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Found 7 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. Hi, I have never made any mods and I only know the verry basics of programming, but I would like to make a translation for my language. Any help or tips are welcome. I would be happy if this is possible.
  3. Hello. I have an issue while trying to get the function GLOBAL.MakeAllSuffixes() working in my translation mod. It works when I use it alone in modmain, but it doesn't when I load the main translation with LoadPOFile("*.po", "lang"). I can think of three possibilities: The function is not intended to work with .po translations. The function is intended to work with .po translations, but there is some bug preventing it to do so. I'm doing it wrong, or missing some code in my modmain. I don't think #1 is true, because I remember the devs implemented this function in order to help translators. So, either #2 or #3 are the answers. It is not trivial for most modders/skilled users to mess with .po files, so I understand that most people don't have time to test it on their side. Anyways, I count on someone to help me with a confirmation about this issue if possible. This way I can do the right thing, being it to work correctly in my own code(which are only 2 lines at the moment) or asking to move this post to the Bugs Thread if it is indeed a bug. I posted it a long time ago with no answer, but by that time I didn't realized the function would work without loading the .po file. Thanks to @Muche for helping me with a couple tests on his side some time ago. Thanks in advance.
  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. 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. Hi, like in the title i have some problems: i'm the author of italina translation on stema workshop; i can't find where are some new strings: for example, now in the main screen, there is "Don't Starve collectable figures are available now in the Klei Store"...in languages files, where is this strings? When i wrote the first translation, ALL strings were in ../../dont_starve/data/scropts/languages/strings.pot thanks