack on the client side. Then the mod can translate phrases and names of items only for that user (client-side). The difficulty lies in the fact that the phrase is sent entirely over the network. Therefore, as a solution we should create a lookup table. A string in English comes from the server, and it is replaced by the phrase from the table. Names of items and descriptions of recipes can be safely changed locally. But we want a nice unified solution to make our translations of items, recipes, phrases etc. I think one file for each language is nice enough, isn't it? http://pastebin.com/9ahhHQ3D Here is the mini code. You should copy&paste it into your modmain. Then you should change it for your mod: LANG_FILE_PREFIX - is the prefix of your language files, e.g. yourmod_en.lua where prefix is "yourmod_" SUPPORTED_LANGS - list of supported language signs. Each sign is defined by language pack. You can find it in modmain of any language pack in line with "LoadPOFile" function. TEST_LANG - uncomment this line if you want to test some language file without installing specific language pack. After that make files for translations including English language, i.e. yourmod_en.lua file. Use aliases for initialization string values: nm - for names of items (instead of STRINGS.NAMES) desc - for description phrases of items and other objects (by prefab name as usual) rec - description for recipe in recipe tab (instead of STRINGS.RECIPE_DESC) actf - special alias for action fail strings (instead of STRINGS.CHARACTERS.GENERIC.ACTIONFAIL) ch - for personal phrases by character (e.g. ch.WILLOW.DESCRIBE.SOMEITEM = "...") Also you can use the function AddPhrase() directly (only for phrases). Example mod: Kindling Fire (v0.24+). Examples of language files:
  6. @SethR I am sure THIS is very useful, but unfortunately I have no idea on how to implement it in my mod. The existing solution created by @simplex is not an option right now, since it causes the game to crash whenever we hover the mouse pointer on a Wet Stalagmite(not the tall one), and I can't seem to contact him right now. So I was wondering if I could get some quick examples or answers from the devs or from someone skilled enough to briefly explain the code usage. EDIT: Now I'm even more confused after reading this from the API Version 6 Update: What should I do? Someone said "GLOBAL.MakeAllSuffixes()" would do, but yet no confirmation at all. I tried it and had no luck.
  7. Yes, a shameless plug for my new mod! :biggrin-new:With the new forum layout, I want to make sure new modders see this if they are interested in translating the game to a language with accent characters not currently supported by the game.Allows the following latin characters to be seen in the game interface: À à Á á Â â Ã ã Ä ä Å å È è É é Ê ê Ë ë Ì ì Í í Î î Ï ï Ò ò Ó ó Ô ô Õ õ Ö ö Ù ù Ú ú Û û Ü ü Ý ý ÿ Æ æ Ç ç Ñ ñ Ð Þ ß ð þAlternate Fonts Mod for EU Languages -- v1.0New language translation modders should also start their work with this template to make it easier for everyone to use.Language Mod Template -- v1.1Thanks for all your hard work translators!Now everyone world wide can be addicted to Don't Starve!
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