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Found 14 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. Hi pals, I am currently trying to translate don't starve into my native language, but I have an issue I cannot solve. I was looking for the reasons my mod was "crushed", and after a while I saw that I had to change from forumthread = to forumthread = "" . Once I did that, I tried again to activate the mod but this time, when I was going to the mods' tab, the whole game stopped working and I had to close it. Can someone give me a hand with this?
  5. I was never sure on how to implement translations for mods, since it seems like there isn't an official language setting in the game. Most languages are done via mods. My initial idea was to check if a specific language mod was installed by the client, and change the strings depending on that, but this only works on the server/host. My second idea which I haven't tried is making a config for the mod to switch languages, which I am not sure if it would have the same issue. Any ideas on how to go about this?
  6. 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!
  7. 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:
  8. 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
  9. @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.
  10. Hi I'm Korean Language mod maker wrinos. I have found some weird works in game(steam win32 Rev163062). Object descriptions are not correctly displayed. It occurred When I play WX-78 character. It looks like a doesn't match font correctly. Other characters are all right. but only occurred WX-78 character hovering all descriptions sentences. Even, I test all the other mods off and using all character shared sentences. like a below msgctxt : "STRINGS.CHARACTERS.GENERIC.DESCRIBE.MULTIPLAYER_PORTAL" msgid : "It's rickety, but it appears to function. After a fashion..." msgstr : "허술하지만, 패션설정 후 나타날 것입니다..." All other characters are display translated sentence "허술하지만, 패션설정 후 나타날 것입니다..." correctly. But WX-78 "허술하쇀뇌, 팈션샌쀕 후 나타날 ?입니닄...". I attached screenshots. [Shared sentence] [character describe sentence] I think wx78 character bug. because It occurred shared sentences. Is this charactor bug? or something my mistake? Or, tell me about what I have to use carefully special (font)words.
  11. So I tried creating an updated strings file using the procedure found near the end of createstringspo.lua and it didn't work. All it keeps saying is "the system can't find the path necessary" which leads me to believe that some important file or folder is missing. Can someone help? I've been waiting months for an updated strings.pot file or a way to update it myself so I can get on with my localization which due to that is completely outdated. Thanks in advance.
  12. 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
  13. 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
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