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City-building game(s)

Found 8 results

  1. SC4LTEXTT : SC4 LTEXT Translator

    Version 0.4

    101 Downloads

    SC4LTEXT Translator is an assistant for translating SimCity 4 LTEXT files. To use, select a DBPF file housing the LTEXT files you wish to translate. Choose the language you wish to translate to, and translate each of the desired LTEXT files, either manually or automatically via the Azure AI Text Translation service. Each LTEXT will turn green to indicate it has been translated. SC4LTEXTT can currently translate to all of the 18 languages supported in-game. More languages are possible; let me know if you have one you would like to add. An internet connection is required for the automatic translations. Each LTEXT GID will be incremented by the appropriate offset for the translated language. Currently all LTEXT files are written uncompressed. It is important to note that due to reported issues with how Reader handles text encoding, certain 4-byte characters will appear as garbage data when viewed in Reader. This applies to all characters of languages such as Chinese, Korean, Thai, and Japanese, but also certain diacriticals for European languages too. If you open a file containing LTEXTs with these characters in Reader, DO NOT SAVE. If you do, the correctly functioning (but merely incorrectly displayed) characters will be overwritten by Reader with the garbage displayed characters. This program is an extension of @rivit's great little LTEXTER tool and aims to make translation of LTEXT files significantly easier by managing all translations within the app (no need to export/import/edit in an external text editor), and critically, provide the opportunity for automatic translations for all the languages supported by the game Requirements Windows 10 or higher .NET7 runtime version > 7.0.0 - To determine which version is installed, open Command Prompt and type dotnet --list-runtimes. If the version is less than 7.0.0 installed, download the most recent version here. Alternatively, if you run the executable without the correct .NET runtime, you will receive an error message. Follow the prompts to download the correct version. Downloading Download from the STEX or visit the latest release on Github. Support Consult the user manual, which contains information on both using the program and creating scripts with the new functionality introduced with this program. This is an open source application. The source code and issue tracker are posted here. Requests or questions are welcomed here in the dedicated thread or in the Github issue tracker.
  2. SC4LTEXT Translator is an assistant for translating SimCity 4 LTEXT files. To use, select a DBPF file housing the LTEXT files you wish to translate. Choose the language you wish to translate to, and translate each of the desired LTEXT files, either manually or automatically via the Azure AI Text Translation service. Each LTEXT will turn green to indicate it has been translated. SC4LTEXTT can currently translate to all of the 18 languages supported in-game. Each LTEXT GID will be incremented by the appropriate offset for the translated language. Currently all LTEXT files are written uncompressed. It is important to note that due to reported issues with how Reader handles text encoding, certain 4-byte characters will appear as garbage data when viewed in Reader. This applies to all characters of languages such as Chinese, Korean, Thai, and Japanese, but also certain diacriticals for European languages too. If you open a file containing LTEXTs with these characters in Reader, DO NOT SAVE. If you do, the correctly functioning (but merely incorrectly displayed) characters will be overwritten by Reader with the garbage displayed characters. This program is an extension of @rivit's great little LTEXTER tool and aims to make translation of LTEXT files significantly easier by managing all translations within the app (no need to export/import/edit in an external text editor), and critically, provide the opportunity for automatic translations for all the languages supported by the game. More languages are possible; let me know if you have one you would like to add. An internet connection is required for the automatic translations. The translations are handled via the Azure AI Text Translation service - this service is free up to the first 2 million characters translated per month. I have set the limit so that when this threshold is reached, the program will no longer perform the automatic translations until the quota is reset at the start of the next month. Otherwise, by bank account would be on the hook for resources used over this limit, and I hope to avoid that! Requirements Windows 10 or higher .NET7 runtime version > 7.0.0 To determine which version is installed, open Command Prompt and type dotnet --list-runtimes. If the version is less than 7.0.0 installed, download the most recent version here. Alternatively, if you run the executable without the correct .NET runtime, you will receive an error message. Follow the prompts to download the correct version. Downloading Download from the STEX or visit the latest release on Github. Both versions are identical. Support Consult the user manual, which contains information on both using the program and creating scripts with the new functionality introduced with this program. This is an open source application. The source code and issue tracker are posted here. Requests or questions are welcomed here in this thread or in the Github issue tracker.
  3. The first example, in /example/translation, shows a translation of all the strings in the game. It also changes the font and adds new characters to the font that are in use. Take a look in the /example/translation folder. It contains a mirror of some of the resources in the game, except they've been changed. The example translation makes all text uppercase, and changes any vowels to have accents above them. Note that there are special characters in strings you'll want to keep intact - the help files have things like (^f0, ^jl, etc). Strings also have '~~' (for tilde) '~"' for quote, and @N (for substitution, where N is 0..9). During translation, you'll have to keep the escape characters intact. First, you need to define the character set you want to use. You can view a character set example in /example/translation/Font/CharacterSet.rsc // this file needs to be UTF16 little endian if it contains characters over index 255 // fonts that use this character set need to support all the characters listed here. // This file is used to keep the font textures small, instead of having to include thousands of characters // ~ is a special escape character, so ~~ is required to add tilde to the set, ~" is needed for quotation marks CharacterSet resource { String _characters = " // Special escape characters ~~ ~" // Punctuation `!@#$%^&*()_+-={}|[]\:;'<>?,./© // Numbers 01234567890 // characters for English (no lower case, note: help text will not display correctly) ABCDEFGHIJKLMNOPQRSTUVWXYZ abcdefghijklmnopqrstuvwxyz // additional characters for this example ÂÊÎÔÛ "; } Next, you'll change the fonts for the game. There are four main fonts, each a different size. A font resource looks like this: Font resource { // reference character set CharacterSet _characterSet = "Font/CharacterSet.rsc"; // whatever font you want, has to be loaded into windows String _fontName = "Arial"; // height in pixels of the font int _fontHeight = 24; // name of the sprite sheet to create, and its size. You may have to increase the size of // the sheet to contain all the characters String _sheetName = "Build/FontSheet.rsc"; int _sheetWidth = 256; int _sheetHeight = 128; // name of the material that uses this font. The material needs to reference // the correct texture. String _materialName = "Font/FontMaterial.rsc"; // the texture to output with all the glyphs on it. String _imageName = "Build/uiFontImage.png"; } Finally, you can translate all the text. All text is contained in string tables that look like this: StringTable common { Entry _strings [ { String _name = "Ok"; String _text = "ÔK"; } { String _name = "Cancel"; String _text = "CÂNCÊL"; } { String _name = "Yes"; String _text = "YÊS"; } { String _name = "No"; String _text = "NÔ"; } { String _name = "Apply"; String _text = "ÂPPLY"; } { String _name = "Next"; String _text = "NÊXT"; } { String _name = "Quit"; String _text = "QÛÎT"; } ] } Note: If Unicode characters are required to support characters, resources files can be saved as USC-2, little endian. If you're unsure, the CharacterSet.rsc file is already in this format. Depending on the translations and size of the text, some dialogs may not contain the text, or become misshapen. To remedy this, you could also modify parts of the user interface layout to accommodate the translation more fully. For ease of building the mod, a single ExternalList resource is provided that references all the changed resources. To build this mod, run the command bin\x64\Tools-x64.exe /build Package.rsc:list /pathres ../example/translation /pathdat ../example/translation/bin You should now be able to run the game with the command: bin\x64\Application-x64-profile.exe /pathres ../example/translation /pathdat ../example/translation/bin You'll see that the translation has taken effect. However, this has just modified the game data locally - this is great for quick development and iteration, but if you wanted to give this mod to others, you'd need to package it. First, you'll create a definition for the package (see /example/translation/Package.rsc) PackageFile translationExample { String _name = "Translation Example"; String _author = "Shining Rock Software, LLC"; String _description = "This mod changes the font from the default to Arial. It also modifies the default character set. All text strings are made uppercase and vowels have accents over them."; String _icon = "icon.png"; // must be 48x48 String _preview = "preview.jpg" // preview image used for Steam Workshop, must be square, png or jpg. int _userVersion = 1; // all files in resource directory (each item is searched recursively) String _includeList [ "*" ] // exclude package files, mod files, file used for building packages String _excludeList [ "Package_*.crs" "*.pkg" "*.pkm" ] } Next, you'll compile the package using the /mod parameter. bin\x64\Tools-x64.exe /mod Package.rsc:translationExample /pathres ../example/translation /pathdat ../example/translation/bin Building the mod package may take some time, depending on how many resources are in the data directory and how many have been modified. The tool checks the new resources against the ones contained in the game, and only packages files that have changed or are new. The tool will output files that it is packaging, so you can see what you've modified or added. In the end, this will output a file called translationExample.pkm in the bin/WinData folder. Next, test the mod properly. When you start the game, start it so it only uses packages. bin\x64\Application-x64-profile.exe /onlypkg All the text should be as normal. Open the Mod dialog by pressing the 'Mods' button. The Translation Example mod should be listed in the dialog. Enable it by checking the X button next to the text that says Enable. Press OK. The menu will prompt you to reload, and after doing so the mod will be in effect. Once everything is working as intended in a mod, you can distribute the .pkm file to other users. All they have to do is place the .pkm file in the WinData folder, and then enable the mod in game.
  4. Bonjour à tous. Je me suis lancé depuis qq semaines, dans la traduction du NAM sur GitHub (via Gitlocalize). (trad' des LTEXTs). Histoire de faire avancer le schmi..shimilimili .. le machin quoi ! Il est clair que je fais des choix de traduction qui n'engagent que moi (limitation des redondances, descriptifs plus précis des outils et j'en passe...) et ma compréhension des outils produits par l'équipe NAM. Je conserve les acronymes, symboles, et autres ref' techniques ; inutile de TOUT franciser. Cependant .. Certains concepts, expression me titillent un tantinet et j'aimerais avoir votre sentiment. Voire vos suggestions ... Commençons par : Puzzle Piece je propose : "Pièce fixe" (Pièce-fixe ; Pièce FIxe ?). J'ai toujours eu à l'esprit cette notion par opposition aux pièces (outils) étirables. D'autant plus vrai avec l'introduction de la notion de "FLEX" par la NAMTeam pour des éléments modifiables/adaptables au contexte d'usage .. Sinon, on peut faire : "Pièces (de|-) Puzzles" .. mouaih ... histoire d'être raccord avec le vocabulaire anglophone et la notion de pièces que l'on dispose les unes après les autres (??!!) .. pour ceux qui découvrent le jeux|le NAM et les docs en anglais ..!??
  5. The NAM Team is pleased to make an important announcement that affects the entire SimCity 4 community: that people can collaborate with the NAM Team on improving documentation and translation as well as working with the NAM Team to provide multilingual support for the mod. To participate in this thing we have set a constraint of Have a discord account and be present in the SC4DEVOTION discord server. If you are not present here is the link to join the SC4DEVOTION discord server https://discord.com/invite/NsNZHEC The requirement has been included to have a more efficient management as well as prevent troll activities with documentation and translation files. Once you have joined you can see the documentation and localization channels where you can discuss with the NAM team about the documentation and related translation of the documentation as well as the translation of the NAM. All procedures for collaborating with translation and documentation are present in the respective discord channels and NAM Team members are always available to help you. The aim of this project is to make NAM more accessible by improving documentation but also providing multi language support allowing more players to use NAM in their native language for this reason they found the code on GitHub. I hope you enjoyed this announcement and look forward to working with you in making NAM more accessible to the public. Have fun and good building mayors!
  6. Finalmente me decidí a hacer un hilo aquí Como la mayoría de ustedes sabrán por experiencia, aún si los simuladores de ciudades vienen en varios idiomas, los esfuerzos de localización no son la primera prioridad de los creadores de contenido personalizado, por lo que la gran mayoría de los mods, incluso los más grandes, están disponibles solo en inglés. Eventualmente, si lográsemos una masa crítica de usuarios de otro idioma, podríamos colaborar con traducciones, pero para ello primero necesitamos establecer estándares respecto a cómo traducir la jerga técnica del urbanismo, los transportes y los propios elementos de los mods. En esta encuesta incluiré, en la medida que se me ocurran o vaya encontrando, distintos términos en inglés y sus posibles traducciones al español, para que votemos cuál nos parece más entendible para todos los hispanohablantes. Como mi experiencia en los juegos está bastante limitada a SC4, partiré por ahí, pero agradecería enormemente que en los comentarios señalen términos que falten, posibles traducciones que haya excluido por desconocimiento, o términos propios de otros juegos.
  7. In this tutorial we can see that the game has been translated into many languages, such as Japanese and Finnish, but 4 languages are missing. Czech, Hebrew, Greek, and Russian. Those languages are listed as options, but there are no SimCityLocale.DAT files available for them. Maybe Maxis didn't have the time to finish their translations. So here is my question... Can we finish their job? Can we, the members of Simcity 4 community, add the missing support for Czech, Hebrew, Greek and Russian? Obviously I have no idea about Czech, Hebrew, and Russian, but I really want to translate the game into Greek. I can't play the game yet, but when I return I'll give it a try.
  8. Hello fellow City engineers I love this game and I'm sure a lot of people in my country would like to play the game, but they can't, because they are not speaking english. Is there a way how to create mod, which would change the language in the game? I don't know how modding in this game works, but I can imagine if there could be text extracted from the game, translated and imported back again, that could be working. Or am I wrong. Is that even moddable? If such a mod could be easily editable, having this game in all languages could be a matter of a week. Just one fan in that country with decent english skills would be enough. Or am I too crazy?
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