The plugin is multilingual at this point, even when it was only in french it still worked on the English client. The lines you mentioned are to do with the list of chat channels the plugin uses, line 22 references a previously loaded script(Language.lua) and that's where the translations are.
If it's saying 'tradcanal' is a nil value(trad being french shorthand for translation, canal being channel) that makes me think you aren't actually running the English locale, or the French or German ones for that matter, and indeed I was able to reproduce the error by manually setting the locale to something other than "en" "fr" or "de". You can check and change which locale you are using near the top right of the launcher, but as far as I know the client only supports the same languages as the plugin. *shrugs* Potential Solution(s) *It would be best to make the changes while the game is closed though not necessary. You can unload your plugins, make the change, refresh plugins, and then load them again.*open up the Language.lua file the first line should be: Code:
L=Turbine.Engine:GetLocale(); If the line does match however a not-so-elegant solution should be to change it to this: Code:
L="en"; |
Thanks for help!
My language.lua 1st line was indeed like you posted. I changed it to "en"; and it worked! GetLocale() returns my OS language isn't it? It's other than en, de or fr just like for many other players. I checked my other plugins and they don't use language.lua or at least not that function. That makes me think this plugin may not load in such cases, but it's hard to believe no one with with other than en/de/fr OS tried this plugin so far... Or maybe I misunderstood something, English is not my native either and in French I know only je taime :cool: |
You're actually right, it returns the OS locale. I'm not a plugin author just good at figuring stuff out. I'm pretty sure I know a more proper fix for this and I'll pass it along to the author.
many plugins have localization, but all the .lua files are made by the authors, It's up to them how they organize and implement such things. |
I think the error occours of a little mistake
this should work Code:
L=Turbine.Engine.GetLocale(); At line 1 in the language.lua is used an : before GetLocale |
any reference to Turbine.Engine.GetLocale() I've found says it returns the OS locale, admittedly most posts are pretty old so maybe it changed idk.
http://www.lotrointerface.com/downlo...=oldest&page=7 https://www.lotro.com/en/forums/show...ine.GetLocale() http://www.lotrointerface.com/wiki/GetLocale the first link indicates Turbine.Engine.GetLanguage() should be used, and ya, the colon seems like a typo, again i'm not uh fluent in lua, but it did seem to still work. |
In the language.lua you found this
Code:
Code:
|
Quote:
I used Locale Emulator to run lotro with Japanese locale and received the same error with both forms. replacing that line with the following is how it should be, I've tested it with Japanese locale, still downloading French and German languages to test those: Code:
L = Turbine.Engine:GetLanguage(); |
Code:
Turbine.Engine.GetLocale(); Code:
Turbine.Engine:GetLocale(); Quote:
|
1.3.0
Hello!
Whaou! I like this! I don't think so much hype for my plugin Relaxe! The 1.3.0 Version be there soon. Whith Galphoglas folder and patch for get local ^^ Ho! and I added an import/export function Sorry for my english! |
Thank you.
And thank for explaning thurallor. |
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