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turbotutone

The Indie Stone
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Everything posted by turbotutone

  1. Looks great Snakeman!
  2. turbotutone

    CartoZed

    CartoZed CartoZed is a little tool that can draw 2d topdown images from lotheader/lotpack data. It should work for custom maps as well. The new version also has the option to export isometric renders of cells. Most recent version: CartoZed 1.2 (Full) || CartoZed 1.2 (Update) Older versions: CartoZed 1.1 PZCarto_v1.rar Changelog: Usage:
  3. Thanks everyone! The version 1 updates have been added.
  4. @Sky_Orc_Mm Thats coming shortly, you will be able to add it like other modded content.
  5. Eya Sky_Orc, theres be a button under the Channels box for that. Wheter its a Tv or Radio channel can be set in the Category dropbox in the 'General' settings box of the channel. Also, for those trying out the program, much appreciated! If you run into something or have general feedback leave a post. Ive added a small section to the mainpost in which i will add some additional info over time that wasnt in the video or manual yet. Regards, Turbo
  6. Thanks everyone! So a little update (which i think will also answer your question @Sky_Orc_Mm ), the currently finished translations have been compiled to a final translation file that will be added to the game shortly. This will also include a display of credits like so: To come back on a earlier question by @LeoIvanov about wether charactars like cyrillic and such is allowed for the credits names in translation files, it would be great if those are "normal" characters only so the names can be displayed correctly at all times. The recently collected fixes have also been incorperated into the radio data and a new version has been created, resulting in a new package of translation files containing only the fixed lines. The new package is added to the start post. A little about these latest translation files. The program simply records any change to lines in its versioning, including small markup changes like adding a missing dot. Since these are minor changes (and sometimes a case like a missing dot may already have been corrected in the translation) the program will try to retrieve the last recorded translation for a line and add it to the new translation files in its commented section. Example: //3. ORIGINAL [#FF00B050]: LBMW ask the questions... // last record = La LBMW hace las preguntas.. fb720674-250f-41ca-b269-e5e69da97c0c = Here the changed line's new version is: //3. ORIGINAL [#FF00B050]: LBMW ask the questions... and judging by the last record of the translation the fix was changing the trailing 2 dots to 3. // last record = La LBMW hace las preguntas.. So the last record can be easily copy pasted and the small fix applied. Lastly, the manual of wordzed also has a little section going into the versioning/translation behind the scenes a bit more for those interested. https://theindiestone.com/forums/index.php?/topic/21318-wordzed/ Though WordZed itself is never required for translating, its managing of the radio content and translations is for authors only. Regards, Turbo
  7. WordZed Version 1 - download You can add custom radio data to the game via a mod. The radio data including final translation files should go into "media/radio/" within the mod directory. Optionally this simple mod package can be used to get started quickly: RadioTestMod Note: The current version may contain some bugs, which can be posted here when encountered. Some additional info bits: The following spoiler contains a list of channels from the games radio data, if you intend to use wordzed for custom contentavoid these channels unless you intentionally want to override a certain existing channels. The following tutorial video has some information on the operating basics: Manual: Manual.docx
  8. Eya everyone, I skimmed over the questions earlier and was going to do a informative post with the release of wordzed thats comming shortly which will address the whole language stuff in more detail. However it appears some have been applying the fixes of the recently posted "Radio and TV corrections.xlsx" on their version 0 translation files, which i failed to notice. To be clear: "Radio and TV corrections.xlsx" fixes should NOT be applied on the current set of translation files. So for everyone that has been applying the fixes on their files, do you have a pre-fixes copy of your file? (if not i might have a older version on disk) Secondly, could everybody that has a complete translation file ready (re)post a link to the pre-fixes version below my post here? so we have a clear overview of what the correct versions should be. Sorry for the confusion people :(. I hope everyone has a pre-fix backup, if you do however experience loss of data due to this send me a pm, like mentioned i might be able to dig up a old version or in the very least have the program output something to aid the reversion to old state. The actual translation fixes will come in new zip file with version number 1 (current version being 0), these will be posted when WordZed is released soon along with the earlier mentioned informative section.
  9. Thanks Teesee! indeed the empty cell seemed to have stopped the parsing of that broadcast, ill add those missing lines in the updated files.
  10. if you would copy the english original that would be great, technically it will just take the english line when a translation is missing, however empty lines in the translation files are marked as "not translated" when wordzed does a count on the files so copying the original in the cases youve mentioned will make sure theres no false counts there.
  11. yea that should be good, or in case of multiple authors/files a bundled rar if possible yes these should be good to go! as for the font thing, im not sure if there is already something in the works to fix that ill ask around.
  12. Hello All, Here the translation files for the radio data: Base: Translations_version_0.zip Updates: Translations_version_1.zip A little info on the files and organizing. The translation files are generated by wordzed, theres a little processing and versioning going on when they are generated. All duplicate lines are taken care of so there will be only instance of these identical lines in the translation files. Also while the first files will contain the whole chunk of lines (a few thousand), any subsequent updates will contain only new or changed lines. File format: - Any lines starting with // are ommited by wordzed when reading the files back in. [Info] version = the version of the original radio data this file is derrived from. guid = the GUID of the original file. language = the language abrev. translator = the name of translator, can optionally add more than one name seperated by comma's [/Info] [Translations] each to be translated line has a ommited line above with the original sentence for reference, and a line number in case people want to pool (person A could do 0 to 500, person B 500 to 1000 etc) example: //0. ORIGINAL: This is Jackie Jaye reporting for LBMW... 576674c7-6cbf-4ec5-a3e9-7d8269fc44b8 = The translation that goes after the '=' should remain on that same line, so dont use returns. [/Translations] As mentioned multiple people can work on the same translation and work out a schema with the line numbers. Each person can work his/her own file, these files can be posted seperatly without need for translators to merge them. The latter is done by wordzed which only takes the filled out lines from each file when putting together the final translation file for the game. As such would you be so kind to rename the file your working on to include your nickname? like: RadioData_0_NL_Turbo.txt or such, this makes it easy to collect them in one folder. (side note: not all translations need to be present in your file. If for example you agreed with other translators to do only lines 500-1000 or so, then you can remove all lines outside that range from your file if you prefer) Regards, Turbo
  13. Eya guys, i see Sky_Orc mentioned the tile definitions and TileProperties.txt If anyone wants to mess about with it, heres the properties added for movables (and one or two radio): property{ Type = Integer Name = Surface ShortName = Min = 0 Max = 128 Default = 0}property{ Type = Boolean Name = IsSurfaceOffset ShortName = Default = false ReverseLogic = false}separator{}property{ Type = Boolean Name = IsMoveAble ShortName = Default = false ReverseLogic = false}property{ Type = Enum Name = MoveType ShortName = Enums { Normal = Object WallObject = WallObject WindowObject = WindowObject Window = Window FloorTile = FloorTile FloorRug = FloorRug Vegitation = Vegitation } Default = Normal ValueAsPropertyName = false}property{ Type = String Name = CustomName ShortName = Default = CustomName}property{ Type = Enum Name = PickUpTool ShortName = Enums { None = Hammer = Hammer Crowbar = Crowbar Electrician = Electrician Cutter = Cutter Shovel = Shovel } Default = None ValueAsPropertyName = false}property{ Type = Enum Name = PlaceTool ShortName = Enums { None = Hammer = Hammer Crowbar = Crowbar Electrician = Electrician Cutter = Cutter Shovel = Shovel } Default = None ValueAsPropertyName = false}property{ Type = Integer Name = PickUpLevel ShortName = Min = 0 Max = 5 Default = 0}property{ Type = Integer Name = PickUpWeight ShortName = Min = 0 Max = 1000 Default = 0}property{ Type = Boolean Name = CanBreak ShortName = Default = false ReverseLogic = false}property{ Type = Boolean Name = IsClosedState ShortName = Default = false ReverseLogic = false}property{ Type = String Name = GroupName ShortName = Default =}property{ Type = Enum Name = Facing ShortName = Enums { None = none North = N West = W South = S East = E } Default = None ValueAsPropertyName = false}property{ Type = Integer Name = LinkedOffset ShortName = Min = -1000 Max = 1000 Default = 0}property{ Type = Enum Name = LinkedLocIs ShortName = Enums { North = N West = W South = S East = E } Default = North ValueAsPropertyName = false}property{ Type = Enum Name = IsoType ShortName = Enums { IsoObject = IsoObject IsoBarbecue = IsoBarbecue IsoRadio = IsoRadio IsoJukebox = IsoJukebox IsoStove = IsoStove IsoTelevision = IsoTelevision } Default = IsoObject ValueAsPropertyName = false}property{ Type = String Name = Item (full name) ShortName = CustomItem Default =}separator{}property{ Type = Boolean Name = BlocksPlacement ShortName = Default = false ReverseLogic = false}property{ Type = Enum Name = Material ShortName = Enums { Undefined = Undefined Wood = Wood Steel = Steel Plumbing = Plumbing Electric = Electric Fabric = Fabric Leather = Leather Natural = Natural Brick = Brick Plastic = Plastic } Default = Undefined ValueAsPropertyName = false}property{ Type = Boolean Name = IsHigh (only occupies upper half) ShortName = IsHigh Default = false ReverseLogic = false}property{ Type = Boolean Name = IsLow (only occupies lower half) ShortName = IsLow Default = false ReverseLogic = false}property{ Type = Boolean Name = IsTable ShortName = Default = false ReverseLogic = false}property{ Type = Boolean Name = IsTableTop ShortName = Default = false ReverseLogic = false}property{ Type = Enum Name = signal ShortName = Enums { none = none Radio Device = radio Television Device = tv } Default = none ValueAsPropertyName = false}
  14. Would like to suggest to wait a little tho, the problem with the raw spreadsheet is that it isnt reliably tracking changes either in structure or content which could get messy. Gonna see if i can work something out via wordzed, either by adding a translate option in the program or having it output specific translation files simular to the existing ones.
  15. Eya, thanks for the bug reports been really helpfull! Most of it should be fixed in next update, however the translation option for the radiodata files is going to be a little later as were still fiddling about a bit with the format and what not. As its allot of content and translation stuff needs to be reliable we'll add that option once its solid. Another thing is the object names in the moveable panel "Red Carpet" example in the image, these are currently set in tiledefinitions atm. Gonna make some changes so these are all translatable as well.
  16. added small correction in last changelog post, its for the upcoming build (33.6)
  17. [edit: woops posted prematurely, this is for 33.6 ] Addition to last changelog: RADIO: FIXED Certain text colors that were not very clear.FIXED Issue with tv's powering off and/or not able to toggle when should be able to.FIXED issues in splitscreen where only player would get chat but with weird offsets.FIXED chat to stay in player frame in splitscreen.FIXED Radio items can now be dimantled for various materials.ADDED Option to craft makeshift radio devices.MOVABLES: FIXED Lightsources moved via movables now work.ADDED Additional customization options for movables lightsources.FIXED Bug in movables that caused mousedrag rotation in carpentry menu to stop functioning.ADDED Stonehammer to movable tools.FIXED Moveables infopanel now displays list of valid tools correctly.FIXED Picking up stuff with movables now respects weightlimit.FIXED Movable items with water amounts will now empty uppon moving.FIXED Some multitile tables that werent recognized as valid surfaces to place stuff on.FIXED chairs that were passable before pickup are now passable after placementFIXED floor/wall/vegetation/tabletop objects no longer block squareFIXED moving minifridge no longer requires tool/skillFIXED some spelling in item namesOTHER: ADDED some restrictions on building (carpentry) objects near or on stairs.ITEMS: ADDED Lightbulbs, can be removed from lamps ingame, colored ones can also be found.ADDED Makeshift radio, walkie talkie and HAM.ADDED Guerilla Radio magazine volumes 1 to 3, needed to learn makeshift recipes.ADDED Radio scrap: Radio Receiver, Radio Transmitter, Electric Wire NOTE: moveable objects that have been changed may require a pick up and place for the changes to become effective. NOTE2: to get the new radio data (including fixed colors and stuff), for now easiest way is to start a new world
  18. Updated download link. - Fixed issue that would output transmission data in console even when debug was off, causing people to be able to see chat via the console they werent supposed to see Thanks to ModdedTibby for notifying about the bug and sending logs for the fix!
  19. Thats a problem i havent heared/seen before, ill send you a pm to see if we can resolve that issue. Yes, the integrated version will have some reworks and currently unfinished options worked in
  20. Got a message from MrBlue that: [Hardcore][Roleplay][Whitelist][24/7] AGN - NewDawn Roleplay is running ApCom mod! So for those looking to play it online that's the place to be Also updated main post with link. somehow all the spoiler tags got messed up while doing so lol.
  21. Eya, you want to add stuff to the inventory context menu right? Works almost the same as worldcontext but uses a different event, you'll need something like this: MyCustomMenu = {}MyCustomMenu.createMenu = function(player, context, items) -- main function that gets called when the OnFillInventoryObjectContextMenu event is triggered.endMyCustomMenu.someOtherFunction = function()endEvents.OnFillInventoryObjectContextMenu.Add(MyCustomMenu.createMenu); -- add main function to event
  22. i think it might be the sugar syntax there, try: IniIO.readIni("CoxConfig.ini", true);
  23. Updated post with download for a fixed version courtesy of Dr_Cox1911! It appeared there were two fixes about, one by Dr_Cox and one by ThatUser. The one by Dr_Cox turned out to be more convenient tho as no extra file copying is required. Thanks both for sharing the fixes
  24. Thank you secret santa! Looking forward to try the game soon Also, thanks Connall and crew for organising this fun event!
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