#Localization warning is irrelevant

28 messages · Page 1 of 1 (latest)

sharp sage
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The localization warning is kinda irrelevant now due to the fact that the game isnt grabbing the file from the localization folder anymore

wintry field
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It does still work but only real languages are supported

tropic mirage
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side question: so localisation in the current iteration is baked into the game?

no more custom localisations (klingon, uwu, etc.) until modding is eventually released (if ever custom locales will be supported by then)?

wintry field
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It's still dynamic, but currently only ISO 639-1 languages are allowed.

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custom languages are currently not planned. Might change later on.

However, you can also overwrite the "original" localizations now. Meaning you can even overwrite english.
And what you put in as the value for the keys is up to you.

tropic mirage
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ahh. kk. thanks for the clarification.

sharp sage
wintry field
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name it like the 2 letter code of the language you want to change ^^

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eg. en, de, da, fr, pl, ...

sharp sage
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do i need to reboot the game?

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also its not recognising the german file that is already in the folder

wintry field
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do your files end in .json?

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that might be the reason why it doesn't work for you

sharp sage
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they are json files

sharp sage
wintry field
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works for me

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how does the content of your file look like?

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does it say something in your !logs?

lavish cypressBOT
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Logfile location

%userprofile%\appdata\locallow\Fire Sword Studios\The Perfect Tower II
Current log: perfect.log
Previous log: perfect.1.log

sharp sage
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{"items":[{"key":"app.language","value":"Danish"}]} is the entire contents of the DA file, which is the one i want to import, idk if its the right language

wintry field
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the content would be correct

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and restart your game

sharp sage
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i killed the german file somehow

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ok i got a spanish file, thats progress

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ok i have them now, now i just eed to figure out how to delete all the content of the spanish file so i can see all the internal ids

wintry field