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Found 6 results

  1. Hi great people! I've been translating to french using strings.pot. Everything goes fine except for characters' speeches: they won't translate. To make sure I didn't do anything wrong, I've tested using the template given by Klei in the topic below. It turned out speeches were properly translated as the template is server side. When I change it to client using this in modinfo.lua, speeches are back to english (everything else is correctly translated): client_only_mod=true Any idea why speeches, and only speeches won't translate at client side? Do I need to translate those using each speech_*.lua?? That would be strange, the strings are available in strings.pot... Or maybe I'm just missing something as simple as this? (I've tried adding these lines in modmain.lua, not a success!) local require = GLOBAL.require local STRINGS = GLOBAL.STRINGS This is my first steps at modding, any help would be really appreciated! Thanks!
  2. " style="border:none;width:100%"> My goal right now is to create a random generated speech within companions to make them feel more alive and to kinda make me not feel alone . but ly it keeps on registering it as not a string. i know that i added it to the modmain yet it still doesn't show up. please if you can help me that would be awsome, i'll poste the code for the follower and the string local assets = { Asset("ANIM", "anim/perd_basic.zip"), Asset("ANIM", "anim/perd.zip"), Asset("SOUND", "sound/perd.fsb"), } local brain = require "brains/smperdbrain" local MAX_TARGET_SHARES = 5 local SHARE_TARGET_DIST = 30 local function nicewords(inst) inst.components.talker:Say(GetString(inst, "CHATTER")) end local function OnDeath(inst) SpawnPrefab("small_puff").Transform:SetPosition(inst.Transform:GetWorldPosition()) inst:Remove() end local function OnStopFollowing(inst) --inst:RemoveTag("companion") end local function OnStartFollowing(inst) --inst:AddTag("companion") end local function KeepTarget(inst, target) if inst.components.health.currenthealth < (inst.components.health.maxhealth/10) then return false else return inst.components.combat:CanTarget(target) and inst:IsNear(target, 10) -- Hounds keep target for 10 end end local function OnAttacked(inst, data) inst.components.combat:SetTarget(data.attacker) inst.components.combat:ShareTarget(data.attacker, SHARE_TARGET_DIST, function(dude) return dude.prefab == inst.prefab end, MAX_TARGET_SHARES) end local function OnNewTarget(inst, data) inst.components.combat:ShareTarget(data.target, SHARE_TARGET_DIST, function(dude) return dude.prefab == inst.prefab end, MAX_TARGET_SHARES) end local function die(inst) inst.components.health:Kill() end local function KeepTarget(isnt, target) return target and target:IsValid() end local function fn() local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddSoundEmitter() inst.entity:AddDynamicShadow() inst.entity:AddLightWatcher() inst.entity:AddNetwork() inst.AnimState:SetBuild("perd") MakeCharacterPhysics(inst, 50, .5) inst.DynamicShadow:SetSize(1.5, .75) inst.Transform:SetFourFaced() inst:AddTag("companion") inst:AddTag("dab") inst.AnimState:SetBank("perd") inst.AnimState:PlayAnimation("idle_loop", true) inst.AnimState:Hide("hat") inst.entity:SetPristine() if not TheWorld.ismastersim then return inst end inst:AddComponent("locomotor") inst.components.locomotor.runspeed = TUNING.PERD_RUN_SPEED inst.components.locomotor.walkspeed = TUNING.PERD_WALK_SPEED ------------------------------------------ inst:AddComponent("eater") inst.components.eater:SetDiet({ FOODTYPE.VEGGIE }, { FOODTYPE.VEGGIE }) inst.components.eater:SetCanEatRaw() ------------------------------------------ inst:AddComponent("combat") inst.components.combat.hiteffectsymbol = "pig_torso" ------------------------------------------ inst:AddComponent("health") inst.components.health:StartRegen(TUNING.BUNNYMAN_HEALTH_REGEN_AMOUNT, TUNING.BUNNYMAN_HEALTH_REGEN_PERIOD) ------------------------------------------ MakeMediumFreezableCharacter(inst, "pig_torso") MakeMediumBurnableCharacter(inst, "pig_torso") ------------------------------------------ inst:AddComponent("follower") inst:ListenForEvent("stopfollowing", OnStopFollowing) inst:ListenForEvent("startfollowing", OnStartFollowing) inst.components.follower.keepdeadleader = true ------------------------------------------ inst:AddComponent("inspectable") ------------------------------------------ inst:AddComponent("talker") inst.components.talker.fontsize = 35 inst.components.talker.font = TALKINGFONT --inst.components.talker.colour = Vector3(133/255, 140/255, 167/255) inst.components.talker.offset = Vector3(0, -400, 0) ------------------------------------------- inst:ListenForEvent("death", OnDeath) inst.components.health:SetMaxHealth(250) inst.components.combat:SetDefaultDamage(33) inst.components.combat:SetAttackPeriod(TUNING.PERD_ATTACK_PERIOD) inst.components.combat:SetKeepTargetFunction(KeepTarget) inst:ListenForEvent("newcombattarget", OnNewTarget) inst:ListenForEvent("attacked", OnAttacked) inst:DoPeriodicTask(1, function() nicewords(inst) end) inst:AddTag("frick") inst:AddTag("sm") inst:AddComponent("named") inst.components.named.possiblenames = STRINGS.SMPERD_NAMES inst.components.named:PickNewName() MakeHauntablePanic(inst, 5, nil, 5) inst:SetBrain(brain) inst:SetStateGraph("SGperd") return inst end return Prefab("smperd", fn, assets, prefabs) --this is for the modmain----- PrefabFiles = { "wakadoodoo", "smperd", "eggd", } Assets = { Asset( "IMAGE", "images/saveslot_portraits/wakadoodoo.tex" ), Asset( "ATLAS", "images/saveslot_portraits/wakadoodoo.xml" ), Asset( "IMAGE", "images/selectscreen_portraits/wakadoodoo.tex" ), Asset( "ATLAS", "images/selectscreen_portraits/wakadoodoo.xml" ), Asset( "IMAGE", "images/selectscreen_portraits/wakadoodoo_silho.tex" ), Asset( "ATLAS", "images/selectscreen_portraits/wakadoodoo_silho.xml" ), Asset( "IMAGE", "bigportraits/wakadoodoo.tex" ), Asset( "ATLAS", "bigportraits/wakadoodoo.xml" ), Asset( "IMAGE", "images/map_icons/wakadoodoo.tex" ), Asset( "ATLAS", "images/map_icons/wakadoodoo.xml" ), Asset( "IMAGE", "images/avatars/avatar_wakadoodoo.tex" ), Asset( "ATLAS", "images/avatars/avatar_wakadoodoo.xml" ), Asset( "IMAGE", "images/avatars/avatar_ghost_wakadoodoo.tex" ), Asset( "ATLAS", "images/avatars/avatar_ghost_wakadoodoo.xml" ), Asset("ATLAS", "images/inventoryimages/eggd.xml"), Asset("IMAGE", "images/inventoryimages/eggd.tex"), } local require = GLOBAL.require local STRINGS = GLOBAL.STRINGS local RECIPETABS = GLOBAL.RECIPETABS local Recipe = GLOBAL.Recipe local Ingredient = GLOBAL.Ingredient local TECH = GLOBAL.TECH -- The character select screen lines STRINGS.CHARACTER_TITLES.wakadoodoo = "wakadoodoo" STRINGS.CHARACTER_NAMES.wakadoodoo = "wakadoodoo" STRINGS.CHARACTER_DESCRIPTIONS.wakadoodoo = "*can summon his fellow tribe members\n*controlls an army of gobblers\n*is frail and weak" STRINGS.CHARACTER_QUOTES.wakadoodoo = "\"Ooga Booga\"" -- Custom speech strings STRINGS.CHARACTERS.WAKADOODOO = require "speech_wakadoodoo" -- The character's name as appears in-game STRINGS.NAMES.WAKADOODOO = "wakadoodoo" -- The default responses of examining the character STRINGS.CHARACTERS.GENERIC.DESCRIBE.WAKADOODOO = { GENERIC = "It's wakadoodoo", ATTACKER = "That bush man looks shifty...", MURDERER = "Murderer!", REVIVER = "wakadoodoo, friend of ghosts.", GHOST = "wakadoodoo could use a heart.", } STRINGS.NAMES.SMPERD = "Bush Tribal" STRINGS.CHARACTERS.GENERIC.DESCRIBE.SMPERD = "strong fellas" STRINGS.NAMES.EGGD = "egganomicon" STRINGS.CHARACTERS.GENERIC.DESCRIBE.EGGD = "what a wierd book" STRINGS.RECIPE_DESC.EGGD = "only the shaman of the forest can summon the spirits" AddRecipe("eggd", { Ingredient("bird_egg", 1), Ingredient("cutgrass", 6), Ingredient("dug_berrybush", 1), }, RECIPETABS.MAGIC, TECH.NONE, nil, nil, nil, nil, 'frick', "images/inventoryimages/eggd.xml") STRINGS.SMPERD_NAMES = { "Billy", "Dipper", "Joe", "Jan", "Vito", "nome", "Peter", } STRINGS.SMPERD = { CHATTER = { "Kill two birds for the price of one.", "Give a man a fish and you lose a fish and he gets a fish", "Contrary to popular belief, the egg did not.", "i miss berries", "I love you.", "i'll protect you", "i hope we get hats", } -- AddMinimapAtlas("images/map_icons/wakadoodoo.xml") -- Add mod character to mod character list. Also specify a gender. Possible genders are MALE, FEMALE, ROBOT, NEUTRAL, and PLURAL. AddModCharacter("wakadoodoo", "MALE") sorry i sent quite alot thnx anyway even if you read this
  3. I recently finished updating an old Speech Mod template that i've been keeping tabs on since DS's Strange New Powers update, and gotten it to the point where it should have all of DST's new things included into it as well, and can be used to make speech files for modded characters, and modded items. There are a lot of them, and it can be easy to miss some, so a template to help fill these out might be useful for some people. I wouldn't dare try to copy-paste the whole thing into a spoiler, so i'll just attatch it below. For the most part, it should be as simply as copy-pasting the lines in, and then changing the name from GENERIC to the character's name, and adding in a new string. I know this is a fairly simple thing for most experienced modders, but I figure it may be useful for those who are just getting started. Enjoy. Let me know if there is anything in here that I have missed. speechmaster.lua Version 1.2. Current as of 5/23/2017's update adding an actual quote for the Bone Helm, and adding support for the Napsack.
  4. Hello translators, I just wanted to know how you identify new or changed strings for your translation. I think it's far too inconvenient to search in every string file for new or changed entries after a patch. How do you deal with it? Regards, qhil
  5. Hi guys! I'm back to be annoying again. So I made a Dutch translation for the original Don't Starve 2 years ago, and updated that recently for RoG. Now I wanted to translate Don't Starve Together as well, as some have asked me to. I opened poedit, got the strings.pot from \steamapps\common\Don't Starve Together\data\scripts\languages and made the translation. Immediately I noticed that there were only 60 or so new strings which I found rather little. I updated the modinfo and modmain based on the French translation for DST, then uploaded it through Don't Starve Mod tools. Now I have no idea what I'm missing, but literally nothing in the translation works. Obviously I haven't even found the strings for multiplayer stuff like 'logging in' and 'server', but even those that should've been translated are still in English when the mod is enabled. I'm just a translator and a complete noob when it comes to modding, so can anyone be so kind as to tell me what to do and where to find the new strings? See attrached files for my translation info. Edit: I took the French file from the Steam Workshop and just edited that file so I would have all the strings, but the problem of it not working in-game still applies. Edit2: Nedermind, it randomly works now for no apparent reason. Can close topic. modinfo.lua modmain.lua
  6. I want my character to examine generic male characters differently than generic female characters, example: GENERIC_MALE_PLAYER = (Yes, I know that's now how you call their examination BUT EXAMPLE): { GENERIC = "%s is a good example of the common beta swine you'll find in this place.", ATTACKER = "Don't get near M'ladies, %s!", MURDERER = "Shall we have a gentlemanly match?", REVIVER = "%s is almost as gentleman as I am.", GHOST = "%s seems to need to be revived by a gentleman, like me!", }, GENERIC_FEMALE_PLAYER = { GENERIC = "What a pleasure to have M'lady here with me!", ATTACKER = "Calm down, M'lady. I'm here!", MURDERER = "M'lady, have you killed someone? \nHopefully it was a beta.", REVIVER = "You revived someone, M'lady! I hope it wasn't a Neanderthalic beta...", GHOST = "My love and respect for you still lives on, M'lady!", }, So, is this possible or am I just thinking too high and should face reality?
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