Add OWML mod skeleton and import English translation template
Phase 2 (mod skeleton) + Phase 3 (import English source): - manifest.json / SlovakTranslation.cs / ILocalizationAPI.cs registering "Slovenčina" via xen.LocalizationUtility (Interplanetary Polyglot). - SlovakTranslation.csproj / .sln building net48 against the OWML and OuterWildsGameLibs NuGet packages — no game install needed to compile. - assets/Translation.xml: English source template (896 KB, 2424 entries, keys == values) to be translated into Slovak. - Project docs (README/PLAN/CLAUDE) and .gitignore. Build verified: dotnet build -c Release stages a loadable mod folder. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
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# Build output
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bin/
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obj/
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# User-specific project files
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*.user
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# IDE
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.vs/
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.vscode/
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.idea/
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# CLAUDE.md — Outer Wilds SK Translation Mod
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Working context for Claude Code (and human contributors) in this repository.
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## What this repo is
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An **unofficial Slovak (slovenčina) translation mod for *Outer Wilds*** — base
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game **and** the *Echoes of the Eye* DLC. It is primarily a **data/translation
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project**, not a conventional codebase: the bulk of the work is one large XML file
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of translated strings, wrapped in a thin C# mod shell.
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- **Not affiliated with Mobius Digital / Annapurna.** Game text is © Mobius
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Digital, used under their Fan Content Policy. This project's own code and
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translation are MIT (see [`LICENSE`](LICENSE) and [`README.md`](README.md)).
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- Roadmap and phase status live in [`PLAN.md`](PLAN.md). Update it as phases land.
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## How the mod works
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It is an [OWML](https://github.com/ow-mods/owml) mod that depends on **xen-42's
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Localization Utility / Interplanetary Polyglot** (`xen.LocalizationUtility`, MIT).
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The utility does all the heavy lifting; this mod just:
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1. Declares the dependency in `manifest.json`:
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`"dependencies": ["xen.LocalizationUtility"]`.
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2. In its `ModBehaviour.Start()`, grabs the API and registers a new language:
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```csharp
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var api = ModHelper.Interaction.TryGetModApi<ILocalizationAPI>("xen.LocalizationUtility");
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api.RegisterLanguage(this, "Slovenčina", "assets/Translation.xml");
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```
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3. Ships the translated strings in `assets/Translation.xml`.
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**No game files are needed to build the mod.** The English source
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`Translation.xml` is published by the utility repo and used as the template.
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Slovak is a Latin-script language, so **no `AddLanguageFixer`** (that's for RTL
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scripts) is needed. A custom font via `AddLanguageFont` (Unity **2019.4.27f1**
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asset bundle) is only required if the stock game font is missing Slovak glyphs —
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to be verified during in-game testing (Phase 6/7).
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## Planned repo layout
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```
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Outer-Wilds-SK-Translation-Mod/
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├── manifest.json # OWML manifest (uniqueName, deps, entry DLL)
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├── SlovakTranslation.cs # ModBehaviour: registers the language
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├── ILocalizationAPI.cs # interface copied from the utility
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├── SlovakTranslation.csproj # build against OWML/game refs
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├── SlovakTranslation.sln
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├── assets/
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│ └── Translation.xml # THE translation (English keys, Slovak values)
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├── docs/
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│ └── glossary.md # fixed SK terms for proper nouns
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├── README.md · CLAUDE.md · PLAN.md · LICENSE
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```
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Model the C#/manifest scaffold on the community Czech mod
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([`shippy/outer-wilds-czech`](https://github.com/shippy/outer-wilds-czech)).
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## Translation conventions (important)
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`Translation.xml` is a **flat** `<TranslationTable_XML>` of repeated `<entry>`
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blocks, each with a `<key>` and a `<value>`. Rules:
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- **Never edit `<key>`.** It is the exact English source string the game matches
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on — changing it silently breaks that string's translation.
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- **Translate only `<value>`.** Start from a copy of the English file (key == value)
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and replace each value with Slovak.
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- **Preserve inline markup verbatim**, including XML-escaped tags:
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`<color=orange>…</color>`, `<i>…</i>`, `</color>`,
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and raw entities `< > &`. Translate the words, keep the tags.
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- **Keep speaker prefixes** (e.g. `POKE:`, `CLARY:`) and any leading labels.
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- **Use the glossary** (`docs/glossary.md`) for proper nouns and recurring terms so
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Nomai / the Eye / Ash Twin Project / etc. render identically everywhere.
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- Watch text length: Nomai text walls and UI have limited space — prefer concise
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phrasings where the English is terse.
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**Translation production:** machine-assisted first pass (clean-room, no third-party
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text) followed by a Slovak-speaking review pass. Phase by category for shippable
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increments: **UI/menus → dialogue/text walls → ship log**.
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## Build & test
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- Toolchain present locally: `dotnet 6.0.400`, `git`. **The game and the Outer
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Wilds Mod Manager are NOT installed on this machine** — in-game testing (Phase 7)
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requires installing *Outer Wilds* + Mod Manager + OWML first.
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- Build: `dotnet build` (the `.csproj` references OWML/game DLLs — see the Czech
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mod for the exact reference setup).
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- Test: load via the Mod Manager, select **Slovenčina**, and verify menus,
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dialogue, and the ship log render correctly (including diacritics
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á ä č ď é í ĺ ľ ň ó ô ŕ š ť ú ý ž).
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## Repo / process notes
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- This is a **standalone project repo** (Gitea `Homer/Outer-Wilds-SK-Translation-Mod`),
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independent of `~/Agent/Systems`. Changes here do **not** require a system
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changelog entry — unless we install system tooling (game, Mod Manager, a Unity
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version) to support it, in which case record that in `~/Agent` docs as usual.
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- Commit as the Gitea identity (Homer <admin@ecoposta.sk>). Don't commit/push
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unless asked.
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@@ -0,0 +1,42 @@
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using OWML.ModHelper;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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// Interface copied from xen-42's Localization Utility (MIT), so this mod can
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// resolve the utility's API through OWML's TryGetModApi<T>. Keep in sync with
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// https://github.com/xen-42/outer-wilds-localization-utility.
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namespace SlovakTranslation
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{
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public interface ILocalizationAPI
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{
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#region Add new language
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void RegisterLanguage(ModBehaviour mod, string languageName, string translationPath);
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void RegisterLanguage(ModBehaviour mod, string languageName, string translationPath, string languageToReplace);
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void AddLanguageFont(ModBehaviour mod, string languageName, string assetBundlePath, string fontPath, out Font font);
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void AddLanguageFixer(string languageName, Func<string, string> fixer);
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void SetLanguageDefaultFontSpacing(string languageName, float defaultFontSpacing);
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void SetLanguageFontSizeModifier(string languageName, float fontSizeModifier);
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#endregion
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#region Add translations to new/existing languages
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void AddTranslation(ModBehaviour mod, string languageName, string translationPath);
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void AddTranslation(string languageName, KeyValuePair<string, string>[] regularEntries, KeyValuePair<string, string>[] shipLogEntries, KeyValuePair<int, string>[] uiEntries);
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void AddRegularTranslation(string languageName, string key, string value);
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void AddRegularTranslation(string languageName, string commonKeyPrefix, params string[] entries);
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void AddRegularTranslation(string languageName, params KeyValuePair<string, string>[] entries);
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void AddShiplogTranslation(string languageName, string key, string value);
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void AddShiplogTranslation(string languageName, string commonKeyPrefix, params string[] entries);
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void AddShiplogTranslation(string languageName, params KeyValuePair<string, string>[] entries);
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void AddUITranslation(string languageName, int key, string value);
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void AddUITranslation(string languageName, params KeyValuePair<int, string>[] entries);
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#endregion
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#region obsolete
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[Obsolete] void AddLanguageFont(ModBehaviour mod, string languageName, string assetBundlePath, string fontPath);
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#endregion
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}
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}
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@@ -0,0 +1,93 @@
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# PLAN.md — Slovak translation of Outer Wilds
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Roadmap for building the mod. Status markers: ✅ done · 🚧 in progress · ⬜ todo.
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## Goal
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Add **Slovenčina** as a fully selectable language to *Outer Wilds*, covering the
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**base game and the *Echoes of the Eye* DLC**, distributed as an Outer Wilds Mod
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Manager mod. Quality target: natural, consistent Slovak — not literal machine
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output.
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## Approach
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- Built on **xen-42's Localization Utility / Interplanetary Polyglot**
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(`xen.LocalizationUtility`) — register a new language from one `Translation.xml`.
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No game files needed to build.
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- **Translation:** machine-assisted first pass (clean-room, no third-party
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translation text reused), then a **Slovak-speaking human review pass**. Phased by
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category so partial releases are usable: **UI/menus → dialogue/text walls →
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ship log**.
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- **Scope:** the single ~896 KB `Translation.xml` already contains base game + DLC
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strings together, so scope is "everything," sequenced internally by category.
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## Phases
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### Phase 1 — Repo scaffold & docs ✅
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`README.md`, `CLAUDE.md`, `PLAN.md`, and MIT `LICENSE` in place.
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### Phase 2 — Mod skeleton ✅
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Created the OWML mod shell, modelled on
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[`shippy/outer-wilds-czech`](https://github.com/shippy/outer-wilds-czech):
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- `manifest.json` — `author: Homer`, `uniqueName: Homer.SlovakTranslation`,
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`name`, `version`, `owmlVersion`, `dependencies: ["xen.LocalizationUtility"]`.
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- `ILocalizationAPI.cs` — interface copied from the utility.
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- `SlovakTranslation.cs` — `ModBehaviour` calling
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`api.RegisterLanguage(this, "Slovenčina", "assets/Translation.xml")`.
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- `SlovakTranslation.csproj` / `.sln`, `.gitignore`, empty `assets/`.
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- Optional: GitHub/Gitea release workflow.
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### Phase 3 — Import English source ✅
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Imported the base English `Translation.xml` (896 KB, 2424 entries, keys == values)
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from the utility repo into `assets/`. This is the file to translate.
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> Build verified: `dotnet build -c Release` compiles against the `OWML` /
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> `OuterWildsGameLibs` NuGet packages (no game install needed) and stages a
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> loadable mod folder (`SlovakTranslation.dll` + `manifest.json` +
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> `default-config.json` + `assets/Translation.xml`) in `bin/`.
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### Phase 4 — Glossary ⬜
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Write `docs/glossary.md` fixing SK renderings (or keep-in-English decisions) for
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proper nouns and recurring terms, e.g.: Nomai, Hearthian, the Eye / Eye of the
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Universe, Ash Twin Project, Vessel, Black Hole Forge, Quantum Moon, Sun Station,
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ship log, Nomai statue, Ember Twin, Ash Twin, Timber Hearth, Brittle Hollow,
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Giant's Deep, Dark Bramble, Interloper, Stranger (DLC), Owlk/"Owlks" (DLC).
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Decide tone/register (informal *ty* vs. formal) and lock it here.
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### Phase 5 — Translate `<value>` entries 🚧/⬜
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Machine-assisted pass → human review, by category (UI/menus → dialogue → ship log),
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base + DLC. Preserve all `<color=…>`/`<i>` markup, entities, and speaker
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prefixes. Track progress and any hard-to-translate lines here or in issues.
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### Phase 6 — Diacritic / font check ⬜
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Verify the stock game font renders all Slovak glyphs
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(á ä č ď é í ĺ ľ ň ó ô ŕ š ť ú ý ž). Only if any are missing: build a font asset
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bundle in **Unity 2019.4.27f1** and wire `api.AddLanguageFont(...)`.
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### Phase 7 — Build & in-game test ⬜
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**Prerequisite:** install *Outer Wilds* + Outer Wilds Mod Manager + OWML (none are
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on this machine yet). Then `dotnet build`, load via the Mod Manager, select
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Slovenčina, and verify menus, dialogue, and ship log render correctly.
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### Phase 8 — Release ⬜
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Tag a Gitea release; optionally submit to the Outer Wilds mod database so the mod
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appears in the Mod Manager for everyone.
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## Open items / risks
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- **Font coverage** for Slovak-specific glyphs (ľ ĺ ŕ ô ä) is unverified until
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in-game testing (Phase 6/7).
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- **Translation volume is the real cost** — ~896 KB of source text. A
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Slovak-speaking review pass is essential, especially for DLC/dialogue nuance,
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puns, and Nomai text-wall length constraints.
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- **In-game testing is blocked** until the game + Mod Manager are installed locally.
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- Confirm the tone/register decision (Phase 4) early — reworking it later is costly.
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## References
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- Localization Utility / Interplanetary Polyglot (framework, MIT, source template):
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https://github.com/xen-42/outer-wilds-localization-utility
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- Czech mod (structure reference): https://github.com/shippy/outer-wilds-czech
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- OWML: https://github.com/ow-mods/owml
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- Mod Manager: https://outerwildsmods.com/mod-manager/
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@@ -1,2 +1,70 @@
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# Outer-Wilds-SK-Translation-Mod
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# Outer Wilds — Slovenský preklad / Slovak Translation Mod
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> **Neoficiálny slovenský preklad hry Outer Wilds** (základná hra + rozšírenie
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> *Echoes of the Eye*). Pridáva do hry jazyk **Slovenčina**.
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>
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> *An unofficial Slovak (slovenčina) translation mod for Outer Wilds, covering
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> the base game and the Echoes of the Eye DLC.*
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**Stav / Status:** 🚧 **Work in progress** — the mod scaffold and translation are
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being built. See [`PLAN.md`](PLAN.md) for the roadmap.
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Outer Wilds officially ships in 12 languages; Slovak is not one of them. This mod
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adds it as a new selectable language using the community localization framework —
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no changes to the game's own files are required.
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---
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## How it works
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The mod is a small [OWML](https://github.com/ow-mods/owml) mod that registers a
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new language through **[Interplanetary Polyglot / Localization Utility](https://outerwildsmods.com/mods/interplanetarypolyglot/)**
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(`xen.LocalizationUtility`). All translated text lives in a single
|
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`assets/Translation.xml`; the utility swaps the game's strings for the Slovak ones
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at runtime.
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## Installation
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||||
|
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1. Install the **[Outer Wilds Mod Manager](https://outerwildsmods.com/mod-manager/)**.
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2. Install this mod through the Mod Manager. Its dependency **Interplanetary
|
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Polyglot** (`xen.LocalizationUtility`) will be pulled in automatically.
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3. Launch the game via the Mod Manager.
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4. In **Settings → Language**, choose **Slovenčina**.
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- Tip: the optional [Language Swap](https://outerwildsmods.com/mods/languageswap/)
|
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mod lets you switch language in-game with `Ctrl+L`.
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> Until the first release is published, the mod is not yet in the Mod Manager
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> database — see [`PLAN.md`](PLAN.md) for how to build it from source.
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## Contributing / Prispievanie
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Translation fixes are very welcome — the goal is natural, consistent Slovak.
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|
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- **Report** mistranslations or awkward phrasing as an issue.
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- **Edit** only the `<value>` of each entry in `assets/Translation.xml`.
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**Never change the `<key>`** — it is the English identifier the game matches on.
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- Preserve all inline formatting exactly, e.g. `<color=orange>…</color>`,
|
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`<i>`, and speaker prefixes like `POKE:`.
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- Follow the terminology in `docs/glossary.md` so names (Nomai, the Eye, Ash Twin
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Project, …) stay consistent across the whole game.
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See [`CLAUDE.md`](CLAUDE.md) for the full conventions and repo layout.
|
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## License & disclaimer
|
||||
|
||||
The **original mod code and the Slovak translation** in this repository are
|
||||
released under the [MIT License](LICENSE).
|
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|
||||
This is an **unofficial** fan project. It is **not affiliated with, approved by, or
|
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endorsed by Mobius Digital or Annapurna Interactive.** *Outer Wilds*, its story,
|
||||
dialogue, characters, and other assets are **© Mobius Digital / Annapurna
|
||||
Interactive**; the underlying game text remains their property and is used here
|
||||
under **Mobius Digital's Fan Content Policy**. The MIT license covers only this
|
||||
project's own contributions, not the source material.
|
||||
|
||||
## Credits
|
||||
|
||||
- **Mobius Digital / Annapurna Interactive** — *Outer Wilds*.
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||||
- **[xen-42](https://github.com/xen-42)** — the Localization Utility /
|
||||
Interplanetary Polyglot framework this mod is built on.
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||||
- The Outer Wilds modding community.
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||||
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||||
@@ -0,0 +1,35 @@
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||||
using OWML.Common;
|
||||
using OWML.ModHelper;
|
||||
|
||||
namespace SlovakTranslation
|
||||
{
|
||||
/// <summary>
|
||||
/// Registers Slovenčina as a selectable language via xen-42's Localization
|
||||
/// Utility (xen.LocalizationUtility). All the heavy lifting lives in the
|
||||
/// utility; this mod just points it at our translated strings.
|
||||
/// </summary>
|
||||
public class SlovakTranslation : ModBehaviour
|
||||
{
|
||||
public static SlovakTranslation Instance;
|
||||
|
||||
/// <summary>Path (relative to the mod folder) to the translated strings.</summary>
|
||||
public static string translationFile = "assets/Translation.xml";
|
||||
|
||||
private void Start()
|
||||
{
|
||||
Instance = this;
|
||||
|
||||
var api = ModHelper.Interaction.TryGetModApi<ILocalizationAPI>("xen.LocalizationUtility");
|
||||
if (api == null)
|
||||
{
|
||||
ModHelper.Console.WriteLine(
|
||||
"Could not find xen.LocalizationUtility — is Interplanetary Polyglot installed?",
|
||||
MessageType.Error);
|
||||
return;
|
||||
}
|
||||
|
||||
api.RegisterLanguage(this, "Slovenčina", translationFile);
|
||||
ModHelper.Console.WriteLine("Registered language: Slovenčina", MessageType.Success);
|
||||
}
|
||||
}
|
||||
}
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||||
@@ -0,0 +1,39 @@
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||||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
<PropertyGroup>
|
||||
<TargetFramework>net48</TargetFramework>
|
||||
<LangVersion>default</LangVersion>
|
||||
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
|
||||
<AppendTargetFrameworkToOutputPath>false</AppendTargetFrameworkToOutputPath>
|
||||
<AppendRuntimeIdentifierToOutputPath>false</AppendRuntimeIdentifierToOutputPath>
|
||||
<CopyLocalLockFileAssemblies>false</CopyLocalLockFileAssemblies>
|
||||
<RootNamespace>SlovakTranslation</RootNamespace>
|
||||
<AssemblyName>SlovakTranslation</AssemblyName>
|
||||
</PropertyGroup>
|
||||
|
||||
<PropertyGroup Condition=" '$(Configuration)' == 'Release' ">
|
||||
<DebugType>none</DebugType>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<!-- Lets net48 build on machines without the .NET Framework targeting pack
|
||||
(e.g. Linux / dotnet SDK only). Build-time only. -->
|
||||
<PackageReference Include="Microsoft.NETFramework.ReferenceAssemblies" Version="1.0.3" PrivateAssets="all" />
|
||||
<PackageReference Include="HarmonyX" Version="2.10.0" />
|
||||
<PackageReference Include="OWML" Version="2.5.2" />
|
||||
<!-- Provides the Outer Wilds / Unity reference DLLs from NuGet, so no game
|
||||
install is needed to compile. -->
|
||||
<PackageReference Include="OuterWildsGameLibs" Version="1.1.12.168" />
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<None Update="manifest.json">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Update="default-config.json">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Update="assets/Translation.xml">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
@@ -0,0 +1,22 @@
|
||||
|
||||
Microsoft Visual Studio Solution File, Format Version 12.00
|
||||
# Visual Studio Version 16
|
||||
VisualStudioVersion = 16.0.30114.105
|
||||
MinimumVisualStudioVersion = 10.0.40219.1
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SlovakTranslation", "SlovakTranslation.csproj", "{227A7B9F-9B05-4AE7-BDB9-1DE031C15853}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|Any CPU = Debug|Any CPU
|
||||
Release|Any CPU = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{227A7B9F-9B05-4AE7-BDB9-1DE031C15853}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{227A7B9F-9B05-4AE7-BDB9-1DE031C15853}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{227A7B9F-9B05-4AE7-BDB9-1DE031C15853}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{227A7B9F-9B05-4AE7-BDB9-1DE031C15853}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
EndGlobalSection
|
||||
EndGlobal
|
||||
+16019
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,3 @@
|
||||
{
|
||||
"enabled": true
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
{
|
||||
"filename": "SlovakTranslation.dll",
|
||||
"author": "Jaroslav Beneš",
|
||||
"name": "Slovak Localization / Slovenčina",
|
||||
"uniqueName": "Homer.SlovakTranslation",
|
||||
"version": "0.1.0",
|
||||
"owmlVersion": "2.5.2",
|
||||
"dependencies": [
|
||||
"xen.LocalizationUtility"
|
||||
]
|
||||
}
|
||||
Reference in New Issue
Block a user