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1. open program then click file on 1st bar > load file > select "system" file it in ...\SteamGame\steamapps\common\Surviving the Aftermath\Aftermath64_Data\StreamingAssets\AssetBundles
2. click "asset list" on 2nd bar then click "filter type" on 1st bar select "text asset"
3. select file and click export on 1st bar, you will get .csv in TextAsset folder
(But I don't know how to add translate file to game)
GRAZIE
I'm not sure that we can input new language keys (see image link), as the game store page and the modtool is programmed to list these language IDENTIFIERS "English, French, German, Spanish, Portuguese, Russian, Polish, Chinese"
Before you go through all that trouble, we could instead experiment with a small Proof Of Concept with my Resource Factory mod.
If the Bing Chat results show (in the image) the translations are incorrect, my big ask is for the translation to be imputed in this shared g-doc: https://docs.google.com/document/d/13oI05T3b01-llzPMcX0iRYysMztDXpKnYil06yUdhyo/edit?usp=sharing
If concensus is we can rely on Bing Chat, I'll work on it sometime this week and test.
If concensus is Bing Chat is terrible at nuances, I'll rely on our StA Community members for the correct translations.
So what I propose is : I'd update my mod and then see if the Italian (and other languages) show up correctly. The last time I tried when someone contributed the Russian translations, the modtool and the game did not pick up the localisation correctly.
First of all, thank you. I think it's best to do as you say. I'll wait to hear from you then. Thanks again
That goes for all the other languages, too, guys.
If someone could help with each of the languages, that'd be a tremendous help. If I can copy+ paste a done document into the modtool, and then test, is gonna be faster than me finding pockets of time to do the translations first.
My findings:
1. Italian language key not picked up, is expected outcome
2. Mod's Name and Description not in loc file to be translated, so 2nd screen not having translations is expected outcome
3. Translations not picked up, NOT expected outcome
As a mod, translations don't work.
So, from above findings, I'm not even sure if you managed to "inject" the language key to be recognized by the game, that the game would accept new languages not listed in the Store page. Or, that the translations would show up if it is seen as NOT a mod but a GAME file. Though I'm not sure how one would go about this. After successfully extracting the .loc file for the whole game, you'd still need to figure out a way to re-insert it into game files and repackage it back to be seen as "game files" and not modded files.
It is entirely possible that I screwed up and made a mistake in whichever steps allow for translations. So if someone else want to create their own mods, and test into different languages, in order to validate or debunk my findings; that is most welcome.
I'm not sure Paradox and Iceflake is still developing this game, so even if we push, I'm not sure if we'd get any answers...no devs have been engaged with the Community in so long.
And based on the interests and engagement from this community (at this time), I'm not even sure I'll be able to sustainably and reliably keep my mods updated in the future.