Testing a translation

Once you have made progress on a translation, you will want to test the result. The instructions on this page should help, but plug-in authors have the freedom to do things many different ways. If you have problems, try contacting them for suggestions. Note that the Test Plug-in method described below should work with any plug-in; if it doesn’t then there is a problem with the plug-in.

Plug-ins that use the Language class

If the plug-in you are testing works by adding your string table to the global string table using the Language class, then in most cases you can test it quickly by following these steps:

  1. Save any open tabs that are being used to edit the string table. (You can use Ctrl+Shift+S to save all open tabs with unsaved changes.)
  2. Right click on the string table in the project view and choose Merge Strings Into and the appropriate target (Interface Language or Game Language).
  3. Start/create the thing you want to test. For example, if testing a translation for a game component, create a new component of that kind.
  4. Observe the result and make any necessary changes to the string tables.
  5. Close the test item you started/created.
  6. Repeat from (1) as needed.

It may not be necessary to close and recreate a new test item. For example, if testing the text on a game component it may be enough to change one of the editing controls in order to force the preview to update.

Using the Test Plug-in action

The Test Plug-in project action is useful if you are having trouble testing the plug-in any other way, or if you want to test a different locale than the one you are currently running in. It starts a separate test instance of Strange Eons that will load your modified plug-in automatically. Before starting the test, you can choose any locales you want for both the game and interface language to be used for testing.

To test a plug-in task folder with modified string tables, right click on the task folder and choose Test Plug-in.