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turbotutone got a reaction from stuck1a in 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:
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turbotutone got a reaction from AiweLelia in 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:
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turbotutone got a reaction from ElectricLimbo83 in 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:
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turbotutone got a reaction from alicia_praesepe in 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:
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turbotutone got a reaction from Rafer in 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:
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turbotutone got a reaction from ddraigcymraeg in 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:
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turbotutone got a reaction from Sitte I. von Strolch in 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:
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turbotutone got a reaction from EUDOXIO in Radio Translation Files
Thanks everyone! The version 1 updates have been added.
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turbotutone reacted to DemirHerif in Radio Translation Files
In cmd it says:
:: Searching for radio data files:
[Failure] Cannot parse file: C:\SteamLibrary\steamapps\common\ProjectZomboid\media\radio\RadioData.xml
:: Searching for translation files:
Found file: C:\SteamLibrary\steamapps\common\ProjectZomboid\media\radio\RadioData_ES.txt
Found file: C:\SteamLibrary\steamapps\common\ProjectZomboid\media\radio\RadioData_FR.txt
Found file: C:\SteamLibrary\steamapps\common\ProjectZomboid\media\radio\RadioData_PL.txt
Found file: C:\SteamLibrary\steamapps\common\ProjectZomboid\media\radio\RadioData_RU.txt
Found file: C:\SteamLibrary\steamapps\common\ProjectZomboid\media\radio\RadioData_TR.txt
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turbotutone got a reaction from ProjectSky in WordZed
@Sky_Orc_Mm Thats coming shortly, you will be able to add it like other modded content.
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turbotutone got a reaction from nigel in WordZed
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
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turbotutone got a reaction from disgusdad in WordZed
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
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turbotutone got a reaction from TurtleShroom in WordZed
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
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turbotutone got a reaction from DresdenBBQ in WordZed
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
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turbotutone got a reaction from TTGTTE in WordZed
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
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turbotutone got a reaction from Footmuffin in WordZed
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
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turbotutone got a reaction from ProjectSky in Radio Translation Files
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
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turbotutone got a reaction from MaxMcPherson in WordZed
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
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turbotutone got a reaction from Teesee in WordZed
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
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turbotutone got a reaction from Mr_Sunshine in WordZed
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
-
turbotutone got a reaction from ProjectSky in WordZed
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
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turbotutone got a reaction from Batsphinx in Radio Translation Files
Thanks Teesee! indeed the empty cell seemed to have stopped the parsing of that broadcast, ill add those missing lines in the updated files.
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turbotutone got a reaction from ProjectSky in Radio Translation Files
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