godot: Failed loading localization resource
Bugsquad edit: As of 3.2-stable, the issue is mostly a usability problem as described in https://github.com/godotengine/godot/issues/10677#issuecomment-466353021
Test project available in https://github.com/godotengine/godot/issues/10677#issuecomment-333881583
a6e37ae commit from master, Linux Mint XFCE 18.2.
- I make simple CSV file:
- Set test language to
ru
(which contains in CSV file too) and fallback lang toen
in project settings. - Import CSV in Localization tab.
- Make a node with label with text
LANGUAGE_NAME
. - Run this scene:
- ???
- Localization just not loaded:
About this issue
- Original URL
- State: closed
- Created 7 years ago
- Comments: 33 (19 by maintainers)
No… must use , instead of ; Check the demo in the demos zip
On Aug 26, 2017 10:16 PM, “Maxim Lebedev” notifications@github.com wrote:
_
in locale names, not-
.no
is not a valid locale. usenn
ornn_NO
*.translation
files, use them in Project Settings > Translation, not*.csv
. (The editor should be fixed so it does this automatically IMO.)@reduz,
I would propose two modifications.
First:
Not every import file has a path attribute, and when it does not i think it means that it is not a loadable resource. So we could make this distinction adding a error saying that the file is not loadable if the path is empty.But It could be a problem for other files. Another possibility is add a new attribute saying if the file should be loaded or not.
Second:
In the “Project Settings > Localization > Translations” menu when some one add a csv file, it can try to read the csv.import file and grab the references to the translation files from there.
If you agree I can submit a PR with this modifications.
Here is a minimal example for testing in Godot 3: test-translation.zip (Still not working for me: Linux 64bits, Antergos distrib - Arch based, same build).
Thanks for your work!