Search found 220 matches

by Choicerer
Yesterday, 7:57 pm
Forum: Lua Labs
Topic: Using a translatable string from Vanilla
Replies: 13
Views: 490

Re: Using a translatable string from Vanilla

I guess you're right, I could use Google Translate or even read up(!) on those languages when in doubt and come up with less ridiculously sounding descriptions. I suppose I've been put off by having to figure out how to generate those po files, but I should probably get round to it and do that later...
by Choicerer
Yesterday, 1:46 pm
Forum: Lua Labs
Topic: Using a translatable string from Vanilla
Replies: 13
Views: 490

Re: Using a translatable string from Vanilla

It was more than detailed enough. You are being defensive now. Do you really expect me to quote every sentence you overlooked in response to your questions? Well, I'm not gonna do that, because I've already spent too much time repeating myself. But you might wanna consider reading the posts in the t...
by Choicerer
Yesterday, 1:21 pm
Forum: Lua Labs
Topic: Using a translatable string from Vanilla
Replies: 13
Views: 490

Re: Using a translatable string from Vanilla

I'm not being defensive, I'm being annoyed, because I expect people to read the posts they're replying to if they want to offer support rather than skimming over them and then asking what I'm trying to achieve when I have already explained this nicely for you in the previous post, as well as for Cel...
by Choicerer
Yesterday, 12:21 pm
Forum: Lua Labs
Topic: Using a translatable string from Vanilla
Replies: 13
Views: 490

Re: Using a translatable string from Vanilla

As a translator when I see what you are doing I feel like white mage watching necromancer doing some dark rituals. It's disturbing. I know what you mean. In most cases this method fails to achieve grammatical correctness and the descriptions end up sounding silly. It's simply more complicated than ...
by Choicerer
Yesterday, 10:11 am
Forum: Lua Labs
Topic: Using a translatable string from Vanilla
Replies: 13
Views: 490

Re: Using a translatable string from Vanilla

Guys, I'm under the impression you haven't read my posts in their entirety. Yeah, that's really not a good idea. You are going to get "village" in some languages, not the "enemy". It would be better to keep it in English. I just said that in my first post (under EDIT). As Landiss said, many language...
by Choicerer
June 22nd, 2018, 3:24 pm
Forum: Lua Labs
Topic: Using a translatable string from Vanilla
Replies: 13
Views: 490

Re: Using a translatable string from Vanilla

Yeah, thanks for the clarification. It does work for the languages that translate "enemy village" to two words nicely. Yeah, it messes up the tenses, cases whatnot but for the purposes of this mod it was especially important that in MP regardless of what language the player uses they can read the la...
by Choicerer
June 14th, 2018, 4:43 pm
Forum: Multiplayer Development
Topic: Architecture Mod
Replies: 3
Views: 327

Re: Architecture Mod

1.3 - A heckload of changes -Fixed the mod not working for castles that aren't claimed at the start (that's castles that have more than 1 castle/keep tile and don't have a unit on the keep tile at start). It would spam lua errors any time a user moused over one of those castles. -Fixed another lua e...
by Choicerer
June 14th, 2018, 1:18 pm
Forum: Lua Labs
Topic: Using a translatable string from Vanilla
Replies: 13
Views: 490

Using a translatable string from Vanilla

I'd like to use some translatable strings from vanilla (specifically Enemy, Owned, Allied) that get shown under village description in lua.theme_items. But I have no idea what those strings would be called, or how I should go on about using them. EDIT: In the source code, they appear to be functions...
by Choicerer
June 14th, 2018, 12:39 pm
Forum: Lua Labs
Topic: User Language
Replies: 2
Views: 96

Re: User Language

Yeah, thanks, that's what I was going to do, anyway.
by Choicerer
June 14th, 2018, 11:37 am
Forum: Lua Labs
Topic: User Language
Replies: 2
Views: 96

User Language

I haven't really dabbled with Wesnoth's translation engine so I'm curious if there's any way to probe for a client's local language setting (this would be for theme_items).
by Choicerer
June 11th, 2018, 11:18 am
Forum: Multiplayer Development
Topic: Earth Scenario
Replies: 6
Views: 610

Re: Earth Scenario

Well, I hope so... Still, I guess people have been mostly playing it in Singleplayer (because I haven't seen a single game of it played online :P ), so then it's more likely.
by Choicerer
June 10th, 2018, 1:15 pm
Forum: Multiplayer Development
Topic: Earth Scenario
Replies: 6
Views: 610

Re: Earth Scenario

1.2 fixes - The game breaking on reloading a save. (oops. I wish somebody had told me that) I'm quite sure I mentioned at least couple of times that lua theme items must be in preload to keep it working on reload saved games, but sometimes you tend to ignore me :P Ah no, I know that well. It's just...
by Choicerer
June 10th, 2018, 12:23 am
Forum: Multiplayer Development
Topic: Earth Scenario
Replies: 6
Views: 610

Re: Earth Scenario

1.2 fixes -
The game breaking on reloading a save. (oops. I wish somebody had told me that)
Some code optimisation.
by Choicerer
June 9th, 2018, 8:48 pm
Forum: Multiplayer Development
Topic: Architecture Mod
Replies: 3
Views: 327

Re: Architecture Mod

1.2 - Implemented the same thing for villages.
Startup villages that are owned (which rarely is the case) get transformed immediately.
Other villages get transformed on being captured.
Water villages aren't affected.
by Choicerer
June 8th, 2018, 10:23 am
Forum: Multiplayer Development
Topic: Architecture Mod
Replies: 3
Views: 327

Re: Architecture Mod

1.1 - Now when you mouse over a castle, the description for the terrain tile will say to which faction it belongs to, so there can be no doubt. The mod still doesn't need to be downloaded for others to play (this is accomplished using a lua theme_items hax) Note: Yes, this changes gameplay. Players ...