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Full localization support

Open Adaptivity opened this issue 9 years ago • 11 comments

Still a lot of stuff is hardcoded. Including GUI elements and item tooltips. Please, only close this when everything will be translatable. This issue is a more like reminder to you @MachineMuse :)

Press SHIFT for more information. MuseCommonStrings.java everything from here All this stuff Stuff in .xml files This probably require a rework of all this stuff -_-

Continuation of #516

Adaptivity avatar Sep 08 '15 15:09 Adaptivity

I don't even know what's still missing

MachineMuse avatar Sep 08 '15 18:09 MachineMuse

Added to the first post. It just starting. I'll search for more stuff tomorrow :)

Adaptivity avatar Sep 08 '15 18:09 Adaptivity

ok, thanks.

You're right that some of this would require a rework of those systems so I'm not really thrilled about that idea. The models especially were designed to be something that players can contribute to and have custom ones easily, but nobody did :(

MachineMuse avatar Sep 08 '15 19:09 MachineMuse

Models?

eyeonus avatar Sep 08 '15 19:09 eyeonus

Models? Didn't know that feature.... By the way an updated in-game wiki book with MPS features and similar or an updated wiki for MPS is needed once MPS is released. If I remember correctly, MPS addons has partially added a Book.

Xen1290 avatar Sep 08 '15 19:09 Xen1290

yeah some documentation would probably have helped with that. ^^' oh well.

MachineMuse avatar Sep 09 '15 01:09 MachineMuse

@MachineMuse After thinking a bit, it's maybe not required to rewrite everything. I suggest you this system: 1) create folders armor and modelspec. 2) move .xml files to these folders and rename them to language codes (en_US.xml). 3) create in these folders folder "Custom" where custom models can be placed. Here an example how to make .xml files translatable: https://github.com/SlimeKnights/TinkersConstruct/commit/fb4c0ddf9e05d03fa871300eb9df91524d3610df It should be different from yours but it's should be possible.

P.S @MachineMuse can you switch experimental branch to default?

Adaptivity avatar Sep 09 '15 04:09 Adaptivity

the main problem is that the name is stored in the nbt tags, so if these things are changed, it would appear incorrectly for people using different locales on the same server.

The simplest solution would be to just make them display in the GUI with locales (could do this with 1-2 lines changed), but the locale data would have to be added to the main file in the lang folder as far as I know, and that wouldn't support custom models in any case.

MachineMuse avatar Sep 09 '15 05:09 MachineMuse

Then maybe you can separate supported models from custom? So, supported will be stored in main lang file but custom will stay in .xml.

Adaptivity avatar Sep 09 '15 08:09 Adaptivity

So far, I guess the only thing left that cannot be localized is item tooltips. I hope this can be finished in the future versions. @MachineMuse

Joccob avatar Dec 01 '15 00:12 Joccob

Most of this is actually done in 1.12.2 now.

lehjr avatar Oct 13 '18 22:10 lehjr