#Localization warning is irrelevant
28 messages · Page 1 of 1 (latest)
It does still work but only real languages are supported
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)?
It's still dynamic, but currently only ISO 639-1 languages are allowed.
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.
ahh. kk. thanks for the clarification.
well how do i make the game recognise a new file?
name it like the 2 letter code of the language you want to change ^^
eg. en, de, da, fr, pl, ...
do i need to reboot the game?
also its not recognising the german file that is already in the folder
still no workey
works for me
how does the content of your file look like?
does it say something in your !logs?
%userprofile%\appdata\locallow\Fire Sword Studios\The Perfect Tower II
Current log: perfect.log
Previous log: perfect.1.log
{"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
i killed the german file somehow
ok i got a spanish file, thats progress
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
you will not manage to do that as the internal english file is the fallback language.
You'll have to wait for the localization tool to have access to all keys.