Is there a way to download the translations and inject them into the game to save the waiting for the next release and also allow for a more interactive workflow?
Crowdin allows download but it gives a zip containing .ini files, and there are no .ini files in the Factorio directory inside Steam.
testing translations locally
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Re: testing translations locally
None that I know of but I'd love the opportunity, especially since the slow-down post release. I'm still fine tuning the translations and seeing it in-game helps a lot for context.
Currently primary Danish translator of Factorio. Feel free to contact me in regards to the translations.
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Re: testing translations locally
Not sure how the crowdin files look inside, but factorio locale.cfg files *are* ini files, they just have a different file extension. So if you're lucky it might be enough to rename them.gyorokpeter wrote: ↑Sun Aug 23, 2020 3:49 pmCrowdin allows download but it gives a zip containing .ini files, and there are no .ini files in the Factorio directory inside Steam.
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Mod support languages: 日本語, Deutsch, English
My code in the post above is dedicated to the public domain under CC0.
Mod support languages: 日本語, Deutsch, English
My code in the post above is dedicated to the public domain under CC0.
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Re: testing translations locally
Turns out it's not a simple rename and overwrite. There are minor syntax differences in the files downloaded from Crowdin that Factorio chokes on:
unconfirmed-mod-changes="__1__ __plural_for_parameter_1_ {1 = mod | rest = mods} __ megváltozott.
CONTEXTREQUEST"
This two-line string is represented as a single string with an embedded \n in the equivalent .cfg file. (Ironically the translation itself is garbage and needs to be replaced.)
So I came up with the following conversion code:
unconfirmed-mod-changes="__1__ __plural_for_parameter_1_ {1 = mod | rest = mods} __ megváltozott.
CONTEXTREQUEST"
This two-line string is represented as a single string with an embedded \n in the equivalent .cfg file. (Ironically the translation itself is garbage and needs to be replaced.)
So I came up with the following conversion code:
Code: Select all
import subprocess
import os
import re
temp = "D:/Temp/FactorioTranslations"
subprocess.run(["D:/Program Files/7-Zip/7z", "e", "D:/Temp/Factorio (hu).zip", "-y", "-o"+temp])
files = os.listdir(temp)
def rpl1(src,dst):
lines=[]
for line in open(src, encoding='utf8'):
if line[-1:] == "\n":
line = line[:-1]
if len(line) == 0:
pass
elif re.match("^\[.*\]$", line):
lines.append(line)
elif re.match("^[^=]*=", line):
lines.append(line)
else:
lines[len(lines)-1] = lines[len(lines)-1]+"\\n"+line
open(dst, encoding='utf8', mode='w').write("\n".join(lines))
def rpl(curr):
currf = os.listdir(curr)
if not "hu" in currf:
print("no \"hu\" in {}".format(curr))
return
nxt = os.path.join(curr,"hu")
nxtf = os.listdir(nxt)
for f in nxtf:
if ".cfg" in f:
nxtf2 = os.path.join(nxt, f)
srcf = os.path.join(temp, f.replace(".cfg", ".ini"))
if not os.path.isfile(srcf):
print("no localized file for: {}".format(srcf))
else:
print("replacing {} with {}".format(nxtf2, srcf))
rpl1(srcf, nxtf2)
def rp(curr):
currf = os.listdir(curr)
for f in currf:
nxt = os.path.join(curr, f)
if f == "locale":
rpl(nxt)
elif os.path.isdir(nxt):
rp(nxt)
rp("D:/Program Files/Steam/steamapps/common/Factorio")
Re: testing translations locally
Well … if the translation itself does not contain newline characters, but \n instead, it's already half way there …
Re: testing translations locally
Whenever I wanted to test translations in the past, I would simply modify the .cfg files directly (and reload the game). Of course this is not very useful when you want to modify a large number of strings, but very convenient otherwise. Another alternative, for those who don't want to edit the original files, is to copy the relevant cfg files into a new folder with the same directory structure as the Factorio root, and turn it into a mod you can then turn on\off in-game (I'm not sure about specifics because I haven't done this in years, but that's the general idea).
Leading Hebrew translator of Factorio.
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Re: testing translations locally
I have come up with a script that downloads all the strings from Crowdin using the Crowdin API. It works well and doesn't actually need the text conversion, although it does need to sort the strings into files and then match the file names and locations with those in the game directory.
https://github.com/gyorokpeter/factorio ... ownload.py
https://github.com/gyorokpeter/factorio ... ownload.py