Multi-language support for Schall mod series. Locale: English, Deutsch, 正體中文, 简体中文, Русский, Português Brasileiro, Español, Français
Translations for other mods.
Ok, let's start this thread with a translation for SchallMissileCommand: https://yadi.sk/d/YLiGZWE-wlaI6Q
Great, just implemented that in mod and saw how it looks in game. Just a few minor things I found:
1/ The three missiles (named "napalm MRV missile", "poison MRV missile", "atomic MRV missile" in English) in your Russian translation look differently in item name (e.g., "Напалмовая с РГЧ ИН") and mod description (e.g., "напалмовые разделяющиеся ракеты") parts. Do you want to make them spelling the same?
2/ Between item-description of Schall-atomic-mrv-missile
("Ракета с множеством ядерных боеголовок.") and item-name of Schall-atomic-warhead
("Атомная боеголовка"), can you make them the same word? I want players know both text are refering to the same item.
3/ Do you prefer to add that additional hyphen to item name Schall-missile-interception-shell
, so displayed as "Перехватик ракет - снаряд" in game? I don't see any other ammo or cannon shells using hyphen there.
4/ Is it needed to reorder the magic strings in [modifier-description]
, just like what you did to Tank Platoon and Alien Tech?
Side note:
Want to see if you are interested in having a new "Plutonium MRV missile"? It would be releasing eight "Plutonium atomic bomb" from your "Plutonium Energy" mod.
If you read from my prototypes\missiles.lua
file, you can see I don't need to paste a lot of code to add a new missile. It would be just reusing your projectile "plutonium-atomic-rocket" directly, no code pasting needed. (See line 35-37.)
I will also need the recipe for the warhead part, and a new technology to unlock new warhead and missile recipes.
Anything else is auto-generated.
1) Yeah, I'll remake these parts.
2) My bad, noticed that in official translation word "Атомная" was used instead of "Ядерная" only when finished translating.
3) The problem is that in Russian you can't just write "<something> shell". So I think I'll need to replace these without referencing to other item names.
4) Yeah, looks like it is needed. Already forgot about that.
You want me to add recipes and technology to Plutonium energy or just take a look?
Updated locale according to 1-4. File is available from the same link (https://yadi.sk/d/YLiGZWE-wlaI6Q).
Thanks. I will continue working on the locale file later tonight.
As items are generated by my code, I guess it is better to put recipes and technology also to my mod. Separating them seems a little bit strange.
But of course you can send me the following settings, for what you think appropriate:
Missile spec/ Just like line 35-37 of my prototypes\missiles.lua
file, I need the tint, which will be used on the warhead and subicon. Also the "cluster spread distance", your Pu-bomb has blast radius of 50, right? Then 45 maybe a good value.
Recipe of warhead/ Somewhat like ingredients of your Plutonium bomb minus the "bare" rocket. Check my napalm warhead and napalm bomb (in Schall Tank Platoon). I approximate the difference to be 2 steel plate and 4 advanced circuit.
Technology/ I want it to be an independent technology, maybe just named "Plutonium MRV missile"? It will unlocks both the Pu warhead and MRV missile. It has prerequisites of "Schall-strategic-missile-2"
and one of your plutonium bomb tech. The cost can be whatever you feel appropriate.
Technology icon/ I have no preferences. Can be just reusing my technology\missile.png
, or with some drawings (e.g., painted head) on that, or some mix with your plutonium-atomic-bomb.png
.
Name/ Last but not least. Do you prefer it be named as "Plutonium atomic warhead" with "Plutonium atomic MRV missile"? OR "Plutonium warhead" with "Plutonium MRV missile"? (To me, "Plutonium" auto-implies it being atomic already. But it's up to you to decide.)
Specs, recipe and technology: Do whatever you want, it's your mod.
Technology icon: I think that just the same technology icon would be ok, maybe I'll come up with some Plutonium-cyan-ish icon later.
Name: Agreed with you, second variant is better.
Ah, and about tint. I found a color in RFT's deadlock integrations file: {r=0.1, g=0.9, b=0.7}
Your updated locale file looks perfect. I will include it into next update.
I will update you when I make some progress about the Plutonium MRV missile.
Hi, the plutonium MRV missile is ready. Just need the strings for them:
[item-name] Schall-plutonium-prefix=Plutonium
[item-description] Schall-plutonium-mrv-missile=Missile with multiple plutonium warheads.
Also need to expand the [mod-description] line to also include plutonium MRV missile:
На данный момент включает в себя напалмовые, ядовитые и атомные разделяющиеся ракеты.
[item-name] Schall-plutonium-prefix=Плутониевая
[item-description] Schall-plutonium-mrv-missile=Ракета с множеством плутониевых боеголовок.На данный момент включает в себя напалмовые, ядовитые, атомные и плутониевые разделяющиеся ракеты.
The translations are already added to the current release.
BTW, today I have also released two new mods:
- Schall Geowarfare is an extension mod to Schall Missile Command, provides additional strategic missiles that can alter/destroy terrain.
- Schall Geowarfare: Nokia Phone is an extension mod to above. It is a joke about the phone.
See if you are interested in the mods (especially the first one). Cheers.
After the plutonium MRV missile, actually I have also thought about a plutonium artillery shell (to Schall Artillery) and plutonium land mine (to Schall Land Mine).
But it seems that you already have such artillery shell for another mod. Will you consider to make that compatible (thus enabled) to my mods?
Your mod is interesting, I'lll translate it (as well as other your mods) when I get time to do it.
About plutonium artillery shell. It depends on shell from Atomic Artillery. I'll make another portion of code to make plutonium artillery shell specially for your mod.
Hello again. Please help translating the new text for Schall Tank Platoon. Thanks in advance.
[mod-setting-name]
tankplatoon-vehicle-hide-resistances=Hide vehicle resistances
[mod-setting-description]
tankplatoon-vehicle-hide-resistances=Affect car and tank from vanilla, and all vehicles from Schall mod series.\nOn: (Default) Vanilla 0.15+ setting.\nOff: Vanilla pre-0.15 setting. Show resistances in the entity tooltip.
Question. Is this a boolean setting?
I'll take this as "yes"...
[mod-setting-name]
tankplatoon-vehicle-hide-resistances=Спрятать сопротивления транспорта
[mod-setting-description]
tankplatoon-vehicle-hide-resistances=Действует на ванильные танк и машину, а также на весь транспорт из модов серии Schall.\nВключено: (По умолчанию) Ваниль 0.15+.\nВыключено: Ваниль до-0.15. Показывать сопротивления в подсказке.
Yes, that is a boolean setting.
The text looks perfect. Thanks again.
Thanks! Just finished a new feature for Schall Gun Pod. Also needs translations please. Thanks in advance.
[mod-setting-name]
gunpod-reload-train-grids=Reload train grids at stations
[mod-setting-description]
gunpod-reload-train-grids=Gun pods on trains will be reloaded using supplies in cargo wagons, when parked at stations under selected times.
[string-mod-setting]
gunpod-reload-train-grids-never=Never
gunpod-reload-train-grids-arrival=Arrival
gunpod-reload-train-grids-departure=Departure
gunpod-reload-train-grids-arrival-departure=Arrival & departure
[mod-setting-name]
gunpod-reload-train-grids=Перезаряжать сетку поездов на станциях
[mod-setting-description]
gunpod-reload-train-grids=Орудийные контейнеры в поездах будут перезаряжаться, используя боеприпасы в вагонах, когда остановлены на станциях.
[string-mod-setting]
gunpod-reload-train-grids-never=Никогда
gunpod-reload-train-grids-arrival=Прибытие
gunpod-reload-train-grids-departure=Отправление
gunpod-reload-train-grids-arrival-departure=Прибытие и отправление
Hello! This week we have the following new text for the mod updates. Would appreciate your help in translation.
Schall Ore Conversion 0.18.1
(Text after #
are purely comments for you to understand. No need to translate.)
[gui-window]
Schall-OC-frame-main=Ore Conversion
[gui-button]
Schall-OC-mod-button=Toggle ore conversion GUI
Schall-OC-convert-to=Convert to__1__
# Parameter 1 is the new ore name
Schall-OC-amount-double=Double amount
Schall-OC-erase=Erase # Removal of ore patch
[gui-label]
Schall-OC-survey=Survey # About geological survey on ores, aka. prospection
Schall-OC-size=Size # Number of ore patches, aka. scale
Schall-OC-amount=Amount
Schall-OC-total=Total # On last row of survey table, summing all types of ores
Schall-OC-radius=Radius
Schall-OC-operation=Operation # Actions including convert to another ore, erase ore, double amount
Schall Remains & Pickup 0.18.1
[mod-setting-name]
remains-remain-probability=Remains probability (100)
remains-remain-container-exclude=Exclude container
[mod-setting-description]
remains-remain-probability=The chance of inventory items being remained, instead of being lost.\nIn percent.
Schall Uncraft 0.18.2
[mod-setting-name]
uncraft-retreival-probability=Retreival probability (100)
[mod-setting-description]
uncraft-retreival-probability=The chance of ingredients being retreived, instead of being lost.\nIn percent.
Thanks in advance.
Hello! Sorry to bother you again for the coming updates.
This is a long list of new text, so I would be extra grateful if you could help translate when you have time. (No need to rush, as usual.)
Schall Radar Alignment 0.18.3
format-gons=
__1__
gon
format-radians=__1__
format-rhumbs=__1__
"
format-nato-milliradians=__1__
mil
format-warsaw-pact-milliradians=__1__
mil
[description]
Schall-direction-0=N
Schall-direction-1=NbE
Schall-direction-2=NNE
Schall-direction-3=NEbN
Schall-direction-4=NE
Schall-direction-5=NEbE
Schall-direction-6=ENE
Schall-direction-7=EbN
Schall-direction-8=E
Schall-direction-9=EbS
Schall-direction-10=ESE
Schall-direction-11=SEbE
Schall-direction-12=SE
Schall-direction-13=SEbS
Schall-direction-14=SSE
Schall-direction-15=SbE
Schall-direction-16=S
Schall-direction-17=SbW
Schall-direction-18=SSW
Schall-direction-19=SWbS
Schall-direction-20=SW
Schall-direction-21=SWbW
Schall-direction-22=WSW
Schall-direction-23=WbS
Schall-direction-24=W
Schall-direction-25=WbN
Schall-direction-26=WNW
Schall-direction-27=NWbW
Schall-direction-28=NW
Schall-direction-29=NWbN
Schall-direction-30=NNW
Schall-direction-31=NbW
Schall-direction-full-0=North
Schall-direction-full-1=North by east
Schall-direction-full-2=North-northeast
Schall-direction-full-3=Northeast by north
Schall-direction-full-4=Northeast
Schall-direction-full-5=Northeast by east
Schall-direction-full-6=East-northeast
Schall-direction-full-7=East by north
Schall-direction-full-8=East
Schall-direction-full-9=East by south
Schall-direction-full-10=East-southeast
Schall-direction-full-11=Southeast by east
Schall-direction-full-12=Southeast
Schall-direction-full-13=Southeast by south
Schall-direction-full-14=South-southeast
Schall-direction-full-15=South by east
Schall-direction-full-16=South
Schall-direction-full-17=South by west
Schall-direction-full-18=South-southwest
Schall-direction-full-19=Southwest by south
Schall-direction-full-20=Southwest
Schall-direction-full-21=Southwest by west
Schall-direction-full-22=West-southwest
Schall-direction-full-23=West by south
Schall-direction-full-24=West
Schall-direction-full-25=West by north
Schall-direction-full-26=West-northwest
Schall-direction-full-27=Northwest by west
Schall-direction-full-28=Northwest
Schall-direction-full-29=Northwest by north
Schall-direction-full-30=North-northwest
Schall-direction-full-31=North by west
[gui-window]
Schall-RA-frame-main=Radar
[gui-label]
position=Position
offset=Offset
distance=Distance
azimuth=Azimuth
compass=Compass
[mod-setting-name]
radar-compass-points=Compass points
radar-angle-unit=Unit of Angle
radar-artillery-angle-unit=Unit of Artillery angle
radar-angle-decimal-places=Decimal places in angles
[mod-setting-description]
radar-compass-points=4: Include cardinal directions only (N, E, S, W), 4 points in total.\n8: Include intercardinal directions also (NE, SE, SW, NW), 8 points in total.\n16: Include down to secondary intercardinal directions (NNE, ENE, ESE, SSE, ...), 16 points in total.\n32: Include down to tertiary intercardinal directions (NbE, NEbN, NEbE, EbN, ...), 32 points in total.
radar-angle-unit="Degree": 1 turn = 360°\n"Gradian": 1 turn = 400 gon\n"Radian": 1 turn = 2π ≈ 6.28\n"Nautical rhumb": 1 turn = 32"
radar-artillery-angle-unit="NATO mil": 1 turn = 6400 mil\n"Warsaw Pact mil": 1 turn = 6000 mil
[string-mod-setting]
radar-angle-unit-degree=Degree
radar-angle-unit-gradian=Gradian
radar-angle-unit-radian=Radian
radar-angle-unit-rhumb=Nautical rhumb
radar-artillery-angle-unit-NONE=NONE
radar-artillery-angle-unit-nato-mil=NATO mil
radar-artillery-angle-unit-warsaw-pact-mil=Warsaw Pact mil
Schall Ore Conversion 0.18.1
[gui-window]
Schall-OC-frame-main=Преобразование руды
[gui-button]
Schall-OC-mod-button=Переключить интерфейс преобразования руды
Schall-OC-convert-to=Преобразовать в 1
Schall-OC-amount-double=Удвоить
Schall-OC-erase=Стереть
[gui-label]
Schall-OC-survey=Обзор
Schall-OC-size=Размер
Schall-OC-amount=Количество
Schall-OC-total=Итог
Schall-OC-radius=Радиус
Schall-OC-operation=Действие
Schall Remains & Pickup 0.18.1
[mod-setting-name]
remains-remain-probability=Вероятность остатков (100)
remains-remain-container-exclude=Исключить контейнер
[mod-setting-description]
remains-remain-probability=Вероятность предметов в инвентаре остаться вместо того, чтобы пропасть.\nВ процентах.
Schall Uncraft 0.18.2
[mod-setting-name]
uncraft-retreival-probability=Вероятность получения (100)
[mod-setting-description]
uncraft-retreival-probability=Вероятность получения ингридиентов вместо их пропажи.\nВ процентах.
Haven't found "NbE" style, but someone pointed that "NtE" is the same thing. Used table from here
Schall Radar Alignment 0.18.3
format-gons=__1__ град
format-radians=__1__
format-rhumbs=__1__"
format-nato-milliradians=__1__ мил
format-warsaw-pact-milliradians=__1__ мил
[description]
Schall-direction-0=С
Schall-direction-1=СтВ
Schall-direction-2=ССВ
Schall-direction-3=СВтС
Schall-direction-4=СВ
Schall-direction-5=СВтВ
Schall-direction-6=ВСВ
Schall-direction-7=ВтС
Schall-direction-8=В
Schall-direction-9=ВтЮ
Schall-direction-10=ВЮВ
Schall-direction-11=ЮВтВ
Schall-direction-12=ЮВ
Schall-direction-13=ЮВтЮ
Schall-direction-14=ЮЮВ
Schall-direction-15=ЮтВ
Schall-direction-16=Ю
Schall-direction-17=ЮтЗ
Schall-direction-18=ЮЮЗ
Schall-direction-19=ЮЗтЮ
Schall-direction-20=ЮЗ
Schall-direction-21=ЮЗтЗ
Schall-direction-22=ЗЮЗ
Schall-direction-23=ЗтЮ
Schall-direction-24=З
Schall-direction-25=ЗтС
Schall-direction-26=ЗСЗ
Schall-direction-27=СЗтЗ
Schall-direction-28=СЗ
Schall-direction-29=СЗтС
Schall-direction-30=ССЗ
Schall-direction-31=СтЗ
Schall-direction-full-0=Север
Schall-direction-full-1=Север-тень-Восток
Schall-direction-full-2=Северо-Северо-Восток
Schall-direction-full-3=Северо-Восток-тень-Север
Schall-direction-full-4=Северо-Восток
Schall-direction-full-5=Северо-Восток-тень-Восток
Schall-direction-full-6=Востоко-Северо-Восток
Schall-direction-full-7=Восток-тень-Север
Schall-direction-full-8=Восток
Schall-direction-full-9=Восток-тень-Юг
Schall-direction-full-10=Востоко-Юго-Восток
Schall-direction-full-11=Юго-Восток-тень-Восток
Schall-direction-full-12=Юго-Восток
Schall-direction-full-13=Юго-Восток-тень-Юг
Schall-direction-full-14=Юго-Юго-Восток
Schall-direction-full-15=Юг-тень-Восток
Schall-direction-full-16=Юг
Schall-direction-full-17=Юг-тень-Запад
Schall-direction-full-18=Юго-Юго-Запад
Schall-direction-full-19=Юго-Запад-тень-Юг
Schall-direction-full-20=Юго-Запад
Schall-direction-full-21=Юго-Запад-тень-Запад
Schall-direction-full-22=Западо-Юго-Запад
Schall-direction-full-23=Запад-тень-Юг
Schall-direction-full-24=Запад
Schall-direction-full-25=Запад-тень-Север
Schall-direction-full-26=Западо-Северо-Запад
Schall-direction-full-27=Северо-Запад-тень-Запад
Schall-direction-full-28=Северо-Запад
Schall-direction-full-29=Северо-Запад-тень-Север
Schall-direction-full-30=Северо-Северо-Запад
Schall-direction-full-31=Север-тень-Запад
[gui-window]
Schall-RA-frame-main=Радар
[gui-label]
position=Позиция
offset=Смещение
distance=Расстояние
azimuth=Азимут
compass=Компас
[mod-setting-name]
radar-compass-points=Точки компаса
radar-angle-unit=Единица угла
radar-artillery-angle-unit=Единица артиллерийского угла
radar-angle-decimal-places=Десятичные знаки в углах
[mod-setting-description]
radar-compass-points=4: Только основные направления (С, В, Ю, З), 4 точки всего.\n8: Также включать румбы (СВ, ЮВ, ЮЗ, СЗ), 8 точек всего.\n16: Включать вторичные румбы (ССВ, ВСВ, ВЮВ, ЮЮВ, ...), 16 точек всего.\n32: Включать третичные румбы (СтВ, СВтС, СИтВ, ВтС, ...), 32 точки всего.
radar-angle-unit="Градусы": 1 оборот = 360°\n"Грады": 1 оборот = 400 град\n"Радианы": 1 оборот = 2π ≈ 6.28\n"Морской румб": 1 оборот = 32"
radar-artillery-angle-unit="НАТО мил": 1 оборот = 6400 мил\n"ОВД мил": 1 оборот = 6000 мил
[string-mod-setting]
radar-angle-unit-degree=Градусы
radar-angle-unit-gradian=Грады
radar-angle-unit-radian=Радианы
radar-angle-unit-rhumb=Морской румб
radar-artillery-angle-unit-NONE=Н/Д
radar-artillery-angle-unit-nato-mil=НАТО мил
radar-artillery-angle-unit-warsaw-pact-mil=ОВД мил
Yes, thank you very much!
This mod update is rather technical. Must have taken you a lot of effort.
If there is any doubt, I will ask you later. I will make them into the mod later.
"NbE" is the abbreviation for one of the 32 compass points.
And yes, "СтВ" or "NtO" or "NtE" looks like the exact thing it corresponds to.
Checked all text and looking all fine to me. Thanks again.
A small question though, about the "offset" word between the one new string and the two old strings (in Schall Radar Alignment):
[gui-label]
offset=Смещение # Offset
[mod-setting-name]
radar-chunk-offset-x=Сдвиг центра чанка по координате x # Chunk origin offset in x coordinate
radar-chunk-offset-y=Сдвиг центра чанка по координате y # Chunk origin offset in y coordinate
I want to make sure the users know they are referring to each other. Any adjustments needed?
Yeah, I think that it needs a littel change:
[mod-setting-name]
radar-chunk-offset-x=Смещение центра чанка по координате x # Chunk origin offset in x coordinate
radar-chunk-offset-y=Смещение центра чанка по координате y # Chunk origin offset in y coordinate
Yeah, I think that it needs a little change:
[mod-setting-name]
radar-chunk-offset-x=Смещение центра чанка по координате x # Chunk origin offset in x coordinate
radar-chunk-offset-y=Смещение центра чанка по координате y # Chunk origin offset in y coordinate
Ouch, wanted to edit the message and accidentaly quoted it...
Great! The words are matching now.
Hello! This week we have the following for update. Please help:
Schall Tank Platoon 1.0.0
[description]
Schall-flying-text-place=[color=1, 0.75, 0.5]Place[/color]
[mod-setting-name]
tankplatoon-vehicle-clone-placement-built-enable=Vehicle clone placement on built
tankplatoon-vehicle-clone-placement-pasted-enable=Vehicle clone placement on pasted
[mod-setting-description]
tankplatoon-vehicle-clone-placement-built-enable=On entity built.\nOnly apply when the player is driving the exact same type of vehicle.\nInsert (will not replace) the same set of fuel, ammo and grid equipment, as the vehicle being driven by the player.\nItems taken from player inventory.
tankplatoon-vehicle-clone-placement-pasted-enable=On entity settings pasted (by hotkey).\nCan apply on different types of vehicles.\nInsert (will not replace) the same set of fuel, ammo and grid equipment, as the vehicle copied from.\nItems taken from player inventory.
[description]
Schall-flying-text-place=[color=1, 0.75, 0.5]Место[/color]
[mod-setting-name]
tankplatoon-vehicle-clone-placement-built-enable=Клонировать транспорт при постройке
tankplatoon-vehicle-clone-placement-pasted-enable=Клонировать транспорт при вставке
[mod-setting-description]
tankplatoon-vehicle-clone-placement-built-enable=При постройке.\nПриметяь только когда игрок едет на точно таком же типе транспорта.\nВставляет (не заменяет) то же кол-во топлива, боеприпасов и сеточного снаряжения, сколько и в текущем транспорте игрока.\nПредметы берутся из инвентаря игрока.
tankplatoon-vehicle-clone-placement-pasted-enable=При вставке (по нажатию клавиши).\nМожет быть применён на разные типы транспорта.\nВставляет (не заменяет) то же кол-во топлива, боеприпасов и сеточного снаряжения, сколько и в скопированном транспорте.\nПредметы берутся из инвентаря игрока.
You're welcome
Thanks!
A question though. The flying text "Place" is meant to a verb here (putting/inserting ammo/fuel/equipment into a vehicle), not a noun (position, post). It refers to the action a player is performing on a vehicle (similar to "Reload", "Unload", "Recharge" in my other mods).
Is "Место" an appropriate word in this context?
(Asking this, because dictionary only mentioned it as a noun. I could be wrong though.)
Oh, yeah, instead of "Место" it should be "Положить"
Thanks for clarifying.
Nice, thanks.
All these translations would be released together tomorrow.
Hi, please help with the update of the week:
Schall Tank Platoon 1.0.1
("50 kJ" and "200 kJ" strings are already done by you. Only the "800 kJ" part is new.)
[mod-setting-description]
tankplatoon-personal-laser-defense-equipment-energy-consumption="50 кДж": Базовая игра версии 0.17.\n"200 кДж": (По муолчанию) Базова игра версии 0.16.51.\n"800 kJ":__ENTITY__laser-turret__
setting.
I don't understand what "__ENTITY__laser-turret__
setting" means, can you please explain?
Oh, nevermind, I figured out the meaning.
[mod-setting-description]
tankplatoon-personal-laser-defense-equipment-energy-consumption="50 кДж": Базовая игра версии 0.17.\n"200 кДж": (По умолчанию) Базовая игра версии 0.16.51.\n"800 кДж": такое же, как и у лазерной турели.
It was quite hard to translate, but I think this is ok.
Also fixed a few typos in this string.
Oh, the vanilla Laser Turret is consuming 800 kJ per shot.
Here I mean it applies the exact energy per shot setting as the Laser Turret.
Thanks.
Below is the update of the week. Thanks in advance.
Schall Ore Conversion 1.0.0
[mod-setting-name]
oreconv-gui-frame-height-maximum=Ore Conversion GUI maximum height
Sorry for the wait. Had a lot of other stuff to do...
But here's the translation:
[mod-setting-name]
oreconv-gui-frame-height-maximum=Максимальная высота интерфейса преобразования руды
No need to sorry, you come just right in time. :-D
Hello! Below are updates of these two weeks. Please help translate when you have time.
PS: "Armoured draisines" is a key item in these updates. In case you have never heard of this term, my mod page has some introduction and links about it.
Schall Armoured Train 1.0.2
[entity-name]
Schall-armoured-draisine=Armoured draisine
[entity-description]
Schall-armoured-draisine=Originally a tank, but is fitted with train wheels to traverse on rails.
[technology-description]
Schall-armoured-draisine=Originally a tank, but is fitted with train wheels to traverse on rails.
Schall Tank Platoon 1.0.2
[mod-setting-name]
tankplatoon-bullet-projectile-enable=Enable bullet projectile
tankplatoon-bullet-force-condition=Force condition Bullets
[mod-setting-description]
tankplatoon-bullet-projectile-enable=Off: (Default) Vanilla setting, bullet instantly and always-hit its target.\nOn: Bullet has its projectile.
tankplatoon-bullet-force-condition=Only applies if option “Enable bullet projectile” is enabled.\n"All": Can hit everything including friendlies.\n"Not same": (Default) Can fire over own force.\n"Not friend": Can fire over friendlies.
Schall Remains & Pickup 1.0.0
[mod-setting-name]
remains-remain-grid-exclude=Exclude grid
Schall Alien Tech 1.0.2
[item-name]
Schall-turret-equipment-train-particle-beam=Train particle beam pod
Schall-turret-equipment-train-particle-cannon=Train particle cannon pod
[technology-description]
Schall-train-particle-beam-pod=Inserted into train grid to automatically fire at nearby enemies. Placeable only on grids of armoured trains.
Schall-train-particle-cannon-pod=Inserted into train grid to automatically fire at nearby enemies. Placeable only on grids of armoured draisines.
Schall Gun Pod 1.0.0
[controls]
event-gunpod-check=Check gun pods
[shortcut-name]
gunpod-check=Check gun pods
[technology-description]
train-cannon-pod=Active defense equipment using cannon shells as ammo. Placeable only on grids of armoured draisines.
Schall Armoured Train 1.0.2
[entity-name]
Schall-armoured-draisine=Бронедрезина
[entity-description]
Schall-armoured-draisine=Боевая бронированная железнодорожная мотодрезина.
[technology-description]
Schall-armoured-draisine=Боевая бронированная железнодорожная мотодрезина.
Schall Tank Platoon 1.0.2
[mod-setting-name]
tankplatoon-bullet-projectile-enable=Включить сущность пули
tankplatoon-bullet-force-condition=Форсировать условные пули
[mod-setting-description]
tankplatoon-bullet-projectile-enable=Off: (По умолчанию) Ванильная настройка, пуля мгновенно и всегда достигает цели.\nOn: Пуля является сущностью.
tankplatoon-bullet-force-condition=Применяется только если “Включить сущность пули” включено.\n"All": Наносит урон всему, в т.ч. собзникам.\n"Not same": (По умолчанию) Моджет стрелять сквозь свою фракцию.\n"Not friend": Может стрелять сквозь союзников.
Schall Remains & Pickup 1.0.0
[mod-setting-name]
remains-remain-grid-exclude=Исключить сетку
Schall Alien Tech 1.0.2
[item-name]
Schall-turret-equipment-train-particle-beam=Контейнер частичного луча для поезда
Schall-turret-equipment-train-particle-cannon=Контейнер частичной пушки для поезда
[technology-description]
Schall-train-particle-beam-pod=Вставляется в сетку поезда, чтобы автоматически стрелять в ближайших врагов. Можно установить только в бронепоезда.
Schall-train-particle-cannon-pod=Вставляется в сетку поезда, чтобы автоматически стрелять в ближайших врагов. Можно установить только в бронепоезда.
Schall Gun Pod 1.0.0
[controls]
event-gunpod-check=Проверить орудийные контейнеры
[shortcut-name]
gunpod-check=Проверить орудийные контейнеры
[technology-description]
train-cannon-pod=Активное защитное оборудование использующее крупнокалиберные снаряды. Можно установить только в бронепоезда.
It seems the "Force condition <ammo type>" lines have different word order. Please see if you want to unify their style or not.
tankplatoon-tank-cannon-force-condition=Условие стороны крупнокалиберных снарядов
tankplatoon-tank-autocannon-force-condition=Условие стороны автопушечных снарядов
tankplatoon-bullet-force-condition=Форсировать условные пули
Oh, completely forgot about this one.
tankplatoon-tank-cannon-force-condition=Условие стороны крупнокалиберных снарядов
tankplatoon-tank-autocannon-force-condition=Условие стороны автопушечных снарядов
tankplatoon-bullet-force-condition=Условие стороны пуль
Now this is correct.
Great, I will include them in the next version.
Base game 1.1.0 has changed some words (e.g., tanks, walls) into singular form in en locale text.
Please check if ru text need any such corresponding changes.
Here are the needed en text (note that some are currently used; some are new additions):
en Schall Tank Platoon 1.1
[technology-name]
Schall-tank=Tank
Schall-concrete-wall=Concrete wall
[mod-setting-name]
tankplatoon-concrete-walls-enable=Enable Concrete wall
tankplatoon-minimap-representation=Minimap representation
[mod-setting-description]
tankplatoon-minimap-representation="Unchanged": Vanilla and 1.1 setting. Same triangle as cars, no scaling.\n"Generic": Same triangle as vanilla, but scale with size.\n"Tank": Dedicated tank icon, and scale with size.
[string-mod-setting]
tankplatoon-minimap-representation-unchanged=Unchanged
tankplatoon-minimap-representation-generic=Generic
tankplatoon-minimap-representation-tank=Tank
en Schall Alien Tech 1.1
[technology-name]
Schall-uranium-wall=Uranium wall
[mod-setting-name]
alientech-uranium-walls-enable=Enable Uranium wall
[mod-setting-description]
alientech-uranium-walls-enable=Requires Concrete wall enabled in “Schall Tank Platoon”.
Here are your original ru text, for reference:
ru Schall Tank Platoon 1.0
[technology-name]
Schall-tanks=Танкостроение
Schall-concrete-walls=Бетонные стены
[mod-setting-name]
tankplatoon-concrete-walls-enable=Включить бетонные стены
ru Schall Alien Tech 1.0
[technology-name]
Schall-uranium-wall=Урановая стена
[mod-setting-name]
alientech-uranium-walls-enable=Включить урановые стены
[mod-setting-description]
alientech-uranium-walls-enable=Требуется, чтобы были включены бетонные стены в “Schall Tank Platoon”.
Here are the base game 1.1.6 ru text, for reference:
[technology-name]
tank=Танк
stone-wall=Каменная стена
Schall Tank Platoon
[technology-name]
Schall-tank=Танк
Schall-concrete-wall=Бетонная стена
[mod-setting-name]
tankplatoon-concrete-walls-enable=Включить бетонные стены
tankplatoon-minimap-representation=Отображение на миникарте
[mod-setting-description]
tankplatoon-minimap-representation="Не менять": Без изменений. Такие же треугольники, что и машины.\n"Обычный": Такой же, как и в обычной игре, но масштабируется с размером.\n"Танк": Отдельная иконка танка, также масштабирующаяся с размером.
[string-mod-setting]
tankplatoon-minimap-representation-unchanged=Не менять
tankplatoon-minimap-representation-generic=Обычный
tankplatoon-minimap-representation-tank=Танк
Schall Alien Tech
[technology-name]
Schall-uranium-wall=Урановая стена
[mod-setting-name]
alientech-uranium-walls-enable=Включить урановые стены
[mod-setting-description]
alientech-uranium-walls-enable=Требуется, чтобы была включена бетонная стена из “Schall Tank Platoon”.
Hello! It has been a long time that need some translations from you again.
Schall Remains & Pickup has now split the following option into two.
Your original ru text:
[mod-setting-name]
remains-remain-probability=Вероятность остатков (100)
[mod-setting-description]
remains-remain-probability=Вероятность предметов в инвентаре остаться вместо того, чтобы пропасть.\nВ процентах.
The new text:
[mod-setting-name]
remains-remain-probability-inventory-items=Remains probability: Inventory items (100)
remains-remain-probability-grid-equipment=Remains probability: Grid equipment (100)
[mod-setting-description]
remains-remain-probability-inventory-items=The chance of inventory items being remained, instead of being lost.\nIn percent.
remains-remain-probability-grid-equipment=The chance of grid equipment being remained, instead of being lost.\nIn percent.
Thanks in advance!
[mod-setting-name]
remains-remain-probability-inventory-items=Вероятность остатков: Предметы в инвентаре (100)
remains-remain-probability-grid-equipment=Вероятность остатков: Оборудование в сетке (100)
[mod-setting-description]
remains-remain-probability-inventory-items=Вероятность предметов в инвентаре остаться вместо того, чтобы пропасть.\nВ процентах.
remains-remain-probability-grid-equipment=Вероятность оборудования в сетке остаться вместо того, чтобы пропасть.\nВ процентах.
You're welcome
Hello, I've translated a few mods. Download links: Schall Arachnid Platoon, Schall Armoured Train Nostalgia, Schall Artillery and Schall Autolinked Chest
Really appreciate that! Thank you!
A technical question though. In Schall Autolinked Chest, you have provided:
[string-mod-setting]
Schall-AC-link-id-flying-text-hex=Шестнадцатеричный
Schall-AC-link-id-flying-text-hex-zero-padding=Шестнадцатеричный с префиксом "0x"
which may not sound accurate to what I have:
Schall-AC-link-id-flying-text-hex-zero-padding=Hexadecimal with zero padding
Zero padding means filling '0's up to full display width.
Prefix with "0x" is instead used to indicate it is a hex number.
For example, a decimal value of 100,000 would be displayed as:
Option | Display |
---|---|
Decimal | 100000 |
Hexadecimal | 186A0 |
Hexadecimal with zero padding | 000186A0 |
Literally, users may expect prefix with "0x" displaying 0x186A0
, so not the same thing as above.
Secondly, have you changed your name?
When I was adding credits line to mod page, changelog and various places, just realized I was using John_TheCF everywhere.
Ah, yes, you're right. I didn't understand what "zero padding" meant. It should be Шестнадцатеричный с незначащими нулями
.
And regarding my nickname: yes, I changed it. Now it is in full length instead of shortened/abbreviated one.
Nice, do not hesitate to to ask me next time.
My mods come into technical jargons more often than others. (Just like the compass directions and various units in Schall Radar Alignment last time.)
Alright, I will use your new nickname from now on.
I will also update the existing pages for that when I come across them.
Hello, Schall Autolinked Chest 1.1.1 will provide a new option. Please provide translations:
[mod-setting-name]
Schall-AC-autolinked-chest-1-default-inventory-limit=Default inventory limit__ENTITY__Schall-autolinked-chest-1__
(48)
[mod-setting-description]
Schall-AC-autolinked-chest-1-default-inventory-limit=Similar to how the user manually set the draggable red bar to limit storage size, however, this is now automatically applied on all inventories with new link ID (i.e., newly built chests).
Thanks in advance.
You're welcome
[mod-setting-name]
Schall-AC-autolinked-chest-1-default-inventory-limit=Лимит инвентаря __ENTITY__Schall-autolinked-chest-1__ по умолчанию (48)
[mod-setting-description]
Schall-AC-autolinked-chest-1-default-inventory-limit=Схоже с тем, как пользователь вручную выставляет лимит инвентаря в сундуке, но этот лимит автоматически применяется ко всем инвентарям с новым ID (т.е. новым построенным сундукам).
There are three new options in the upcoming update this week. Please provide translations:
Schall Radar Alignment 0.17.11 / 0.18.6 / 1.0.2 / 1.1.2
[gui-button]
Schall-RA-calibrate=Calibration\nSet current location as central chunk.
[mod-setting-name]
Schall-RA-chunk-coordinates-type=Chunk coordinates
Schall-RA-chunk-highlight-tint=Chunk highlight tint
Schall-RA-chunk-highlight-opacity=Chunk highlight opacity
[mod-setting-description]
Schall-RA-chunk-coordinates-type="Absolute": Vanilla internal coordinates, using hard-coded spawn ↘ chunk as center.\n"Relative": Calibrated coordinates, using custom chunk as center.
Schall-RA-chunk-highlight-tint=Highlights the chunk of the nearest radar site on selected grid.
Schall-RA-chunk-highlight-opacity=Highlights the chunk of the nearest radar site on selected grid.
[string-mod-setting]
Schall-RA-chunk-coordinates-type-absolute=Absolute
Schall-RA-chunk-coordinates-type-relative=Relative
Schall-RA-chunk-highlight-tint-white=White
Schall-RA-chunk-highlight-tint-red=Red
Schall-RA-chunk-highlight-tint-yellow=Yellow
Schall-RA-chunk-highlight-tint-green=Green
Schall-RA-chunk-highlight-tint-cyan=Cyan
Schall-RA-chunk-highlight-tint-blue=Blue
Schall-RA-chunk-highlight-tint-magenta=Magenta
Schall-RA-chunk-highlight-tint-NONE=NONE
The "chunk highlight" is kind of rendering somewhere like the beacon/turret radius visualization. Except mine is the size of a chunk (32×32 tiles), where user can select the tint and opacity through these options.
[gui-button]
Schall-RA-calibrate=Калибровка\nЗадать текущее местоположение в качестве центрального чанка.
[mod-setting-name]
Schall-RA-chunk-coordinates-type=Координаты чанка
Schall-RA-chunk-highlight-tint=Оттенок подсветки чанка
Schall-RA-chunk-highlight-opacity=непрозрачность подсветки чанка
[mod-setting-description]
Schall-RA-chunk-coordinates-type="Абсолютные": Ванильные внутренние координаты, использующие жёстко запрограммированный юго-восточный чанк в качестве центра.\n"Относительные": Отколиброванные координаты, Использующие заданный чанк в качестве центра.
Schall-RA-chunk-highlight-tint=Подсвечивает чанк ближайшего радара выбранной сети.
Schall-RA-chunk-highlight-opacity=Подсвечивает чанк ближайшего радара выбранной сети.
[string-mod-setting]
Schall-RA-chunk-coordinates-type-absolute=Абсолютные
Schall-RA-chunk-coordinates-type-relative=Относительные
Schall-RA-chunk-highlight-tint-white=Белый
Schall-RA-chunk-highlight-tint-red=Красный
Schall-RA-chunk-highlight-tint-yellow=Жёлтый
Schall-RA-chunk-highlight-tint-green=Зелёный
Schall-RA-chunk-highlight-tint-cyan=Голубой
Schall-RA-chunk-highlight-tint-blue=Синий
Schall-RA-chunk-highlight-tint-magenta=Пурпурный
Schall-RA-chunk-highlight-tint-NONE=Никакой
Thank you. You are really quick!