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Posted

I've just found an issue with Forge localization that I'm not sure is intentional or not. Basically, I have mod that is only required on the server-side, but has some commands and messages that are sent to players. Using TranslationTextComponents, the messages are translated to the appropriate locale if the client has the mod installed. However, if the client does not have the mod, the messages are untranslated and just the translation key is sent. For example, "commands.ahe.explosions.stopped" is sent instead of "Explosions stopped." This issue is also present in the server console, but I figured that's fine if the client translates it properly.

 

Am I missing something or is there just no proper way to use localization to clients that don't have the proper mods?

Posted (edited)
8 hours ago, diesieben07 said:

Correct. The server only knows English, hence the translation key is sent if you use TranslationTextComponent.

Alright. Is there a method to check if clients have the localization and send just a StringTextComponent instead?

 

Never mind, the documentation describes this pretty well. Thank you for the help.

Edited by Caffeinated Pinkie
Posted
10 hours ago, diesieben07 said:

Correct. The server only knows English, hence the translation key is sent if you use TranslationTextComponent.

Alright, is there a way to check whether the client has a particular mod? TextComponentHelper works if the client is vanilla, but not if the client is modded and does not have the mod.

Posted
On 6/16/2020 at 4:20 PM, diesieben07 said:

ChannelRegistrationChangeEvent will fire on your NetworkChannel to inform you when a client registers / unregisters (doesn't happen for forge channels) your channel. This allows you to detect if a player has registered your channel (your mod is present on the client) or not (your mod is not present).

I'm sorry if this is already answered somewhere, but the wall I've hit at this point is that the dedicated server does not seem to be able to translate the keys. When I send a TranslationTextComponent to the MinecraftServer with the translation key or directly translate it in place using LanguageMap and then send it in a StringTextComponent to the MinecraftServer or players, it still just displays the translation key. The dedicated client is able to translate the key, however, if sent a TranslationTextComponent.

Also, for the ChannelRegistrationChangeEvent, what is the proper way to register my mod so that it actually fires. Do I only have to register it on the client or the server too? I can't seem to find any documentation or guides on this topic.

 

As a rule of thumb, should modders generally try to translate for modded clients without their particular mod? Or is it common practice to just use TextComponentHelper and leave it at that?

Posted
13 minutes ago, Caffeinated Pinkie said:

send a TranslationTextComponent to the MinecraftServer

What.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted
1 minute ago, Draco18s said:

What.

For example, PlayerList#sendMessage(ITextComponent). If you use a TranslationTextComponent, so that the message is lazily translated by clients, the message is also sent back to the server with this line:

this.server.sendMessage(component);

The server doesn't translate the message before displaying it in the server console in a dedicated server. In general, the dedicated server doesn't seem to be able to eagerly translate mod language keys even in English.

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