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Games/ETS2/Modding guides/1.33

183 bytes added, 23:04, 16 December 2018
Mods localization support
From 1.33 mods can add new localization strings. To do this inside directory '''/locale/$language$/''' you have to create localization module. The module file name should be called that way: '''local_module.$mod_name$.sii''' for example '''local_module.mod_awesome_jobs.sii'''. The file must define single unit of class '''localization_db'''.
{{Note|$language$ should be name tag of the language the localization is for, for example: british english is '''en_gb''', american english is '''en_us''', polish is '''pl_pl''', czech is '''cs_cz''' etc.}}
Example:
localization_db : .localization
{
key[]: "chassis" # This is localization token, you can use it by typing @@chassis@@. It is named key for compatibility reasonsWe recommend to keep them written using lower-case alpha-numeric ASCII characters.
val[]: "Chassis" # This is its value in the language. For every language this value can be different.
If you do so your mod should be properly localized now.
{{Note|Mods localization cannot override strings that are already addeddefined. That means localization for example of key 'chassis' defined in game main localization will be used first, and if not defined by mod with highest priority will be used.}}
{{Tip|Our system does not fallback untranslated tokens to english so you have to define localization for all languages supported by the game. Currently game supports following list of the languages.
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