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Found 5 results

  1. I have a mod working in PZ and I would like to have translations for it, but they don't work for me. I have in the mod file path: Zomboid\Workshop\RicksMLCExcessiveExuberance\Contents\mods\ExcessiveExuberance\media\lua\shared\Translate\EN\IG_UI_EN.txt IG_UI_EN = { RicksMLC_EE_TraitName = "Excessive Exuberance", } In my code I have: getPlayer():SayDebug(getText("RicksMLC_EE_TraitName")) which causes the player to say the literal string: "RicksMLC_EE_TraitName" instead of "Excessive Exuberance" The console.txt file states that the file has been loaded: LOG : Mod , 1666399741340> loading RicksMLC_ExcessiveExuberanceMod LOG : Mod , 1666399741346> mod "RicksMLC_ExcessiveExuberanceMod" overrides media/lua/shared/translate/en/ig_ui_en.txt So I don't know why it would not work. I compared my code to other mods like FuelAPI and I can't see anything special that I might be missing. Is there anything I need to call to initialise the Translate to work, or some other API I need? [Edit] I forgot to ask: Do the files in the Translate/EN ... etc directories need to be one of the several already named ones from the base PZ (eg IG_UI_EN.txt) or can it be named any .txt file (eg: RicksMLC_EE_EN.txt) and PZ will read it?
  2. Once upon time i want to translate mods, for playing with friends, and found that the feature of Project Zomboid its especially encoding, that can not correct support some Languages (for example Cyrillic). Its make me sad, but i found way to solve it. This tutorial learns how to solve this problem, and also contain recommendations to modders for making translator's life simply. First of all we need tool to edit text. I strongly recommend to use free Notepad++ As example i will translate mod by RoboMat "Lockpicking Mod" on Russian language 1. Install mod as usual in C:\Users\%username%\Zomboid\mods 2. In mod folder go to \media\scripts\Mods This folder contains "Scripts" text files, which adding items in game. Here in every item, replace parameter "DisplayName" to your translated variant example: DisplayName = Bobby Pin,on DisplayName = Заколка, Save and close. If text wont work correct try to switch encoding to "UTF-8 without BOM". Done. 3. Everything other except new items you need to translate manually Open folder "Client", in mod folder, and open every .lua file with Notepad++ Usually, shown for player text, get marked by '' or "", and get grey color. Be warn that not every text in code has used to be shown to player. In this mod you can found Lockpicking_Text.lua with contain all shown text as variables (thx alot to author for good coding) -- Copyright (C) 2014 by RoboMatLockpicking_Text.lockLevels = { "Very Easy", "Easy", "Average", "Hard", "Very Hard", "Broken" };Lockpicking_Text.brokenLockModal = "You can't pick a broken lock.";Lockpicking_Text.contextBreakDoorLock = "Break Lock";Lockpicking_Text.contextPickDoorLock = "Pick Lock";Lockpicking_Text .contextBreakWindowLock = "Break Lock";Lockpicking_Text .traitNimbleFingers = "Nimble Fingers";Lockpicking_Text .traitNimbleFingersDescription = "Years of experience with opening all kinds of locks.\nFaster lockpicking. Better chances for opening a lock.";Lockpicking_Text .professionBurglar = "Burglar";If encoding for you language work correct, you can simple replace words in "" to your variant and its be work perfect. But for my example i need to use Russian language and when i wrote "абвгдеж" its shown "0123456" (encoding error, even trying to switch encode wont work) And here is the way how to solve this problem: Open "%steamfolder%\steamapps\common\ProjectZomboid\media\lua\shared\Translate\" and choice folder with your localization. For me its "RU". Open UI_RU.txt For beautiful organization you can use multiple text files to store variables, but im lazy and put all in one file (UI_RU.txt) (its actually comfortable) In the end of file BUT BEFORE "}" add your variables for every shown text for me is result as UI_ConvertWorld = "Конвертирование мира на новую версию, это может занять некоторое время в течение первой загрузки старого сохранения.",--\\ll//--\\ll//--\\ll//--\\ll//--CUSTOM MODS--\\ll//--\\ll//--\\ll//--\\ll//--\\ll//--\\ll//---- Lockpick modUI_prof_Burglar = "Домушник",UI_NimbleFingers = "Ловкие пальцы",UI_NimbleFingersDescription = "Замки взламываются быстрее. Повышен шанс успешного взлома.",UI_BreakLock = "Выломать замок",UI_PickLock = "Взломать замок";UI_PLVE = "Элементарно",UI_PLE = "Легко",UI_PLA = "Нормально",UI_PLH = "Сложно",UI_PLVH = "Очень сложно",UI_PLBR = "Сломано",UI_LockBroken = "Вы не можете взломать сломаный замок",}We define text variables and for now we must to substitute text in code and text in translate folder (be warn that every variable name must be unique) with this help lua function getText("")its call variables from translate folder and substitute text. How it works: -- Still?-- Copyright (C) 2014 by RoboMat Lockpicking_Text.lockLevels = { getText("UI_PLVE"), getText("UI_PLE"), getText("UI_PLA"), getText("UI_PLH"), getText("UI_PLVH"), getText("UI_PLBR") };Lockpicking_Text.brokenLockModal = getText("UI_LockBroken");Lockpicking_Text.contextBreakDoorLock = getText("UI_BreakLock");Lockpicking_Text.contextPickDoorLock = getText("UI_PickLock");Lockpicking_Text.contextBreakWindowLock = getText("UI_BreakLock");By magical way, text which "taken" from translate folder shown correct in game. We did it If coder wont create separated file with text variables (evil coder?) you can use getText function just in code, its work perfect too. (for example in craft helper mod) FOR MODDERS: How to make mods to make translator's life simply Store all text in translate folder, and translators be very thankful. If it will in one file, thankfully a lot. "%steamfolder%\steamapps\common\ProjectZomboid\media\lua\shared\Translate\" Pros: + Easy to translate your mod + Easy to fix text + Solve problem with multilingual (without tons of code) Cons: - User must manually copy-paste text when installing your mod - If you force user to replace translate file, his can lost other mods variables (don't do that !!!) = PZ updates replace translate file (backups prevent f*ckups) How my translate-store file looks --\\ll//--\\ll//--\\ll//--\\ll//--CUSTOM MODS--\\ll//--\\ll//--\\ll//--\\ll//--\\ll//--\\ll//---- Lockpick modUI_prof_Burglar = "Домушник",UI_NimbleFingers = "Ловкие пальцы",UI_NimbleFingersDescription = "Замки взламываются быстрее. Повышен шанс успешного взлома.",UI_BreakLock = "Выломать замок",UI_PickLock = "Взломать замок";UI_PLVE = "Элементарно",UI_PLE = "Легко",UI_PLA = "Нормально",UI_PLH = "Сложно",UI_PLVH = "Очень сложно",UI_PLBR = "Сломано",UI_LockBroken = "Вы не можете взломать сломаный замок",-- Craft HelperUI_ChMenu = "Помощник крафта",UI_ChIz = "С предметом ",UI_ChKeep = "Держать ",UI_ChMojete = ", вы можете:",UI_ChTitle = "Помощник крафта для предмета: ",UI_ChOTitle = "Книга рецептов",-- Building modUI_BmBuildMore= "Дополнительные строения",UI_BmStor = "Хранилища",UI_BmFood = "Еда",UI_BmFurn = "Мебель",UI_BmBuild = "Строения", UI_BmGunlock = "Ящик для оружия",UI_BmGunlockDesc = "Храните ваше оружие подальше от детей, особенно если они зомби. ",UI_BmBeDr = "Бежевый шкаф",UI_BmBeDrDesc = "Отличный шкаф для ваших грязных носков. ",--...}Its easy to navigate and can store lots of translations.
  3. Workshop Name: Народный Русификатор для Project Zomboid (People's Russifier for Project Zomboid). Official Contributors : Translation: Lord Hobotok, TruBlueberry, Narrnika Translation UI: Lord Hobotok Script: Star (the script is used to work the translated UI textures) Translation Radio: LeoIvanov, lordixi, Larnest, Humort Special Thanks: (C)IMeowZoldyck, Doctor, Mythos, Whooley, KuzMich, Baby Ruth, Hu_Fu, Nativel, Arseniy_Kotikov, Cores, Narrnika. Workshop link GoG link Other: Well, the fact that I will not abandon the translation - i sure) And at the moment - I'm the only one who translates the game into Russian. And the pace of the translation is as follows: The patch came out - I translated. Errors are also corrected quickly, in the process of receiving messages about them.
  4. Hello, Ive noticed the frequent use of the getText() function that, if im not mistaken, refers to a global java function of some sort that handles correct language display. An example of the function call in some random lua file: local doorOption = subMenu:addOption(getText("ContextMenu_Door"), worldobjects, nil);Ive also noticed that, for example, the english language files required for this function seem to be residing in: media/lua/Translate/EN/ So, i have tried adding a custom textfile with custom identifiers, using the same formatting as these files found in above mentioned directory, to my_mod_directory/media/lua/Translate/EN/: MyMod_EN.txtMyMod_EN = { MyMod_TitleDisplay = "MyMod Title!!!",}but this did not seem to work. Thus my question; is there at this moment a way to properly utilize this getText() funtion for you mod? Regards, Turbo
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