From ec3a441c179608c734c7e7048ac32cb7ab075e39 Mon Sep 17 00:00:00 2001 From: Felipe Risso Date: Tue, 21 Feb 2023 03:07:38 -0300 Subject: [PATCH] Index spanish translation - Idea --- docs/locales/es/LC_MESSAGES/building.mo | Bin 0 -> 432 bytes docs/locales/es/LC_MESSAGES/building.po | 377 ++++ docs/locales/es/LC_MESSAGES/config.mo | Bin 0 -> 432 bytes docs/locales/es/LC_MESSAGES/config.po | 1949 +++++++++++++++++++ docs/locales/es/LC_MESSAGES/contributing.mo | Bin 0 -> 432 bytes docs/locales/es/LC_MESSAGES/contributing.po | 489 +++++ docs/locales/es/LC_MESSAGES/design.mo | Bin 0 -> 432 bytes docs/locales/es/LC_MESSAGES/design.po | 1082 ++++++++++ docs/locales/es/LC_MESSAGES/faq.mo | Bin 0 -> 432 bytes docs/locales/es/LC_MESSAGES/faq.po | 370 ++++ docs/locales/es/LC_MESSAGES/index.mo | Bin 0 -> 12191 bytes docs/locales/es/LC_MESSAGES/index.po | 379 ++++ docs/locales/es/LC_MESSAGES/installing.mo | Bin 0 -> 432 bytes docs/locales/es/LC_MESSAGES/installing.po | 144 ++ docs/locales/es/LC_MESSAGES/running.mo | Bin 0 -> 432 bytes docs/locales/es/LC_MESSAGES/running.po | 471 +++++ docs/locales/es/LC_MESSAGES/signs.mo | Bin 0 -> 432 bytes docs/locales/es/LC_MESSAGES/signs.po | 378 ++++ docs/locales/es/LC_MESSAGES/win_tut.mo | Bin 0 -> 432 bytes docs/locales/es/LC_MESSAGES/win_tut.po | 308 +++ 20 files changed, 5947 insertions(+) create mode 100644 docs/locales/es/LC_MESSAGES/building.mo create mode 100644 docs/locales/es/LC_MESSAGES/building.po create mode 100644 docs/locales/es/LC_MESSAGES/config.mo create mode 100644 docs/locales/es/LC_MESSAGES/config.po create mode 100644 docs/locales/es/LC_MESSAGES/contributing.mo create mode 100644 docs/locales/es/LC_MESSAGES/contributing.po create mode 100644 docs/locales/es/LC_MESSAGES/design.mo create mode 100644 docs/locales/es/LC_MESSAGES/design.po create mode 100644 docs/locales/es/LC_MESSAGES/faq.mo create mode 100644 docs/locales/es/LC_MESSAGES/faq.po create mode 100644 docs/locales/es/LC_MESSAGES/index.mo create mode 100644 docs/locales/es/LC_MESSAGES/index.po create mode 100644 docs/locales/es/LC_MESSAGES/installing.mo create mode 100644 docs/locales/es/LC_MESSAGES/installing.po create mode 100644 docs/locales/es/LC_MESSAGES/running.mo create mode 100644 docs/locales/es/LC_MESSAGES/running.po create mode 100644 docs/locales/es/LC_MESSAGES/signs.mo create mode 100644 docs/locales/es/LC_MESSAGES/signs.po create mode 100644 docs/locales/es/LC_MESSAGES/win_tut.mo create mode 100644 docs/locales/es/LC_MESSAGES/win_tut.po diff --git a/docs/locales/es/LC_MESSAGES/building.mo b/docs/locales/es/LC_MESSAGES/building.mo new file mode 100644 index 0000000000000000000000000000000000000000..f0764111cfd737767bea219be1f6c823d3f0a6aa GIT binary patch literal 432 zcmYjN!AiqG5LNJ$qh}8zcu;ieCKV}LTa0b0g`_EI6!f;X(-?`nWp`Wc)qn8!{1!JV z)`5X}GjHY%?{jzOW6Q<1%RQF|HTV}Nu6}nztb1dvo@r`vIKw;Arc{zcx+1+Q>6J9F zhTrruS}1KXF-1AUt7Ty@R~)=?nqyCsux<(a!V-so1x;iD20k#x&(4uG8FNI;XjRt7 ze|h&&m|>D)KZKie VB<(D6{;fG&iASm+X!y0n))yeye5?Qf literal 0 HcmV?d00001 diff --git a/docs/locales/es/LC_MESSAGES/building.po b/docs/locales/es/LC_MESSAGES/building.po new file mode 100644 index 000000000..f34a68c98 --- /dev/null +++ b/docs/locales/es/LC_MESSAGES/building.po @@ -0,0 +1,377 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2010-2019 The Overviewer Team +# This file is distributed under the same license as the Overviewer package. +# FIRST AUTHOR , 2023. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Overviewer 0.13\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2023-02-21 00:46-0300\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language: es\n" +"Language-Team: es \n" +"Plural-Forms: nplurals=2; plural=(n != 1);\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=utf-8\n" +"Content-Transfer-Encoding: 8bit\n" +"Generated-By: Babel 2.11.0\n" + +#: ../../docs/building.rst:3 +msgid "Building the Overviewer from Source" +msgstr "" + +#: ../../docs/building.rst:5 +msgid "" +"These instructions are for building the C extension for Overviewer. Once " +"you have finished with these instructions, head to :doc:`running`." +msgstr "" + +#: ../../docs/building.rst:10 +msgid "" +"Pre-built Windows and Debian executables are available on the " +":doc:`installing` page. These kits already contain the compiled code and" +" require no further setup, so you can skip to the next section of the " +"docs: :doc:`running`." +msgstr "" + +#: ../../docs/building.rst:16 +msgid "Get The Source" +msgstr "" + +#: ../../docs/building.rst:18 +msgid "" +"First step: download the platform-independent source! Either clone with " +"Git (recommended if you know Git) or download the most recent snapshot:" +msgstr "" + +#: ../../docs/building.rst:21 +msgid "Git URL to clone: ``git://github.com/overviewer/Minecraft-Overviewer.git``" +msgstr "" + +#: ../../docs/building.rst:22 +msgid "" +"`Download most recent tar archive `_" +msgstr "" + +#: ../../docs/building.rst:24 +msgid "" +"`Download most recent zip archive `_" +msgstr "" + +#: ../../docs/building.rst:26 +msgid "" +"Once you have the source, see below for instructions on building for your" +" system." +msgstr "" + +#: ../../docs/building.rst:30 +msgid "Build Instructions For Various Operating Systems" +msgstr "" + +#: ../../docs/building.rst:36 +msgid "Windows Build Instructions" +msgstr "" + +#: ../../docs/building.rst:38 +msgid "" +"First, you'll need a compiler. You can either use Visual Studio, or " +"cygwin/mingw. The free `Visual Studio Community " +"`_ is okay. You will need to " +"select the \"Desktop Development with C++\" WORKLOAD. Microsoft has been " +"changing up the names on this with the \"Community\" edition of Visual " +"Studio. If nothing else works, just install every Individual Visual C++ " +"component you can find :)" +msgstr "" + +#: ../../docs/building.rst:44 +msgid "Prerequisites" +msgstr "" + +#: ../../docs/building.rst:46 +msgid "You will need the following:" +msgstr "" + +#: ../../docs/building.rst:48 +msgid "`Python 3.x `_" +msgstr "" + +#: ../../docs/building.rst:49 +msgid "A copy of the `Pillow sources `_." +msgstr "" + +#: ../../docs/building.rst:50 +msgid "The Pillow Extension for Python." +msgstr "" + +#: ../../docs/building.rst:51 +msgid "The Numpy Extension for Python." +msgstr "" + +#: ../../docs/building.rst:52 +msgid "The extensions can be installed via::" +msgstr "" + +#: ../../docs/building.rst:58 +msgid "Building with Visual Studio" +msgstr "" + +#: ../../docs/building.rst:60 +msgid "Get the latest Overviewer source code as per above." +msgstr "" + +#: ../../docs/building.rst:61 +msgid "" +"From the Start menu, navigate to 'Visual Studio 2017' and open the " +"**'Developer Command Prompt for VS 2017'** (*or whatever year*) shortcut." +" A regular command or powershell prompt will *NOT* work for this." +msgstr "" + +#: ../../docs/building.rst:62 +msgid "cd to the folder containing the Overviewer source code." +msgstr "" + +#: ../../docs/building.rst:63 ../../docs/building.rst:115 +msgid "" +"Copy Imaging.h and ImPlatform.h from your Pillow sources into the current" +" working directory." +msgstr "" + +#: ../../docs/building.rst:64 +msgid "First try a build::" +msgstr "" + +#: ../../docs/building.rst:68 +msgid "If you encounter the following errors::" +msgstr "" + +#: ../../docs/building.rst:72 +msgid "then try the following::" +msgstr "" + +#: ../../docs/building.rst:78 +msgid "" +"If the build was successful, there should be a c_overviewer.pyd file in " +"your current working directory." +msgstr "" + +#: ../../docs/building.rst:81 +msgid "Building with mingw-w64 and msys2" +msgstr "" + +#: ../../docs/building.rst:83 +msgid "This is the recommended way to build on Windows without MSVC." +msgstr "" + +#: ../../docs/building.rst:85 +msgid "" +"Install msys2 by following **all** the instructions on `the msys2 " +"installation page `_." +msgstr "" + +#: ../../docs/building.rst:88 +msgid "Install the dependencies::" +msgstr "" + +#: ../../docs/building.rst:92 +msgid "Clone the Minecraft-Overviewer git repository::" +msgstr "" + +#: ../../docs/building.rst:96 +msgid "" +"The source code will be downloaded to your msys2 home directory, e.g. " +"``C:\\msys2\\home\\Potato\\Minecraft-Overviewer``" +msgstr "" + +#: ../../docs/building.rst:99 +msgid "Close the msys2 shell. Instead, open the MinGW64 shell." +msgstr "" + +#: ../../docs/building.rst:101 +msgid "" +"Build the Overviewer by changing your current working directory into the " +"source directory and executing the build script::" +msgstr "" + +#: ../../docs/building.rst:107 +msgid "" +"After it finishes, you should now be able to execute ``overviewer.py`` " +"from the MINGW64 shell." +msgstr "" + +#: ../../docs/building.rst:111 +msgid "Building with mingw" +msgstr "" + +#: ../../docs/building.rst:113 +msgid "Open a MinGW shell." +msgstr "" + +#: ../../docs/building.rst:114 +msgid "cd to the Overviewer directory." +msgstr "" + +#: ../../docs/building.rst:116 ../../docs/building.rst:181 +msgid "Build::" +msgstr "" + +#: ../../docs/building.rst:120 +msgid "" +"If the build fails with complaints about ``-mno-cygwin``, open the file " +"``Lib/distutils/cygwincompiler.py`` in an editor of your choice, and " +"remove all mentions of ``-mno-cygwin``. This is a bug in distutils, filed" +" as `Issue 12641 `_." +msgstr "" + +#: ../../docs/building.rst:126 +msgid "Linux" +msgstr "" + +#: ../../docs/building.rst:128 +msgid "" +"You will need the gcc compiler and a working build environment. On Ubuntu" +" and Debian, this can be done by installing the ``build-essential`` " +"package." +msgstr "" + +#: ../../docs/building.rst:131 +msgid "" +"You will need the following packages on Debian-derived distributions " +"(e.g. Ubuntu):" +msgstr "" + +#: ../../docs/building.rst:133 +msgid "" +"python3-pil or python3-pillow (the latter is usually aliased to the " +"former)" +msgstr "" + +#: ../../docs/building.rst:134 +msgid "python3-dev" +msgstr "" + +#: ../../docs/building.rst:135 +msgid "python3-numpy" +msgstr "" + +#: ../../docs/building.rst:138 +msgid "" +"If you choose to install pillow through pip instead of your " +"distribution's package manager, you won't get the pillow headers which " +"Overviewer requires to build its C extension. In that case, you should " +"manually download the header files specific to the version of pillow you " +"installed, and point at them with the ``PIL_INCLUDE_DIR`` environment " +"variable. A version mismatch between the installed pillow library and the" +" headers can lead to segfaults while running Overviewer due to an ABI " +"mismatch." +msgstr "" + +#: ../../docs/building.rst:145 +msgid "Then to build::" +msgstr "" + +#: ../../docs/building.rst:149 +msgid "" +"At this point, you can run ``./overviewer.py`` from the current " +"directory, so to run it you'll have to be in this directory and run " +"``./overviewer.py`` or provide the the full path to ``overviewer.py``. " +"Another option would be to add this directory to your ``$PATH``. Note " +"that there is a ``python3 setup.py install`` step that you can run which " +"will install things into ``/usr/local/bin``, but this is strongly not " +"recommended as it might conflict with other installs of Overviewer." +msgstr "" + +#: ../../docs/building.rst:152 +msgid "macOS" +msgstr "" + +#: ../../docs/building.rst:154 +msgid "" +"Install the Xcode Command Line Tools by running the following command in " +"a terminal (located in your /Applications/Utilities folder)::" +msgstr "" + +#: ../../docs/building.rst:158 +msgid "" +"Install Python 3 if you don't already have it, for example from `the " +"official Python website `_." +msgstr "" + +#: ../../docs/building.rst:159 +msgid "Install PIP, e.g. with::" +msgstr "" + +#: ../../docs/building.rst:163 +msgid "" +"Install Pillow (overviewer needs PIL, Pillow is a fork of PIL that " +"provides the same functionality)::" +msgstr "" + +#: ../../docs/building.rst:167 +msgid "Install numpy::" +msgstr "" + +#: ../../docs/building.rst:171 +msgid "" +"Download the Pillow source files from https://github.com/python-" +"pillow/Pillow/releases/latest and unpack the tar.gz file and move it to a" +" directory you can remember" +msgstr "" + +#: ../../docs/building.rst:172 +msgid "" +"Download the Minercaft Overviewer source-code from " +"https://overviewer.org/builds/overviewer-latest.tar.gz" +msgstr "" + +#: ../../docs/building.rst:173 +msgid "" +"Extract overviewer-[Version].tar.gz and move it to a directory you can " +"remember" +msgstr "" + +#: ../../docs/building.rst:174 +msgid "" +"Go into your Pillow-[Version] folder and navigate to the /src/libImaging " +"directory" +msgstr "" + +#: ../../docs/building.rst:175 +msgid "" +"Drag the following files from the Pillow-[Version]/src/libImaging folder " +"to your overviewer-[Version] folder:" +msgstr "" + +#: ../../docs/building.rst:176 +msgid "``Imaging.h``" +msgstr "" + +#: ../../docs/building.rst:177 +msgid "``ImagingUtils.h``" +msgstr "" + +#: ../../docs/building.rst:178 +msgid "``ImPlatform.h``" +msgstr "" + +#: ../../docs/building.rst:179 +msgid "Make sure your installation of Python 3 is in ``$PATH``" +msgstr "" + +#: ../../docs/building.rst:180 +msgid "" +"In a terminal, change your current working directory to your " +"overviewer-[Version] folder (e.g. by using ``cd " +"Desktop/overviewer-[Version]``)" +msgstr "" + +#: ../../docs/building.rst:185 +msgid "" +"You should now be able to run Overviewer with ``./overviewer.py`` inside " +"of the Overviewer directory." +msgstr "" + diff --git a/docs/locales/es/LC_MESSAGES/config.mo b/docs/locales/es/LC_MESSAGES/config.mo new file mode 100644 index 0000000000000000000000000000000000000000..f0764111cfd737767bea219be1f6c823d3f0a6aa GIT binary patch literal 432 zcmYjN!AiqG5LNJ$qh}8zcu;ieCKV}LTa0b0g`_EI6!f;X(-?`nWp`Wc)qn8!{1!JV z)`5X}GjHY%?{jzOW6Q<1%RQF|HTV}Nu6}nztb1dvo@r`vIKw;Arc{zcx+1+Q>6J9F zhTrruS}1KXF-1AUt7Ty@R~)=?nqyCsux<(a!V-so1x;iD20k#x&(4uG8FNI;XjRt7 ze|h&&m|>D)KZKie VB<(D6{;fG&iASm+X!y0n))yeye5?Qf literal 0 HcmV?d00001 diff --git a/docs/locales/es/LC_MESSAGES/config.po b/docs/locales/es/LC_MESSAGES/config.po new file mode 100644 index 000000000..22f7af46b --- /dev/null +++ b/docs/locales/es/LC_MESSAGES/config.po @@ -0,0 +1,1949 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2010-2019 The Overviewer Team +# This file is distributed under the same license as the Overviewer package. +# FIRST AUTHOR , 2023. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Overviewer 0.13\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2023-02-21 00:46-0300\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language: es\n" +"Language-Team: es \n" +"Plural-Forms: nplurals=2; plural=(n != 1);\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=utf-8\n" +"Content-Transfer-Encoding: 8bit\n" +"Generated-By: Babel 2.11.0\n" + +#: ../../docs/config.rst:5 +msgid "The Configuration File" +msgstr "" + +#: ../../docs/config.rst:7 +msgid "" +"Using a configuration file is now the preferred way of running The " +"Overviewer. You will need to create a blank file and specify it when " +"running The Overviewer like this::" +msgstr "" + +#: ../../docs/config.rst:13 +msgid "" +"The config file is formatted in Python syntax. If you aren't familiar " +"with Python, don't worry, it's pretty simple. Just follow the examples." +msgstr "" + +#: ../../docs/config.rst:18 +msgid "" +"You should *always* use forward slashes (``/``), even on Windows. This " +"is required because the backslash (``\\``) has special meaning in Python." +msgstr "" + +#: ../../docs/config.rst:23 +msgid "Examples" +msgstr "" + +#: ../../docs/config.rst:25 +msgid "" +"The following examples should give you an idea of what a configuration " +"file looks like, and also teach you some neat tricks." +msgstr "" + +#: ../../docs/config.rst:29 +msgid "A Simple Example" +msgstr "" + +#: ../../docs/config.rst:42 +msgid "" +"This defines a single world, and a single render of that world. You can " +"see there are two main sections." +msgstr "" + +#: ../../docs/config.rst:50 +msgid "The ``worlds`` dictionary" +msgstr "" + +#: ../../docs/config.rst:46 +msgid "" +"Define items in the ``worlds`` dictionary as shown to tell The Overviewer" +" where to find your worlds. The keys to this dictionary (\"My world\" in " +"the example) is a name you give, and is referenced later in the render " +"dictionary. If you want to render more than one world, you would put more" +" lines like this one. Otherwise, one is sufficient." +msgstr "" + +#: ../../docs/config.rst:60 +msgid "The ``renders`` dictionary" +msgstr "" + +#: ../../docs/config.rst:53 +msgid "" +"Each item here declares a \"render\" which is a map of one dimension of " +"one world rendered with the given options. If you declare more than one " +"render, then you will get a dropdown box to choose which map you want to " +"look at when viewing the maps." +msgstr "" + +#: ../../docs/config.rst:58 +msgid "" +"You are free to declare as many renders as you want with whatever options" +" you want. For example, you are allowed to render multiple worlds, or " +"even render the same world multiple times with different options." +msgstr "" + +#: ../../docs/config.rst:64 +msgid "" +"Since this is Python syntax, keep in mind you need to put quotation marks" +" around your strings. ``worlds[My world]`` will not work. It must be " +"``worlds[\"My world\"]``" +msgstr "" + +#: ../../docs/config.rst:69 +msgid "A more complicated example" +msgstr "" + +#: ../../docs/config.rst:114 +msgid "" +"This config defines four maps for render. Two of them are of the survival" +" world's overworld, one is for the survival's nether, and one is for the " +"creative world." +msgstr "" + +#: ../../docs/config.rst:118 +msgid "" +"Notice here we explicitly set the dimension property on each render. If " +"dimension is not specified, the default or overworld dimension is used. " +"It is necessary e.g. for the nether render." +msgstr "" + +#: ../../docs/config.rst:122 +msgid "" +"Also note here we specify some different rendermodes. A rendermode refers" +" to how the map is rendered. The Overviewer can render a map in many " +"different ways, and there are many preset rendermodes, and you can even " +"create your own (more on that later)." +msgstr "" + +#: ../../docs/config.rst:127 +msgid "" +"And finally, note the usage of the ``texturepath`` option. This specifies" +" a texture pack (also called a resource pack) to use for the rendering. " +"Also note that it is set at the top level of the config file, and " +"therefore applies to every render. It could be set on individual renders " +"to apply to just those renders." +msgstr "" + +#: ../../docs/config.rst:135 +msgid "" +"See the ``sample_config.py`` file included in the repository for another " +"example." +msgstr "" + +#: ../../docs/config.rst:139 +msgid "A dynamic config file" +msgstr "" + +#: ../../docs/config.rst:141 +msgid "" +"It might be handy to dynamically retrieve parameters. For instance, if " +"you periodically render your last map backup which is located in a " +"timestamped directory, it is not convenient to edit the config file each " +"time to fit the new directory name." +msgstr "" + +#: ../../docs/config.rst:146 +msgid "" +"Using environment variables, you can easily retrieve a parameter which " +"has been set by, for instance, your map backup script. In this example, " +"Overviewer is called from a *bash* script, but it can be done from other " +"shell scripts and languages." +msgstr "" + +#: ../../docs/config.rst:168 +msgid "" +"The environment variable will only be local to the process and its child " +"processes. The Overviewer, when run by the script, will be able to access" +" the variable since it becomes a child process." +msgstr "" + +#: ../../docs/config.rst:190 +msgid "Config File Specifications" +msgstr "" + +#: ../../docs/config.rst:192 +msgid "" +"The config file is a python file and is parsed with python's execfile() " +"builtin. This means you can put arbitrary logic in this file. The " +"Overviewer gives the execution of the file a local dict with a few pre-" +"defined items (everything in the overviewer_core.rendermodes module)." +msgstr "" + +#: ../../docs/config.rst:197 +msgid "" +"If the above doesn't make sense, just know that items in the config file " +"take the form ``key = value``. Two items take a different form:, " +"``worlds`` and ``renders``, which are described below." +msgstr "" + +#: ../../docs/config.rst:202 ../../docs/config.rst:459 +msgid "General" +msgstr "" + +#: ../../docs/config.rst:219 +msgid "``worlds``" +msgstr "" + +#: ../../docs/config.rst:205 +msgid "" +"This is pre-defined as an empty dictionary. The config file is expected " +"to add at least one item to it." +msgstr "" + +#: ../../docs/config.rst:208 +msgid "" +"Keys are arbitrary strings used to identify the worlds in the ``renders``" +" dictionary." +msgstr "" + +#: ../../docs/config.rst:211 +msgid "Values are paths to worlds (directories with a level.dat)" +msgstr "" + +#: ../../docs/config.rst:213 ../../docs/config.rst:237 +#: ../../docs/config.rst:252 ../../docs/config.rst:269 +#: ../../docs/config.rst:497 ../../docs/config.rst:514 +msgid "e.g.::" +msgstr "" + +#: ../../docs/config.rst:217 +msgid "**You must specify at least one world**" +msgstr "" + +#: ../../docs/config.rst:219 ../../docs/config.rst:256 +msgid "*Reminder*: Always use forward slashes (\"/\"), even on Windows." +msgstr "" + +#: ../../docs/config.rst:244 +msgid "``renders``" +msgstr "" + +#: ../../docs/config.rst:222 +msgid "" +"This is also pre-defined as an empty dictionary. The config file is " +"expected to add at least one item to it. By default, it is an ordered " +"dictionary; the order you add entries to it will determine the default " +"render in the output map and the order the buttons appear in the map UI." +msgstr "" + +#: ../../docs/config.rst:227 +msgid "" +"Keys are strings that are used as the identifier for this render in the " +"javascript, and also as the directory name for the tiles, but it's " +"essentially up to you. It thus is recommended to make it a string with no" +" spaces or special characters, only alphanumeric characters." +msgstr "" + +#: ../../docs/config.rst:232 +msgid "" +"Values are dictionaries specifying the configuration for the render. Each" +" of these render dictionaries maps strings naming configuration options " +"to their values. Valid keys and their values are listed in the " +":ref:`renderdict` section." +msgstr "" + +#: ../../docs/config.rst:244 +msgid "**You must specify at least one render**" +msgstr "" + +#: ../../docs/config.rst:258 +msgid "``outputdir = \"\"``" +msgstr "" + +#: ../../docs/config.rst:249 +msgid "" +"This is the path to the output directory where the rendered tiles will be" +" saved." +msgstr "" + +#: ../../docs/config.rst:258 ../../docs/config.rst:316 +#: ../../docs/config.rst:376 ../../docs/config.rst:383 +#: ../../docs/config.rst:392 ../../docs/config.rst:397 +#: ../../docs/config.rst:465 ../../docs/config.rst:472 +msgid "**Required**" +msgstr "" + +#: ../../docs/config.rst:271 +msgid "``processes = num_procs``" +msgstr "" + +#: ../../docs/config.rst:263 +msgid "" +"This specifies the number of worker processes to spawn on the local " +"machine to do work. It defaults to the number of CPU cores you have, if " +"not specified." +msgstr "" + +#: ../../docs/config.rst:267 +msgid "This can also be specified with :option:`--processes <-p>`" +msgstr "" + +#: ../../docs/config.rst:274 +msgid "Observers" +msgstr "" + +#: ../../docs/config.rst:410 +msgid "``observer = ``" +msgstr "" + +#: ../../docs/config.rst:279 +msgid "" +"This lets you configure how the progress of the render is reported. The " +"default is to display a progress bar, unless run on Windows or with " +"stderr redirected to a file. The default value will probably be fine for " +"most people, but advanced users may want to make their own progress " +"reporter (for a web service or something like that) or you may want to " +"force a particular observer to be used. The observer object is expected " +"to have at least ``start``, ``add``, ``update``, and ``finish`` methods." +msgstr "" + +#: ../../docs/config.rst:287 +msgid "If you want to specify an observer manually, try something like: ::" +msgstr "" + +#: ../../docs/config.rst:293 +msgid "" +"There are currently three observers available: ``LoggingObserver``, " +"``ProgressBarObserver`` and ``JSObserver``." +msgstr "" + +#: ../../docs/config.rst:298 +msgid "``LoggingObserver``" +msgstr "" + +#: ../../docs/config.rst:297 +msgid "" +"This gives the normal/older style output and is the default when output " +"is redirected to a file or when running on Windows" +msgstr "" + +#: ../../docs/config.rst:302 +msgid "``ProgressBarObserver``" +msgstr "" + +#: ../../docs/config.rst:301 +msgid "" +"This is used by default when the output is a terminal. Displays a text " +"based progress bar and some statistics." +msgstr "" + +#: ../../docs/config.rst:346 +msgid "``JSObserver(outputdir[, minrefresh][, messages])``" +msgstr "" + +#: ../../docs/config.rst:305 +msgid "" +"This will display render progress on the output map in the bottom right " +"corner of the screen. ``JSObserver``." +msgstr "" + +#: ../../docs/config.rst:309 +msgid "" +"JSObserver does not work on locally opened maps, but requires a running " +"HTTP server." +msgstr "" + +#: ../../docs/config.rst:316 +msgid "``outputdir=\"\"``." +msgstr "" + +#: ../../docs/config.rst:320 +msgid "``minrefresh=``" +msgstr "" + +#: ../../docs/config.rst:319 +msgid "" +"Progress information won't be written to file or requested by your web " +"browser more frequently than this interval." +msgstr "" + +#: ../../docs/config.rst:340 +msgid "" +"``messages=dict(totalTiles=, renderCompleted=, " +"renderProgress=)``" +msgstr "" + +#: ../../docs/config.rst:323 +msgid "" +"Customises messages displayed in browser. All three messages must be " +"defined similar to the following:" +msgstr "" + +#: ../../docs/config.rst:326 +#, python-format +msgid "" +"``totalTiles=\"Rendering %d tiles\"`` The ``%d`` format string will be " +"replaced with the total number of tiles to be rendered." +msgstr "" + +#: ../../docs/config.rst:330 +#, python-format +msgid "" +"``renderCompleted=\"Render completed in %02d:%02d:%02d\"`` The three " +"format strings will be replaced with the number of hours. minutes and " +"seconds taken to complete this render." +msgstr "" + +#: ../../docs/config.rst:334 +#, python-format +msgid "" +"``renderProgress=\"Rendered %d of %d tiles (%d%% ETA:%s)\"\"`` The four " +"format strings will be replaced with the number of tiles completed, the " +"total number of tiles, the percentage complete, and the ETA." +msgstr "" + +#: ../../docs/config.rst:339 +msgid "" +"Format strings are explained here: " +"http://docs.python.org/library/stdtypes.html#string-formatting All format" +" strings must be present in your custom messages." +msgstr "" + +#: ../../docs/config.rst:367 +msgid "``MultiplexingObserver(Observer[, Observer[, Observer ...]])``" +msgstr "" + +#: ../../docs/config.rst:349 +msgid "" +"This observer will send the progress information to all Observers passed " +"to it." +msgstr "" + +#: ../../docs/config.rst:352 +msgid "All Observers passed must implement the full Observer interface." +msgstr "" + +#: ../../docs/config.rst:383 +msgid "``ServerAnnounceObserver(target, pct_interval)``" +msgstr "" + +#: ../../docs/config.rst:370 +msgid "" +"This Observer will send its progress and status to a Minecraft server via" +" ``target`` with a Minecraft ``say`` command." +msgstr "" + +#: ../../docs/config.rst:376 +msgid "``target=``" +msgstr "" + +#: ../../docs/config.rst:374 +msgid "" +"Either a FIFO file or stdin. Progress and status messages will be written" +" to this handle." +msgstr "" + +#: ../../docs/config.rst:383 ../../docs/config.rst:410 +msgid "``pct_interval=``" +msgstr "" + +#: ../../docs/config.rst:379 +#, python-format +msgid "" +"Progress and status messages will not be written more often than this " +"value. E.g., a value of ``1`` will make the ServerAnnounceObserver write " +"to its target once for every 1% of progress." +msgstr "" + +#: ../../docs/config.rst:410 +msgid "``RConObserver(target, password[, port][, pct_interval])``" +msgstr "" + +#: ../../docs/config.rst:386 +msgid "" +"This Observer will announce render progress with the server's ``say`` " +"command through RCon." +msgstr "" + +#: ../../docs/config.rst:392 +msgid "``target=
``" +msgstr "" + +#: ../../docs/config.rst:390 +msgid "Address of the target Minecraft server." +msgstr "" + +#: ../../docs/config.rst:397 +msgid "``password=``" +msgstr "" + +#: ../../docs/config.rst:395 +msgid "The server's rcon password." +msgstr "" + +#: ../../docs/config.rst:402 +msgid "``port=``" +msgstr "" + +#: ../../docs/config.rst:400 +msgid "Port on which the Minecraft server listens for incoming RCon connections." +msgstr "" + +#: ../../docs/config.rst:402 +msgid "**Default:** ``25575``" +msgstr "" + +#: ../../docs/config.rst:405 +msgid "" +"Percentage interval in which the progress should be announced, the same " +"as for ``ServerAnnounceObserver``." +msgstr "" + +#: ../../docs/config.rst:408 +msgid "**Default:** ``10``" +msgstr "" + +#: ../../docs/config.rst:413 +msgid "Custom web assets" +msgstr "" + +#: ../../docs/config.rst:433 +msgid "``customwebassets = \"\"``" +msgstr "" + +#: ../../docs/config.rst:418 +msgid "" +"This option allows you to specify a directory containing custom web " +"assets to be copied to the output directory. Any files in the custom web " +"assets directory overwrite the default files." +msgstr "" + +#: ../../docs/config.rst:422 +msgid "" +"If you are providing a custom index.html, the following strings will be " +"replaced:" +msgstr "" + +#: ../../docs/config.rst:424 +msgid "``{title}`` Will be replaced by 'Minecraft Overviewer'" +msgstr "" + +#: ../../docs/config.rst:427 +msgid "" +"``{time}`` Will be replaced by the current date and time when the world " +"is rendered e.g. 'Sun, 12 Aug 2012 15:25:40 BST'" +msgstr "" + +#: ../../docs/config.rst:431 +msgid "" +"``{version}`` Will be replaced by the version of Overviewer used e.g. " +"'0.9.276 (5ff9c50)'" +msgstr "" + +#: ../../docs/config.rst:438 +msgid "Render Dictionary Keys" +msgstr "" + +#: ../../docs/config.rst:440 +msgid "" +"The render dictionary is a dictionary mapping configuration key strings " +"to values. The valid configuration keys are listed below." +msgstr "" + +#: ../../docs/config.rst:445 +msgid "" +"Any of these items can be specified at the top level of the config file " +"to set the default for every render. For example, this line at the top of" +" the config file will set the world for every render to 'myworld' if no " +"world is specified::" +msgstr "" + +#: ../../docs/config.rst:452 +msgid "" +"Then you don't need to specify a ``world`` key in the render " +"dictionaries::" +msgstr "" + +#: ../../docs/config.rst:465 +msgid "``world``" +msgstr "" + +#: ../../docs/config.rst:462 +msgid "" +"Specifies which world this render corresponds to. Its value should be a " +"string from the appropriate key in the worlds dictionary." +msgstr "" + +#: ../../docs/config.rst:472 +msgid "``title``" +msgstr "" + +#: ../../docs/config.rst:468 +msgid "" +"This is the display name used in the user interface. Set this to whatever" +" you want to see displayed in the Map Type control (the buttons in the " +"upper- right)." +msgstr "" + +#: ../../docs/config.rst:502 +msgid "``dimension``" +msgstr "" + +#: ../../docs/config.rst:477 +msgid "" +"Specified which dimension of the world should be rendered. Each Minecraft" +" world has by default 3 dimensions: The Overworld, The Nether, and The " +"End. Bukkit servers are a bit more complicated, typically worlds only " +"have a single dimension, in which case you can leave this option off." +msgstr "" + +#: ../../docs/config.rst:482 +msgid "" +"The value should be a string. It should either be one of \"overworld\", " +"\"nether\", \"end\", or the directory name of the dimension within the " +"world. e.g. \"DIM-1\"" +msgstr "" + +#: ../../docs/config.rst:488 +msgid "" +"If you choose to render your nether dimension, you must also use a nether" +" :ref:`rendermode`. Otherwise you'll just end up " +"rendering the nether's ceiling." +msgstr "" + +#: ../../docs/config.rst:494 +msgid "" +"For the end, you will most likely want to turn down the strength of the " +"shadows, as you'd otherwise end up with a very dark result." +msgstr "" + +#: ../../docs/config.rst:502 +msgid "**Default:** ``\"overworld\"``" +msgstr "" + +#: ../../docs/config.rst:505 +msgid "Rendering" +msgstr "" + +#: ../../docs/config.rst:570 +msgid "``rendermode``" +msgstr "" + +#: ../../docs/config.rst:510 +msgid "" +"This is which rendermode to use for this render. There are many " +"rendermodes to choose from. This can either be a rendermode object, or a " +"string, in which case the rendermode object by that name is used." +msgstr "" + +#: ../../docs/config.rst:518 +msgid "Here are the rendermodes and what they do:" +msgstr "" + +#: ../../docs/config.rst:521 +msgid "``\"normal\"``" +msgstr "" + +#: ../../docs/config.rst:521 +msgid "A normal render with no lighting. This is the fastest option." +msgstr "" + +#: ../../docs/config.rst:526 +msgid "``\"lighting\"``" +msgstr "" + +#: ../../docs/config.rst:524 +msgid "" +"A render with per-block lighting, which looks similar to Minecraft " +"without smooth lighting turned on. This is slightly slower than the " +"normal mode." +msgstr "" + +#: ../../docs/config.rst:532 +msgid "``\"smooth_lighting\"``" +msgstr "" + +#: ../../docs/config.rst:529 +msgid "" +"A render with smooth lighting, which looks similar to Minecraft with " +"smooth lighting turned on." +msgstr "" + +#: ../../docs/config.rst:532 +msgid "*This option looks the best* but is also the slowest." +msgstr "" + +#: ../../docs/config.rst:535 +msgid "``\"night\"``" +msgstr "" + +#: ../../docs/config.rst:535 +msgid "A \"nighttime\" render with blocky lighting." +msgstr "" + +#: ../../docs/config.rst:538 +msgid "``\"smooth_night\"``" +msgstr "" + +#: ../../docs/config.rst:538 +msgid "A \"nighttime\" render with smooth lighting" +msgstr "" + +#: ../../docs/config.rst:550 +msgid "``\"nether\"``" +msgstr "" + +#: ../../docs/config.rst:541 +msgid "" +"A normal lighting render of the nether. You can apply this to any render," +" not just nether dimensions. The only difference between this and normal " +"is that the ceiling is stripped off, so you can actually see inside." +msgstr "" + +#: ../../docs/config.rst:548 +msgid "" +"Selecting this rendermode doesn't automatically render your nether " +"dimension. Be sure to also set the :ref:`dimension` " +"option to 'nether'." +msgstr "" + +#: ../../docs/config.rst:553 +msgid "``\"nether_lighting\"``" +msgstr "" + +#: ../../docs/config.rst:553 +msgid "Similar to \"nether\" but with blocky lighting." +msgstr "" + +#: ../../docs/config.rst:556 +msgid "``\"nether_smooth_lighting\"``" +msgstr "" + +#: ../../docs/config.rst:556 +msgid "Similar to \"nether\" but with smooth lighting." +msgstr "" + +#: ../../docs/config.rst:561 +msgid "``\"cave\"``" +msgstr "" + +#: ../../docs/config.rst:559 +msgid "" +"A cave render with depth tinting (blocks are tinted with a color " +"dependent on their depth, so it's easier to tell overlapping caves apart)" +msgstr "" + +#: ../../docs/config.rst:563 +msgid "**Default:** ``\"normal\"``" +msgstr "" + +#: ../../docs/config.rst:567 +msgid "" +"The value for the 'rendermode' key can be either a *string* or " +"*rendermode object* (strings simply name one of the built-in rendermode " +"objects). The actual object type is a list of *rendermode primitive* " +"objects. See :ref:`customrendermodes` for more information." +msgstr "" + +#: ../../docs/config.rst:584 +msgid "``northdirection``" +msgstr "" + +#: ../../docs/config.rst:573 +msgid "" +"This is direction or viewpoint angle with which north will be rendered. " +"This north direction will match the established north direction in the " +"game where the sun rises in the east and sets in the west." +msgstr "" + +#: ../../docs/config.rst:577 +msgid "Here are the valid north directions:" +msgstr "" + +#: ../../docs/config.rst:579 +msgid "``\"upper-left\"``" +msgstr "" + +#: ../../docs/config.rst:580 +msgid "``\"upper-right\"``" +msgstr "" + +#: ../../docs/config.rst:581 +msgid "``\"lower-left\"``" +msgstr "" + +#: ../../docs/config.rst:582 +msgid "``\"lower-right\"``" +msgstr "" + +#: ../../docs/config.rst:584 +msgid "**Default:** ``\"upper-left\"``" +msgstr "" + +#: ../../docs/config.rst:631 +msgid "``overlay``" +msgstr "" + +#: ../../docs/config.rst:589 +msgid "" +"This specifies which renders that this render will be displayed on top " +"of. It should be a list of other renders. If this option is confusing, " +"think of this option's name as \"overlay_on_to\"." +msgstr "" + +#: ../../docs/config.rst:593 +msgid "" +"If you leave this as an empty list, this overlay will be displayed on top" +" of all renders for the same world/dimension as this one." +msgstr "" + +#: ../../docs/config.rst:596 +msgid "" +"As an example, let's assume you have two renders, one called \"day\" and " +"one called \"night\". You want to create a Biome Overlay to be displayed" +" on top of the \"day\" render. Your config file might look like this:" +msgstr "" + +#: ../../docs/config.rst:602 +msgid "" +"When 'overlay' is used the ``imgformat`` must be set to a transparent " +"image format like ``\"png\"``. Otherwise the overlay is rendered without " +"transparency and the render underneath will not show." +msgstr "" + +#: ../../docs/config.rst:631 ../../docs/config.rst:944 +msgid "**Default:** ``[]`` (an empty list)" +msgstr "" + +#: ../../docs/config.rst:643 +msgid "``texturepath``" +msgstr "" + +#: ../../docs/config.rst:636 +msgid "" +"This is a where a specific texture or resource pack can be found to use " +"during this render. It can be a path to either a folder or a zip/jar file" +" containing the texture resources. If specifying a folder, this option " +"should point to a directory that *contains* the assets/ directory (it " +"should not point to the assets directory directly or any one particular " +"texture image)." +msgstr "" + +#: ../../docs/config.rst:642 +msgid "" +"Its value should be a string: the path on the filesystem to the resource " +"pack." +msgstr "" + +#: ../../docs/config.rst:699 +msgid "``crop``" +msgstr "" + +#: ../../docs/config.rst:648 +msgid "" +"You can use this to render one or more small subsets of your map. The " +"format of an individual crop zone is (min x, min z, max x, max z); if you" +" wish to specify multiple crop zones, you may do so by specifying a list " +"of crop zones, i.e. [(min x1, min z1, max x1, max z1), (min x2, min z2, " +"max x2, max z2)]" +msgstr "" + +#: ../../docs/config.rst:653 +msgid "" +"The coordinates are block coordinates. The same you get with the debug " +"menu in-game and the coordinates shown when you view a map." +msgstr "" + +#: ../../docs/config.rst:656 +msgid "Example that only renders a 1000 by 1000 square of land about the origin::" +msgstr "" + +#: ../../docs/config.rst:664 +msgid "Example that renders two 500 by 500 squares of land::" +msgstr "" + +#: ../../docs/config.rst:672 +msgid "" +"This option performs a similar function to the old ``--regionlist`` " +"option (which no longer exists). It is useful for example if someone has " +"wandered really far off and made your map too large. You can set the crop" +" for the largest map you want to render (perhaps " +"``(-10000,-10000,10000,10000)``). It could also be used to define a " +"really small render showing off one particular feature, perhaps from " +"multiple angles." +msgstr "" + +#: ../../docs/config.rst:681 +msgid "" +"If you decide to change the bounds on a render, you may find it produces " +"unexpected results. It is recommended to not change the crop settings " +"once it has been rendered once." +msgstr "" + +#: ../../docs/config.rst:685 +msgid "" +"For an expansion to the bounds, because chunks in the new bounds have the" +" same mtime as the old, tiles will not automatically be updated, leaving " +"strange artifacts along the old border. You may need to use " +":option:`--forcerender` to force those tiles to update. (You can use the" +" ``forcerender`` option on just one render by adding ``'forcerender': " +"True`` to that render's configuration)" +msgstr "" + +#: ../../docs/config.rst:692 +msgid "" +"For reductions to the bounds, you will need to render your map at least " +"once with the :option:`--check-tiles` mode activated, and then once with " +"the :option:`--forcerender` option. The first run will go and delete " +"tiles that should no longer exist, while the second will render the tiles" +" around the edge properly. Also see :ref:`this faq entry`." +msgstr "" + +#: ../../docs/config.rst:698 +msgid "" +"Sorry there's no better way to handle these cases at the moment. It's a " +"tricky problem and nobody has devoted the effort to solve it yet." +msgstr "" + +#: ../../docs/config.rst:702 +msgid "Image options" +msgstr "" + +#: ../../docs/config.rst:712 +msgid "``imgformat``" +msgstr "" + +#: ../../docs/config.rst:705 +msgid "" +"This is which image format to render the tiles into. Its value should be " +"a string containing \"png\", \"jpg\", \"jpeg\" or \"webp\"." +msgstr "" + +#: ../../docs/config.rst:709 +msgid "" +"For WebP, your PIL/Pillow needs to be built with WebP support. Do keep in" +" mind that not all browsers support WebP images." +msgstr "" + +#: ../../docs/config.rst:712 +msgid "**Default:** ``\"png\"``" +msgstr "" + +#: ../../docs/config.rst:721 +msgid "``imgquality``" +msgstr "" + +#: ../../docs/config.rst:715 +msgid "" +"This is the image quality used when saving the tiles into the JPEG or " +"WebP image format. Its value should be an integer between 0 and 100." +msgstr "" + +#: ../../docs/config.rst:718 +msgid "" +"For WebP images in lossless mode, it determines how much effort is spent " +"on compressing the image." +msgstr "" + +#: ../../docs/config.rst:721 +msgid "**Default:** ``95``" +msgstr "" + +#: ../../docs/config.rst:727 +msgid "``imglossless``" +msgstr "" + +#: ../../docs/config.rst:724 +msgid "" +"Determines whether a WebP image is saved in lossless or lossy mode. Has " +"no effect on other image formats." +msgstr "" + +#: ../../docs/config.rst:727 ../../docs/config.rst:923 +msgid "**Default:** ``True``" +msgstr "" + +#: ../../docs/config.rst:729 +msgid "``optimizeimg``" +msgstr "" + +#: ../../docs/config.rst:732 +msgid "Using image optimizers will increase render times significantly." +msgstr "" + +#: ../../docs/config.rst:735 +msgid "" +"With the port to Python 3, the import line has changed. Prefix the " +"``optimizeimages`` module with a period, so ``from .optimizeimages import" +" foo, bar``." +msgstr "" + +#: ../../docs/config.rst:739 +msgid "" +"This option specifies which additional tools overviewer should use to " +"optimize the filesize of rendered tiles. The tools used must be placed " +"somewhere where overviewer can find them, for example the \"PATH\" " +"environment variable or a directory like /usr/bin." +msgstr "" + +#: ../../docs/config.rst:744 +msgid "" +"The option is a list of Optimizer objects, which are then executed in the" +" order in which they're specified::" +msgstr "" + +#: ../../docs/config.rst:760 +msgid "" +"Don't forget to import the optimizers you use in your config file, as " +"shown in the example above." +msgstr "" + +#: ../../docs/config.rst:763 +msgid "Here is a list of supported image optimization programs:" +msgstr "" + +#: ../../docs/config.rst:793 +msgid "``pngnq``" +msgstr "" + +#: ../../docs/config.rst:766 +msgid "" +"pngnq quantizes 32-bit RGBA images into 8-bit RGBA palette PNGs. This is " +"lossy, but reduces filesize significantly. Available settings:" +msgstr "" + +#: ../../docs/config.rst:774 +msgid "``sampling``" +msgstr "" + +#: ../../docs/config.rst:770 +msgid "" +"An integer between ``1`` and ``10``, ``1`` samples all pixels, is slow " +"and yields the best quality. Higher values sample less of the image, " +"which makes the process faster, but less accurate." +msgstr "" + +#: ../../docs/config.rst:774 +msgid "**Default:** ``3``" +msgstr "" + +#: ../../docs/config.rst:786 +msgid "``dither``" +msgstr "" + +#: ../../docs/config.rst:777 +msgid "" +"Either the string ``\"n\"`` for no dithering, or ``\"f\"`` for Floyd " +"Steinberg dithering. Dithering helps eliminate colorbanding, sometimes " +"increasing visual quality." +msgstr "" + +#: ../../docs/config.rst:782 +msgid "" +"With pngnq version 1.0 (which is what Ubuntu 12.04 ships), the dithering " +"option is broken. Only the default, no dithering, can be specified on " +"those systems." +msgstr "" + +#: ../../docs/config.rst:786 +msgid "**Default:** ``\"n\"``" +msgstr "" + +#: ../../docs/config.rst:789 +msgid "" +"Because of several PIL bugs, only the most zoomed in level has " +"transparency when using pngnq. The other zoom levels have all " +"transparency replaced by black. This is *not* pngnq's fault, as pngnq " +"supports multiple levels of transparency just fine, it's PIL's fault for " +"not even reading indexed PNGs correctly." +msgstr "" + +#: ../../docs/config.rst:805 +msgid "``optipng``" +msgstr "" + +#: ../../docs/config.rst:796 +msgid "" +"optipng tunes the deflate algorithm and removes unneeded channels from " +"the PNG, producing a smaller, lossless output image. It was inspired by " +"pngcrush. Available settings:" +msgstr "" + +#: ../../docs/config.rst:805 ../../docs/config.rst:815 +msgid "``olevel``" +msgstr "" + +#: ../../docs/config.rst:801 +msgid "" +"An integer between ``0`` (few optimizations) and ``7`` (many " +"optimizations). The default should be satisfactory for everyone, higher " +"levels than the default see almost no benefit." +msgstr "" + +#: ../../docs/config.rst:805 ../../docs/config.rst:815 +msgid "**Default:** ``2``" +msgstr "" + +#: ../../docs/config.rst:824 +msgid "``oxipng``" +msgstr "" + +#: ../../docs/config.rst:808 +msgid "An optipng replacement written in Rust. Works much like optipng." +msgstr "" + +#: ../../docs/config.rst:811 +msgid "" +"An integer between ``0`` (few optimizations) and ``6`` (many " +"optimizations). The default should be satisfactory for everyone, higher " +"levels than the default see almost no benefit." +msgstr "" + +#: ../../docs/config.rst:824 +msgid "``threads``" +msgstr "" + +#: ../../docs/config.rst:818 +msgid "" +"An integer specifying how many threads per process to use. Note that " +"Overviewer spawns one oxipng process per Overviewer worker process, so " +"increasing this value if you already have one Overviewer process per CPU " +"thread makes little sense, and can actually slow down the rendering." +msgstr "" + +#: ../../docs/config.rst:824 ../../docs/config.rst:883 +msgid "**Default:** ``1``" +msgstr "" + +#: ../../docs/config.rst:840 +msgid "``pngcrush``" +msgstr "" + +#: ../../docs/config.rst:827 +msgid "" +"pngcrush, like optipng, is a lossless PNG recompressor. If you are able " +"to do so, it is recommended to use optipng instead, as it generally " +"yields better results in less time. Available settings:" +msgstr "" + +#: ../../docs/config.rst:840 +msgid "``brute``" +msgstr "" + +#: ../../docs/config.rst:833 +msgid "" +"Either ``True`` or ``False``. Cycles through all compression methods, and" +" is very slow." +msgstr "" + +#: ../../docs/config.rst:836 +msgid "" +"There is practically no reason to ever use this. optipng will beat " +"pngcrush, and throwing more CPU time at pngcrush most likely won't help. " +"If you think you need this option, then you are most likely wrong." +msgstr "" + +#: ../../docs/config.rst:840 +msgid "**Default:** ``False``" +msgstr "" + +#: ../../docs/config.rst:868 +msgid "``jpegoptim``" +msgstr "" + +#: ../../docs/config.rst:843 +msgid "" +"jpegoptim can do both lossy and lossless JPEG optimisation. If no options" +" are specified, jpegoptim will only do lossless optimisations. Available " +"settings:" +msgstr "" + +#: ../../docs/config.rst:855 +msgid "``quality``" +msgstr "" + +#: ../../docs/config.rst:848 +msgid "" +"A number between 0 and 100 that corresponds to the jpeg quality level. If" +" the input image has a lower quality specified than the output image, " +"jpegoptim will only do lossless optimisations." +msgstr "" + +#: ../../docs/config.rst:852 +msgid "" +"If this option is specified and the above condition does not apply, " +"jpegoptim will do lossy optimisation." +msgstr "" + +#: ../../docs/config.rst:855 ../../docs/config.rst:868 +msgid "**Default:** ``None`` *(= Unspecified)*" +msgstr "" + +#: ../../docs/config.rst:868 +msgid "``target_size``" +msgstr "" + +#: ../../docs/config.rst:858 +msgid "" +"Either a percentage of the original filesize (e.g. ``\"50%\"``) or a " +"target filesize in kilobytes (e.g. ``15``). jpegoptim will then try to " +"reach this as its target size." +msgstr "" + +#: ../../docs/config.rst:861 +msgid "If specified, jpegoptim will do lossy optimisation." +msgstr "" + +#: ../../docs/config.rst:864 +msgid "" +"This appears to have a greater performance impact than just setting " +"``quality``. Unless predictable filesizes are a thing you need, you " +"should probably use ``quality`` instead." +msgstr "" + +#: ../../docs/config.rst:870 +msgid "**Default:** ``[]``" +msgstr "" + +#: ../../docs/config.rst:873 +msgid "Zoom" +msgstr "" + +#: ../../docs/config.rst:875 +msgid "These options control the zooming behavior in the JavaScript output." +msgstr "" + +#: ../../docs/config.rst:883 +msgid "``defaultzoom``" +msgstr "" + +#: ../../docs/config.rst:878 +msgid "" +"This value specifies the default zoom level that the map will be opened " +"with. It has to be greater than 0, which corresponds to the most zoomed-" +"out level. If you use ``minzoom`` or ``maxzoom``, it should be between " +"those two." +msgstr "" + +#: ../../docs/config.rst:901 +msgid "``maxzoom``" +msgstr "" + +#: ../../docs/config.rst:886 +msgid "" +"This specifies the maximum, closest in zoom allowed by the zoom control " +"on the web page. This is relative to 0, the farthest-out image, so " +"setting this to 8 will allow you to zoom in at most 8 times. This is " +"*not* relative to ``minzoom``, so setting ``minzoom`` will shave off even" +" more levels. If you wish to specify how many zoom levels to leave off, " +"instead of how many total to use, use a negative number here. For " +"example, setting this to -2 will disable the two most zoomed-in levels." +msgstr "" + +#: ../../docs/config.rst:897 +msgid "" +"This does not change the number of zoom levels rendered, but allows you " +"to neglect uploading the larger and more detailed zoom levels if " +"bandwidth usage is an issue." +msgstr "" + +#: ../../docs/config.rst:901 +msgid "**Default:** Automatically set to most detailed zoom level" +msgstr "" + +#: ../../docs/config.rst:914 +msgid "``minzoom``" +msgstr "" + +#: ../../docs/config.rst:904 +msgid "" +"This specifies the minimum, farthest away zoom allowed by the zoom " +"control on the web page. For example, setting this to 2 will disable the " +"two most zoomed-out levels." +msgstr "" + +#: ../../docs/config.rst:910 +msgid "" +"This does not change the number of zoom levels rendered, but allows you " +"to have control over the number of zoom levels accessible via the slider " +"control." +msgstr "" + +#: ../../docs/config.rst:914 +msgid "**Default:** 0 (zero, which does not disable any zoom levels)" +msgstr "" + +#: ../../docs/config.rst:917 +msgid "Other HTML/JS output options" +msgstr "" + +#: ../../docs/config.rst:923 +msgid "``showlocationmarker``" +msgstr "" + +#: ../../docs/config.rst:920 +msgid "" +"Allows you to specify whether to show the location marker when accessing " +"a URL with coordinates specified." +msgstr "" + +#: ../../docs/config.rst:930 +msgid "``base``" +msgstr "" + +#: ../../docs/config.rst:926 +msgid "" +"Allows you to specify a remote location for the tile folder, useful if " +"you rsync your map's images to a remote server. Leave a trailing slash " +"and point to the location that contains the tile folders for each render," +" not the tiles folder itself. For example, if the tile images start at " +"http://domain.com/map/world_day/ you want to set this to " +"http://domain.com/map/" +msgstr "" + +#: ../../docs/config.rst:945 +msgid "``markers``" +msgstr "" + +#: ../../docs/config.rst:935 +msgid "" +"This controls the display of markers, signs, and other points of interest" +" in the output HTML. It should be a list of dictionaries." +msgstr "" + +#: ../../docs/config.rst:940 +msgid "" +"Setting this configuration option alone does nothing. In order to get " +"markers and signs on our map, you must also run the genPO script. See " +"the :doc:`Signs and markers` section for more details and " +"documenation." +msgstr "" + +#: ../../docs/config.rst:950 +msgid "``poititle``" +msgstr "" + +#: ../../docs/config.rst:948 +msgid "This controls the display name of the POI/marker dropdown control." +msgstr "" + +#: ../../docs/config.rst:950 +msgid "**Default:** \"Signs\"" +msgstr "" + +#: ../../docs/config.rst:954 +msgid "``showspawn``" +msgstr "" + +#: ../../docs/config.rst:953 +msgid "" +"This is a boolean, and defaults to ``True``. If set to ``False``, then " +"the spawn icon will not be displayed on the rendered map." +msgstr "" + +#: ../../docs/config.rst:961 +msgid "``bgcolor``" +msgstr "" + +#: ../../docs/config.rst:957 +msgid "" +"This is the background color to be displayed behind the map. Its value " +"should be either a string in the standard HTML color syntax or a 4-tuple " +"in the format of (r,b,g,a). The alpha entry should be set to 0." +msgstr "" + +#: ../../docs/config.rst:961 +msgid "**Default:** ``#1a1a1a``" +msgstr "" + +#: ../../docs/config.rst:971 +msgid "``center``" +msgstr "" + +#: ../../docs/config.rst:964 +msgid "" +"This is allows you to specify a list or a tuple of Minecraft world " +"coordinates that should be used as the map's default center, e.g. ``[800," +" 64, -334]``." +msgstr "" + +#: ../../docs/config.rst:967 +msgid "" +"You may also specify only two coordinates, in case they will be " +"interpreted as X and Z coordinates, and Y is assumed to be ``64`` (sea " +"level)." +msgstr "" + +#: ../../docs/config.rst:970 +msgid "" +"**Default:** The coordinates of your spawn, or ``[0, 64, 0]`` if the " +"regionset has no spawn." +msgstr "" + +#: ../../docs/config.rst:974 +msgid "Map update behavior" +msgstr "" + +#: ../../docs/config.rst:984 +msgid "``rerenderprob``" +msgstr "" + +#: ../../docs/config.rst:979 +msgid "" +"This is the probability that a tile will be rerendered even though there " +"may have been no changes to any blocks within that tile. Its value should" +" be a floating point number between 0.0 and 1.0." +msgstr "" + +#: ../../docs/config.rst:983 +msgid "**Default:** ``0``" +msgstr "" + +#: ../../docs/config.rst:1013 +msgid "``forcerender``" +msgstr "" + +#: ../../docs/config.rst:987 +msgid "" +"This is a boolean. If set to ``True`` (or any non-false value) then this " +"render will unconditionally re-render every tile regardless of whether it" +" actually needs updating or not." +msgstr "" + +#: ../../docs/config.rst:991 +msgid "" +"The :option:`--forcerender` command line option acts similarly, but with " +"one important difference. Say you have 3 renders defined in your " +"configuration file. If you use :option:`--forcerender`, then all 3 of " +"those renders get re-rendered completely. However, if you just need one " +"of them re-rendered, that's unnecessary extra work." +msgstr "" + +#: ../../docs/config.rst:997 +msgid "" +"If you set ``'forcerender': True,`` on just one of those renders, then " +"just that one gets re-rendered completely. The other two render normally " +"(only tiles that need updating are rendered)." +msgstr "" + +#: ../../docs/config.rst:1001 +msgid "" +"You probably don't want to leave this option in your config file, it is " +"intended to be used temporarily, such as after a setting change, to re-" +"render the entire map with new settings. If you leave it in, then " +"Overviewer will end up doing a lot of unnecessary work rendering parts of" +" your map that may not have changed." +msgstr "" + +#: ../../docs/config.rst:1007 ../../docs/config.rst:1209 +#: ../../docs/config.rst:1229 ../../docs/config.rst:1250 +#: ../../docs/config.rst:1269 +msgid "Example::" +msgstr "" + +#: ../../docs/config.rst:1021 +msgid "``renderchecks``" +msgstr "" + +#: ../../docs/config.rst:1016 +msgid "" +"This is an integer, and functions as a more complex form of " +"``forcerender``. Setting it to 1 enables :option:`--check-tiles` mode, " +"setting it to 2 enables :option:`--forcerender`, and 3 tells Overviewer " +"to keep this particular render in the output, but otherwise don't update " +"it. It defaults to 0, which is the usual update checking mode." +msgstr "" + +#: ../../docs/config.rst:1038 +msgid "``changelist``" +msgstr "" + +#: ../../docs/config.rst:1024 +msgid "" +"This is a string. It names a file where it will write out, one per line, " +"the path to tiles that have been updated. You can specify the same file " +"for multiple (or all) renders and they will all be written to the same " +"file. The file is cleared when The Overviewer starts." +msgstr "" + +#: ../../docs/config.rst:1029 +msgid "" +"This option is useful in conjunction with a simple upload script, to " +"upload the files that have changed." +msgstr "" + +#: ../../docs/config.rst:1034 +msgid "" +"A solution like ``rsync -a --delete`` is much better because it also " +"watches for tiles that should be *deleted*, which is impossible to convey" +" with the changelist option. If your map ever shrinks or you've removed " +"some tiles, you may need to do some manual deletion on the remote side." +msgstr "" + +#: ../../docs/config.rst:1043 +msgid "Custom Rendermodes and Rendermode Primitives" +msgstr "" + +#: ../../docs/config.rst:1045 +msgid "" +"We have generalized the rendering system. Every rendermode is made up of " +"a sequence of *rendermode primitives*. These primitives add some " +"functionality to the render, and stacked together, form a functional " +"rendermode. Some rendermode primitives have options you can change. You " +"are free to create your own rendermodes by defining a list of rendermode " +"primitives." +msgstr "" + +#: ../../docs/config.rst:1051 +msgid "" +"There are 9 rendermode primitives. Each has a helper class defined in " +"overviewer_core.rendermodes, and a section of C code in the C extension." +msgstr "" + +#: ../../docs/config.rst:1054 +msgid "" +"A list of rendermode primitives defines a rendermode. During rendering, " +"each rendermode primitive is applied in sequence. For example, the " +"lighting rendermode consists of the primitives \"Base\" and \"Lighting\"." +" The Base primitive draws the blocks with no lighting, and determines " +"which blocks are occluded (hidden). The Lighting primitive then draws the" +" appropriate shading on each block." +msgstr "" + +#: ../../docs/config.rst:1061 +msgid "" +"More specifically, each primitive defines a draw() and an is_occluded() " +"function. A block is rendered if none of the primitives determine the " +"block is occluded. A block is rendered by applying each primitives' " +"draw() function in sequence." +msgstr "" + +#: ../../docs/config.rst:1067 +msgid "The Rendermode Primitives" +msgstr "" + +#: ../../docs/config.rst:1081 +msgid "Base" +msgstr "" + +#: ../../docs/config.rst:1070 +msgid "" +"This is the base of all non-overlay rendermodes. It renders each block " +"according to its defined texture, and applies basic occluding to hidden " +"blocks." +msgstr "" + +#: ../../docs/config.rst:1074 ../../docs/config.rst:1091 +#: ../../docs/config.rst:1101 ../../docs/config.rst:1112 +#: ../../docs/config.rst:1124 ../../docs/config.rst:1133 +#: ../../docs/config.rst:1142 ../../docs/config.rst:1154 +#: ../../docs/config.rst:1168 ../../docs/config.rst:1181 +#: ../../docs/config.rst:1192 ../../docs/config.rst:1203 +#: ../../docs/config.rst:1243 ../../docs/config.rst:1261 +msgid "**Options**" +msgstr "" + +#: ../../docs/config.rst:1081 ../../docs/config.rst:1252 +msgid "biomes" +msgstr "" + +#: ../../docs/config.rst:1077 +msgid "Whether to render biome coloring or not. Default: True." +msgstr "" + +#: ../../docs/config.rst:1079 +msgid "Set to False to disable biomes::" +msgstr "" + +#: ../../docs/config.rst:1085 +msgid "Nether" +msgstr "" + +#: ../../docs/config.rst:1084 +msgid "" +"This doesn't affect the drawing, but occludes blocks that are connected " +"to the ceiling." +msgstr "" + +#: ../../docs/config.rst:1096 +msgid "HeightFading" +msgstr "" + +#: ../../docs/config.rst:1088 +msgid "" +"Draws a colored overlay on the blocks that fades them out according to " +"their height." +msgstr "" + +#: ../../docs/config.rst:1096 +msgid "sealevel" +msgstr "" + +#: ../../docs/config.rst:1094 +msgid "" +"sealevel of the word you're rendering. Note that the default, 128, is " +"usually *incorrect* for most worlds. You should probably set this to 64. " +"Default: 128" +msgstr "" + +#: ../../docs/config.rst:1107 +msgid "Depth" +msgstr "" + +#: ../../docs/config.rst:1099 +msgid "Only renders blocks between the specified min and max heights." +msgstr "" + +#: ../../docs/config.rst:1104 +msgid "min" +msgstr "" + +#: ../../docs/config.rst:1104 +msgid "lowest level of blocks to render. Default: -64" +msgstr "" + +#: ../../docs/config.rst:1107 +msgid "max" +msgstr "" + +#: ../../docs/config.rst:1107 +msgid "highest level of blocks to render. Default: 319" +msgstr "" + +#: ../../docs/config.rst:1115 +msgid "Exposed" +msgstr "" + +#: ../../docs/config.rst:1110 +msgid "Only renders blocks that are exposed (adjacent to a transparent block)." +msgstr "" + +#: ../../docs/config.rst:1115 +msgid "mode" +msgstr "" + +#: ../../docs/config.rst:1115 +msgid "" +"when set to 1, inverts the render mode, only drawing unexposed blocks. " +"Default: 0" +msgstr "" + +#: ../../docs/config.rst:1118 +msgid "NoFluids" +msgstr "" + +#: ../../docs/config.rst:1118 +msgid "Don't render fluid blocks (water, lava)." +msgstr "" + +#: ../../docs/config.rst:1127 +msgid "EdgeLines" +msgstr "" + +#: ../../docs/config.rst:1121 +msgid "" +"Draw edge lines on the back side of blocks, to help distinguish them from" +" the background." +msgstr "" + +#: ../../docs/config.rst:1127 +msgid "opacity" +msgstr "" + +#: ../../docs/config.rst:1127 +msgid "The darkness of the edge lines, from 0.0 to 1.0. Default: 0.15" +msgstr "" + +#: ../../docs/config.rst:1136 +msgid "Cave" +msgstr "" + +#: ../../docs/config.rst:1130 +msgid "" +"Occlude blocks that are in direct sunlight, effectively rendering only " +"caves." +msgstr "" + +#: ../../docs/config.rst:1136 +msgid "only_lit" +msgstr "" + +#: ../../docs/config.rst:1136 +msgid "Only render lit caves. Default: False" +msgstr "" + +#: ../../docs/config.rst:1145 +msgid "Hide" +msgstr "" + +#: ../../docs/config.rst:1139 +msgid "" +"Hide blocks based on blockid. Blocks hidden in this way will be treated " +"exactly the same as air." +msgstr "" + +#: ../../docs/config.rst:1145 +msgid "blocks" +msgstr "" + +#: ../../docs/config.rst:1145 +msgid "A list of block ids, or (blockid, data) tuples to hide." +msgstr "" + +#: ../../docs/config.rst:1149 +msgid "DepthTinting" +msgstr "" + +#: ../../docs/config.rst:1148 +msgid "" +"Tint blocks a color according to their depth (height) from bedrock. " +"Useful mainly for cave renders." +msgstr "" + +#: ../../docs/config.rst:1163 +msgid "Lighting" +msgstr "" + +#: ../../docs/config.rst:1152 +msgid "Applies lighting to each block." +msgstr "" + +#: ../../docs/config.rst:1157 +msgid "strength" +msgstr "" + +#: ../../docs/config.rst:1157 +msgid "how dark to make the shadows. from 0.0 to 1.0. Default: 1.0" +msgstr "" + +#: ../../docs/config.rst:1160 +msgid "night" +msgstr "" + +#: ../../docs/config.rst:1160 +msgid "whether to use nighttime skylight settings. Default: False" +msgstr "" + +#: ../../docs/config.rst:1163 +msgid "color" +msgstr "" + +#: ../../docs/config.rst:1163 +msgid "whether to use colored light. Default: False" +msgstr "" + +#: ../../docs/config.rst:1170 +msgid "SmoothLighting" +msgstr "" + +#: ../../docs/config.rst:1166 +msgid "Applies smooth lighting to each block." +msgstr "" + +#: ../../docs/config.rst:1170 +msgid "(same as Lighting)" +msgstr "" + +#: ../../docs/config.rst:1174 +msgid "ClearBase" +msgstr "" + +#: ../../docs/config.rst:1173 +msgid "" +"Forces the background to be transparent. Use this in place of Base for " +"rendering pure overlays." +msgstr "" + +#: ../../docs/config.rst:1185 +msgid "SpawnOverlay" +msgstr "" + +#: ../../docs/config.rst:1177 +msgid "" +"Color the map red in areas where monsters can spawn. Either use this on " +"top of other modes, or on top of ClearBase to create a pure overlay." +msgstr "" + +#: ../../docs/config.rst:1185 ../../docs/config.rst:1196 +msgid "overlay_color" +msgstr "" + +#: ../../docs/config.rst:1184 +msgid "" +"custom color for the overlay in the format (r,g,b,a). If not defined a " +"red color is used." +msgstr "" + +#: ../../docs/config.rst:1196 +msgid "SlimeOverlay" +msgstr "" + +#: ../../docs/config.rst:1188 +msgid "" +"Color the map green in chunks where slimes can spawn. Either use this on " +"top of other modes, or on top of ClearBase to create a pure overlay." +msgstr "" + +#: ../../docs/config.rst:1195 +msgid "" +"custom color for the overlay in the format (r,g,b,a). If not defined a " +"green color is used." +msgstr "" + +#: ../../docs/config.rst:1211 +msgid "MineralOverlay" +msgstr "" + +#: ../../docs/config.rst:1199 +msgid "" +"Color the map according to what minerals can be found underneath. Either " +"use this on top of other modes, or on top of ClearBase to create a pure " +"overlay." +msgstr "" + +#: ../../docs/config.rst:1211 +msgid "minerals" +msgstr "" + +#: ../../docs/config.rst:1206 +msgid "" +"A list of (blockid, (r, g, b)) tuples to use as colors. If not provided, " +"a default list of common minerals is used." +msgstr "" + +#: ../../docs/config.rst:1237 +msgid "StructureOverlay" +msgstr "" + +#: ../../docs/config.rst:1214 +msgid "" +"Color the map according to patterns of blocks. With this rail overlays or" +" overlays for other small structures can be realized. It can also be a " +"MineralOverlay with alpha support." +msgstr "" + +#: ../../docs/config.rst:1218 +msgid "" +"This Overlay colors according to a patterns that are specified as " +"multiple tuples of the form ``(relx, rely, relz, blockid)``. So by " +"specifying ``(0, -1, 0, 4)`` the block below the current one has to be a " +"cobblestone." +msgstr "" + +#: ../../docs/config.rst:1223 +msgid "" +"One color is then specified as ``((relblockid1, relblockid2, ...), (r, g," +" b, a))`` where the ``relblockid*`` are relative coordinates and the " +"blockid as specified above. The ``relblockid*`` must match all at the " +"same time for the color to apply." +msgstr "" + +#: ../../docs/config.rst:1234 +msgid "" +"In this example all rails(66) on top of cobblestone are rendered in pure " +"red. And all powerrails(27) are rendered in green." +msgstr "" + +#: ../../docs/config.rst:1237 +msgid "If ``structures`` is not provided, a default rail coloring is used." +msgstr "" + +#: ../../docs/config.rst:1252 +msgid "BiomeOverlay" +msgstr "" + +#: ../../docs/config.rst:1240 +msgid "" +"Color the map according to the biome at that point. Either use on top of " +"other modes or on top of ClearBase to create a pure overlay." +msgstr "" + +#: ../../docs/config.rst:1246 +msgid "" +"A list of (\"biome name\", (r, g, b)) tuples to use as colors. Any biome " +"not specified won't be highlighted. If not provided then a default list " +"of biomes and colors is used." +msgstr "" + +#: ../../docs/config.rst:1275 +msgid "HeatmapOverlay" +msgstr "" + +#: ../../docs/config.rst:1255 +msgid "" +"Color the map according to when a chunk was last visited. The color for " +"Timestamps between t_invisible and t_full will be interpolated between 0 " +"and 255. This RenderPrimitive might require use of the forcerender " +"option. Otherwise the Overlay might not get updated for not visited " +"chunks (resulting in them always being the brightest color, as if " +"recently visited)." +msgstr "" + +#: ../../docs/config.rst:1264 +msgid "t_invisible" +msgstr "" + +#: ../../docs/config.rst:1264 +msgid "" +"The timestamp when the overlay will get invisible. The default is 30 days" +" ago." +msgstr "" + +#: ../../docs/config.rst:1267 +msgid "t_now" +msgstr "" + +#: ../../docs/config.rst:1267 +msgid "" +"The timestamp when the overlay will be fully visible. The default is " +"today." +msgstr "" + +#: ../../docs/config.rst:1278 +msgid "Defining Custom Rendermodes" +msgstr "" + +#: ../../docs/config.rst:1280 +msgid "" +"Each rendermode primitive listed above is a Python *class* that is " +"automatically imported in the context of the config file (They come from " +"overviewer_core.rendermodes). To define your own rendermode, simply " +"define a list of rendermode primitive *objects* like so::" +msgstr "" + +#: ../../docs/config.rst:1287 +msgid "" +"If you want to specify any options, they go as parameters to the " +"rendermode primitive object's constructor::" +msgstr "" + +#: ../../docs/config.rst:1293 +msgid "Then you can use your new rendermode in your render definitions::" +msgstr "" + +#: ../../docs/config.rst:1302 +msgid "" +"Note the lack of quotes around ``my_rendermode``. This is necessary since" +" you are referencing the previously defined list, not one of the built-in" +" rendermodes." +msgstr "" + +#: ../../docs/config.rst:1307 +msgid "Built-in Rendermodes" +msgstr "" + +#: ../../docs/config.rst:1309 +msgid "" +"The built-in rendermodes are nothing but pre-defined lists of rendermode " +"primitives for your convenience. Here are their definitions::" +msgstr "" + diff --git a/docs/locales/es/LC_MESSAGES/contributing.mo b/docs/locales/es/LC_MESSAGES/contributing.mo new file mode 100644 index 0000000000000000000000000000000000000000..f0764111cfd737767bea219be1f6c823d3f0a6aa GIT binary patch literal 432 zcmYjN!AiqG5LNJ$qh}8zcu;ieCKV}LTa0b0g`_EI6!f;X(-?`nWp`Wc)qn8!{1!JV z)`5X}GjHY%?{jzOW6Q<1%RQF|HTV}Nu6}nztb1dvo@r`vIKw;Arc{zcx+1+Q>6J9F zhTrruS}1KXF-1AUt7Ty@R~)=?nqyCsux<(a!V-so1x;iD20k#x&(4uG8FNI;XjRt7 ze|h&&m|>D)KZKie VB<(D6{;fG&iASm+X!y0n))yeye5?Qf literal 0 HcmV?d00001 diff --git a/docs/locales/es/LC_MESSAGES/contributing.po b/docs/locales/es/LC_MESSAGES/contributing.po new file mode 100644 index 000000000..5daa159b9 --- /dev/null +++ b/docs/locales/es/LC_MESSAGES/contributing.po @@ -0,0 +1,489 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2010-2019 The Overviewer Team +# This file is distributed under the same license as the Overviewer package. +# FIRST AUTHOR , 2023. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Overviewer 0.13\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2023-02-21 00:46-0300\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language: es\n" +"Language-Team: es \n" +"Plural-Forms: nplurals=2; plural=(n != 1);\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=utf-8\n" +"Content-Transfer-Encoding: 8bit\n" +"Generated-By: Babel 2.11.0\n" + +#: ../../docs/contributing.rst:3 +msgid "Contributing" +msgstr "" + +#: ../../docs/contributing.rst:5 +msgid "" +"In this page, you'll be given some pointers on how to start contributing " +"to the Minecraft-Overviewer project. This is useful for people who want " +"to help develop the Overviewer, but don't quite know where to start." +msgstr "" + +#: ../../docs/contributing.rst:9 +msgid "" +"This page is mostly focused on where to look for things and how to get " +"your changes back into the project, for help on how to compile the " +"Overviewer, check :doc:`Building `." +msgstr "" + +#: ../../docs/contributing.rst:14 +msgid "Prerequisites" +msgstr "" + +#: ../../docs/contributing.rst:16 +msgid "" +"Ideally you're familiar with Python (Overviewer uses Python 3), and know " +"the basics of Git. Both have various very good resources online that help" +" you in learning them, but the best way of learning is always to use them" +" in the real world, so don't hesitate to jump right in after having a " +"basic grasp and ask questions along the way." +msgstr "" + +#: ../../docs/contributing.rst:22 +msgid "" +"Additionally, some parts of Overviewer are written in C, though unless " +"you're interested in the drawing and compositing routines or the " +"rendermodes, you don't need to know C." +msgstr "" + +#: ../../docs/contributing.rst:26 +msgid "" +"Last but not least, some of the Overviewer's code is written in " +"JavaScript, namely the part that runs in your browser when you view the " +"map." +msgstr "" + +#: ../../docs/contributing.rst:30 +msgid "Acquiring the Source Code" +msgstr "" + +#: ../../docs/contributing.rst:32 +msgid "" +"First, you'll need to get the Overviewer source code. We do version " +"management of code through Git_, which allows multiple people to work on " +"the code at the same time. Naturally, this means you'll also be getting " +"the source code through Git. For this to work, you'll have to install Git" +" on your computer." +msgstr "" + +#: ../../docs/contributing.rst:39 +msgid "" +"Our source code is hosted on GitHub_, so it's a good idea to make an " +"account there if you don't already have one." +msgstr "" + +#: ../../docs/contributing.rst:44 +msgid "" +"This page won't go into the details of how to use Git, but it'll give you" +" some advice on how your workflow should be to avoid some trouble." +msgstr "" + +#: ../../docs/contributing.rst:48 +msgid "Finding Your Way around the Code Base" +msgstr "" + +#: ../../docs/contributing.rst:50 +msgid "" +"At first glance, all the code can be a bit overwhelming. So here's a " +"quick overview of the important parts." +msgstr "" + +#: ../../docs/contributing.rst:53 +msgid "" +"``setup.py`` is the build script. If you need to make any changes to how " +"the Overviewer is built, you'll want to look there." +msgstr "" + +#: ../../docs/contributing.rst:56 +msgid "" +"``overviewer.py`` is the entry-point of the application. It imports all " +"the other functionality, and does the command line parsing." +msgstr "" + +#: ../../docs/contributing.rst:59 +msgid "" +"``overviewer_core/`` is the directory where the vast majority of the " +"Overviewer's functionality is. More on that below." +msgstr "" + +#: ../../docs/contributing.rst:62 +msgid "" +"``overviewer_core/aux_files/genPOI.py`` is where the genPOI functionality" +" is implemented. If you're looking into changing the way markers are " +"generated, look there." +msgstr "" + +#: ../../docs/contributing.rst:66 +msgid "" +"``overviewer_core/src/`` is the directory for all the files that are part" +" of Overviewer's C extension. This includes things such as rendermodes, " +"which are stored in the ``primitives`` sub-directory." +msgstr "" + +#: ../../docs/contributing.rst:70 +msgid "" +"``overviewer_core/data/`` mostly contains the parts that make up " +"Overviewer's web front-end, with ``js_src`` containing the JS files and " +"``web_assets`` containing the ``index.html``, CSS files and image files " +"such as icons or the compass." +msgstr "" + +#: ../../docs/contributing.rst:75 +msgid "" +"``docs/`` contains the documentation, which can be built with the " +"included Makefile if you have sphinx installed." +msgstr "" + +#: ../../docs/contributing.rst:79 +msgid "overviewer_core" +msgstr "" + +#: ../../docs/contributing.rst:81 +msgid "Let's take a closer look at the ``overviewer_core/`` directory:" +msgstr "" + +#: ../../docs/contributing.rst:83 +msgid "" +"``assetmanager.py`` controls how the HTML and JS output are written out, " +"as well as the ``overviewerConfig.js`` format." +msgstr "" + +#: ../../docs/contributing.rst:86 +msgid "" +"``cache.py`` implements a Least-Recently-Used (LRU) cache, which is used " +"for caching chunks in memory as the rendering happens." +msgstr "" + +#: ../../docs/contributing.rst:89 +msgid "" +"``config_parser.py`` contains some code that sets up how the config is " +"parsed, but is not really involved in the definitions of individual " +"settings therein." +msgstr "" + +#: ../../docs/contributing.rst:92 +msgid "" +"``dispatcher.py`` is the code that sets up multiprocessing, so Overviewer" +" can use all available CPU threads on a machine." +msgstr "" + +#: ../../docs/contributing.rst:95 +msgid "" +"``files.py`` implements helpful routines which allow you to determine " +"whether some file operations such as replacing a file work in a given " +"directory, and also implements the ``FileReplacer`` class which can then " +"safely replace a file given the capabilities of the filesystem." +msgstr "" + +#: ../../docs/contributing.rst:100 +msgid "``items.py`` is a remnant of the past and entirely unused." +msgstr "" + +#: ../../docs/contributing.rst:102 +msgid "``logger.py`` sets up and implements Overviewer's logging facilities." +msgstr "" + +#: ../../docs/contributing.rst:104 +msgid "" +"``nbt.py`` contains the code that is used to parse the Minecraft NBT file" +" structure." +msgstr "" + +#: ../../docs/contributing.rst:107 +msgid "" +"``observer.py`` defines all the observers that are available. If you want" +" to add a new observer, this is the place where you'll want to look." +msgstr "" + +#: ../../docs/contributing.rst:110 +msgid "" +"``optimizeimages.py`` defines all the optimizeimg tools and how they're " +"called." +msgstr "" + +#: ../../docs/contributing.rst:113 +msgid "" +"``progressbar.py`` implements the fancy progress bar that the Overviewer " +"has." +msgstr "" + +#: ../../docs/contributing.rst:115 +msgid "" +"``rcon.py`` implements an rcon client for the Minecraft server, used by " +"the RConObserver." +msgstr "" + +#: ../../docs/contributing.rst:118 +msgid "" +"``rendermodes.py`` contains definitions and glue code for the rendermodes" +" in the C extension." +msgstr "" + +#: ../../docs/contributing.rst:121 +msgid "" +"``settingsDefinitions.py`` includes all definitions for the Overviewer " +"configuration file. If you want to add a new configuration option, this " +"is where you'll want to start." +msgstr "" + +#: ../../docs/contributing.rst:125 +msgid "" +"``settingsValidators.py`` contains validation code for the settings " +"definitions, which ensures that the values are all good." +msgstr "" + +#: ../../docs/contributing.rst:128 +msgid "``signals.py`` is multiprocessing communication code. Scary stuff." +msgstr "" + +#: ../../docs/contributing.rst:130 +msgid "" +"``textures.py`` contains all the block definitions and how Overviewer " +"should render them. If you want to add a new block to the Overviewer, " +"this is where you'll want to do it. Additionally, this code also controls" +" how the textures are loaded." +msgstr "" + +#: ../../docs/contributing.rst:135 +msgid "" +"``tileset.py`` contains code that maps a render dict entry to the output " +"tiled image structure." +msgstr "" + +#: ../../docs/contributing.rst:138 +msgid "``util.py`` contains random utility code that has no home anywhere else." +msgstr "" + +#: ../../docs/contributing.rst:140 +msgid "" +"``world.py`` is a whole lot of code that does things like choosing which " +"chunks to load and to cache, and general functionality revolving around " +"the concept of Minecraft worlds." +msgstr "" + +#: ../../docs/contributing.rst:145 +msgid "docs" +msgstr "" + +#: ../../docs/contributing.rst:147 +msgid "" +"The documentation is written in reStructuredText_, a markup format. It " +"can be compiled into an HTML output using the Makefile in the ``docs/`` " +"subtree by typing ``make``. You'll need to have sphinx_ installed for " +"this to work." +msgstr "" + +#: ../../docs/contributing.rst:154 +msgid "" +"The theme that will be used in the locally generated HTML is different " +"than what is used on http://docs.overviewer.org. However, it should still" +" be sufficient to get a good idea of how your changes will end up looking" +" like when they're on the main docs page." +msgstr "" + +#: ../../docs/contributing.rst:160 +msgid "Code Style" +msgstr "" + +#: ../../docs/contributing.rst:162 +msgid "" +"To be honest, currently the Overviewer's codebase is a bit of a mess. " +"There is no consistent code style in use right now. However, it's " +"probably a good idea to stick to PEP8_ when writing new code. If you're " +"refactoring old code, it would be great if you were to fix it to make it " +"PEP8 compliant as well." +msgstr "" + +#: ../../docs/contributing.rst:167 +msgid "" +"To check whether the code is PEP8 compliant, you can use pycodestyle_. " +"You can easily install it with pip by using ``pip3 install pycodestyle``." +msgstr "" + +#: ../../docs/contributing.rst:175 +msgid "Example Scenarios" +msgstr "" + +#: ../../docs/contributing.rst:177 +msgid "" +"This section will demonstrate by example how a few possible contributions" +" might be made. These serve as guidelines on how to quickly get started " +"if you're interested in doing a specific task that many others before you" +" have done too in some other form." +msgstr "" + +#: ../../docs/contributing.rst:183 +msgid "Adding a Block" +msgstr "" + +#: ../../docs/contributing.rst:185 +msgid "" +"Let's assume you want to add support for a new block to the Overviewer. " +"This is probably one of the most common ways people start contributing to" +" the project, as all blocks in the Overviewer are currently hardcoded and" +" code to handle them needs to be added by hand." +msgstr "" + +#: ../../docs/contributing.rst:190 +msgid "" +"The place to look here is ``textures.py``. It contains the block " +"definitions, which are assisted by Python decorators_, which make it " +"quite a bit simpler to add new blocks." +msgstr "" + +#: ../../docs/contributing.rst:194 +msgid "" +"The big decorator in question is ``@material``, which takes arguments " +"such as the ``blockid`` (a list of block IDs this block definition should" +" handle), and ``data`` (a list of possible data values for this block). " +"Additionally, it can also take various additional arguments for the " +"different block properties, such as ``solid=True`` to indicate that the " +"block is a solid block." +msgstr "" + +#: ../../docs/contributing.rst:203 +msgid "Simple Solid 6-Sided Block" +msgstr "" + +#: ../../docs/contributing.rst:205 +msgid "" +"A lot of times, new blocks are basically just your standard full-height " +"block with a new texture. For a block this simple, we don't even really " +"need to use the material decorator. As an example, check out the " +"definition of the coal block::" +msgstr "" + +#: ../../docs/contributing.rst:213 +msgid "Block with a Different Top" +msgstr "" + +#: ../../docs/contributing.rst:215 +msgid "" +"Another common theme is a block where the top is a different texture than" +" the sides. Here we use the ``@material`` decorator to create the jukebox" +" block::" +msgstr "" + +#: ../../docs/contributing.rst:222 +msgid "" +"As you can see, we define a method called ``jukebox``, taking the " +"parameters ``blockid`` and ``data``, decorated by a decorator stating " +"that the following definition is a material with a ``blockid`` of ``84`` " +"and a data value range from ``0`` to ``15`` (or ``range(16)``), which we " +"won't use as it doesn't affect the rendering of the block. We also " +"specify that the block is solid." +msgstr "" + +#: ../../docs/contributing.rst:228 +msgid "" +"Inside the method, we then return the return value of " +"``self.build_block()``, which is a helper method that takes a texture for" +" the top and a texture for the side as its arguments." +msgstr "" + +#: ../../docs/contributing.rst:233 +msgid "Block with Variable Colors" +msgstr "" + +#: ../../docs/contributing.rst:235 +msgid "" +"Occasionally, blocks can have colors stored in their data values. " +"``textures.py`` includes an easy mapping list, called ``color_map``, to " +"map between data values and Minecraft color names. Let's take stained " +"hardened clay as an example of how this is used::" +msgstr "" + +#: ../../docs/contributing.rst:246 +msgid "" +"As you can see, we specify that the block has 16 data values, then " +"depending on the data value we load the right block texture by looking up" +" the color name in the ``color_map`` list, formatting a string for the " +"filename with it." +msgstr "" + +#: ../../docs/contributing.rst:251 +msgid "Good Git Practices" +msgstr "" + +#: ../../docs/contributing.rst:253 +msgid "" +"How you structure your Git workflow is ultimately up to you, but here are" +" a few recommendations to make your life and the life of the people who " +"want to merge your pull requests easier." +msgstr "" + +#: ../../docs/contributing.rst:257 +msgid "" +"**Commit your changes in a separate branch, and then submit a pull " +"request from that branch.** This makes it easier for you to rebase your " +"changes, and allows you to keep your repository's master branch in-sync " +"with our master branch, so you can easily split off a new branch from " +"master if you want to develop a new change while your old change still " +"isn't merged into the master." +msgstr "" + +#: ../../docs/contributing.rst:263 +msgid "" +"**Format your commit messages properly.** The first line should be a 50 " +"character long summary of the change the commit makes, in present tense, " +"e.g. \"Add a spinner to the progress bar\". This should be followed by a " +"blank line, and a longer explanation of the change the commit actually " +"does, wrapped at 72 characters." +msgstr "" + +#: ../../docs/contributing.rst:269 +msgid "" +"**Don't merge master into your branch.** If you plan on submitting a " +"change as a pull request and the master branch has moved in the meantime," +" then don't merge the master branch into the branch of your pull request." +" Instead, rebase your branch on top of the updated master." +msgstr "" + +#: ../../docs/contributing.rst:274 +msgid "" +"**Keep commits logically separated.** Don't try to cram unrelated changes" +" into just one commit unless it's a commit full of small fixes. If you " +"find yourself struggling to keep the commit summary below 50 characters, " +"and find yourself using the word \"and\" in it, rethink whether the " +"changes you're making should be just one commit." +msgstr "" + +#: ../../docs/contributing.rst:280 +msgid "" +"It's also a good idea to look at the output of ``git diff`` before " +"committing a change, to make sure nothing was unintentionally changed in " +"the file where you weren't expecting it. ``git diff`` will also highlight" +" blank lines with spaces in them with a solid red background." +msgstr "" + +#: ../../docs/contributing.rst:286 +msgid "Talking with other Developers" +msgstr "" + +#: ../../docs/contributing.rst:288 +msgid "" +"Occasionally, the issue tracker simply doesn't cut it. You need to talk " +"with another developer, maybe to brainstorm a new feature or ask a " +"question about the code. For this, we have `an IRC channel on " +"Libera.Chat`_, which allows you to talk with other developers that are on" +" the IRC channel in real-time." +msgstr "" + +#: ../../docs/contributing.rst:295 +msgid "" +"Since most developers have jobs or are in college or university, it may " +"sometimes take a few moments to get a reply. So it's useful to stick " +"around and wait for someone who can help you to be around." +msgstr "" + diff --git a/docs/locales/es/LC_MESSAGES/design.mo b/docs/locales/es/LC_MESSAGES/design.mo new file mode 100644 index 0000000000000000000000000000000000000000..f0764111cfd737767bea219be1f6c823d3f0a6aa GIT binary patch literal 432 zcmYjN!AiqG5LNJ$qh}8zcu;ieCKV}LTa0b0g`_EI6!f;X(-?`nWp`Wc)qn8!{1!JV z)`5X}GjHY%?{jzOW6Q<1%RQF|HTV}Nu6}nztb1dvo@r`vIKw;Arc{zcx+1+Q>6J9F zhTrruS}1KXF-1AUt7Ty@R~)=?nqyCsux<(a!V-so1x;iD20k#x&(4uG8FNI;XjRt7 ze|h&&m|>D)KZKie VB<(D6{;fG&iASm+X!y0n))yeye5?Qf literal 0 HcmV?d00001 diff --git a/docs/locales/es/LC_MESSAGES/design.po b/docs/locales/es/LC_MESSAGES/design.po new file mode 100644 index 000000000..560fb1856 --- /dev/null +++ b/docs/locales/es/LC_MESSAGES/design.po @@ -0,0 +1,1082 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2010-2019 The Overviewer Team +# This file is distributed under the same license as the Overviewer package. +# FIRST AUTHOR , 2023. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Overviewer 0.13\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2023-02-21 00:46-0300\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language: es\n" +"Language-Team: es \n" +"Plural-Forms: nplurals=2; plural=(n != 1);\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=utf-8\n" +"Content-Transfer-Encoding: 8bit\n" +"Generated-By: Babel 2.11.0\n" + +#: ../../docs/design/designdoc.rst:3 +msgid "Design Documentation" +msgstr "" + +#: ../../docs/design/designdoc.rst:4 +msgid "" +"So you'd like a technical overview of how The Overviewer works, huh? " +"You've come to the right place!" +msgstr "" + +#: ../../docs/design/designdoc.rst:7 +msgid "" +"This document's scope does not cover the details of the code. The code is" +" fairly well commented and not difficult to understand. Instead, this " +"document is intended to give an explanation to how the Overviewer was " +"designed, why certain decisions were made, and how all the pieces fit " +"together. Think of this document as commenting on how all the high level " +"pieces of the code work." +msgstr "" + +#: ../../docs/design/designdoc.rst:13 +msgid "" +"This document is probably a good read to anyone that wants to get " +"involved in Overviewer development." +msgstr "" + +#: ../../docs/design/designdoc.rst:16 +msgid "So let's get started!" +msgstr "" + +#: ../../docs/design/designdoc.rst:20 +msgid "This page is continually under construction." +msgstr "" + +#: ../../docs/design/designdoc.rst:22 +msgid "Contents" +msgstr "" + +#: ../../docs/design/designdoc.rst:25 +msgid "Background Info" +msgstr "" + +#: ../../docs/design/designdoc.rst:27 +msgid "" +"The Overviewer's task is to take Minecraft worlds and render them into a " +"set of tiles that can be displayed with a Leaflet interface. This section" +" goes over how Minecraft worlds work and are stored." +msgstr "" + +#: ../../docs/design/designdoc.rst:31 +msgid "" +"A Minecraft world extends indefinitely along the two horizontal axes, and" +" are exactly 384 units high. Minecraft worlds are made of voxels " +"(volumetric pixels), hereby called \"blocks\", where each block in the " +"world's grid has a type that determines what it is (grass, stone, ...). " +"This makes worlds relatively uncomplicated to render, the Overviewer " +"simply determines what blocks to draw and where. Since everything in " +"Minecraft is aligned to a strict grid, placement and rendering decisions " +"are completely deterministic and can be performed iteratively." +msgstr "" + +#: ../../docs/design/designdoc.rst:40 +msgid "" +"The coordinate system for Minecraft has three axes. The X and Z axes are " +"the horizontal axes. They extend indefinitely towards both positive and " +"negative infinity. (There are practical limits, but no theoretical " +"limits). The Y axis extends from -64 to 319, which corresponds with the " +"world height limit. Each block in Minecraft has a coordinate address, " +"e.g. the block at 15,78,-35 refers to 15 along the X axis, -35 along the " +"Z axis, and 78 units up from bedrock." +msgstr "" + +#: ../../docs/design/designdoc.rst:47 +msgid "" +"The world is organized in a three-layer hierarchy. At the finest level " +"are the blocks (voxels). A 16x16x16 array of blocks is called a *chunk " +"section*. A vertical column of 24 chunk sections makes a *chunk*. A chunk" +" is therefore a 16 by 16 area of the world that extends from bedrock to " +"sky. In other words, a 16 by 384 by 16 \"chunk\" of the world. A 32 by 32" +" area of chunks is called a *region*. Regions are stored on disk one per " +"file." +msgstr "" + +#: ../../docs/design/designdoc.rst:54 +msgid "" +"While blocks have a global coordinate (the ones you see in the debug " +"output in-game), they also have a local coordinate within a chunk section" +" and within a chunk. Also, chunks and regions have their own coordinates " +"to identify themselves. To find which chunk a block is in, simply divide " +"its coordinates by 16 and take the floor. To find which region a chunk is" +" in, divide the chunk coordinates by 32 and take the floor. To find which" +" chunk section a block is in, take its Y coordinate and floor-divide by " +"16." +msgstr "" + +#: ../../docs/design/designdoc.rst:62 +msgid "" +"Minecraft worlds are generated on-the-fly by the chunk. This means not " +"all chunks will exist, and not all sections within a chunk will exist. " +"There is no pattern to which chunks are generated, the game generates " +"them as needed as players explore the area. A region file may not exist " +"if none of its chunks exist." +msgstr "" + +#: ../../docs/design/designdoc.rst:69 +msgid "Overviewer at a High Level" +msgstr "" + +#: ../../docs/design/designdoc.rst:71 +msgid "" +"Minecraft worlds are rendered in an Isometric projection at an oblique " +"angle. The projection acts as if your eye is infinitely far away looking " +"down at the world at an approximate 35 degree angle in the South-East " +"direction (though the world can also be rendered at any of the 4 oblique " +"directions)." +msgstr "" + +#: ../../docs/design/designdoc.rst:-1 +msgid "A screenshot of Overviewer output" +msgstr "" + +#: ../../docs/design/designdoc.rst:79 +msgid "" +"The Overviewer is a sprite-based renderer. Each block type corresponds to" +" a pre-rendered sprite (a small image). The basic idea is to iterate over" +" the blocks of the world and draw these sprites to the appropriate " +"location on the map." +msgstr "" + +#: ../../docs/design/designdoc.rst:84 +msgid "" +"These are the high-level tasks The Overviewer must perform in rendering a" +" map:" +msgstr "" + +#: ../../docs/design/designdoc.rst:86 +msgid "Render each block sprite from the textures" +msgstr "" + +#: ../../docs/design/designdoc.rst:87 +msgid "Scan the chunks of the world and determine which tiles need rendering" +msgstr "" + +#: ../../docs/design/designdoc.rst:88 +msgid "Render a chunk by drawing the appropriate blocks sprites on an image" +msgstr "" + +#: ../../docs/design/designdoc.rst:89 +msgid "Render a tile of the map from several chunk images" +msgstr "" + +#: ../../docs/design/designdoc.rst:90 +msgid "Compose the lower-zoom tiles from the higher-zoom tiles" +msgstr "" + +#: ../../docs/design/designdoc.rst:92 +msgid "The next sections will go over how these tasks work." +msgstr "" + +#: ../../docs/design/designdoc.rst:95 +msgid "Block Rendering" +msgstr "" + +#: ../../docs/design/designdoc.rst:98 +msgid "" +"The first step is rendering the block sprites from the textures. Each " +"block is \"built\" from its textures into an image of a cube and cached " +"in a :class:`Textures` object." +msgstr "" + +#: ../../docs/design/designdoc.rst:102 +msgid "" +"Textures come from files inside of a \"textures\" folder. If the file is" +" square (has equal width and height dimensions), it is scaled down to 16 " +"x 16 pixels. Non-square images are used with animated textures. In this" +" case, the first frame of the animated texture is used, and also scaled " +"to a 16 by 16 image. In order to draw a cube out of the textures, an " +"`affine transformation`_ is applied to the images for the top and sides " +"of the cube in order to transform it to the appropriate perspective." +msgstr "" + +#: ../../docs/design/designdoc.rst:111 +msgid "" +"This section goes over the simple case for a regular cube, which are most" +" of the blocks in Minecraft. There are lots of irregular blocks that " +"aren't cubes (fences, torches, doors) which require custom rendering. " +"Irregular blocks are not covered by this design document. Each type of " +"block has its own function in :mod:`overviewer_core.textures` that " +"defines how to render it." +msgstr "" + +#: ../../docs/design/designdoc.rst:-1 +msgid "A texture gets rendered into a cube" +msgstr "" + +#: ../../docs/design/designdoc.rst:123 +msgid "" +"Every block sprite is exactly 24 by 24 pixels in size. This particular " +"size for the cubes was chosen for an important reason: 24 is divisible by" +" 2 and by 4. This makes placement much easier. E.g. in order to draw two " +"cubes that are next to each other in the world, one is drawn exactly 12 " +"pixels over and 6 pixels down from the other. All placements of the cubes" +" happen on exact pixel boundaries and no further resolution is lost " +"beyond the initial transformations. (This advantage will become clear in " +"the :ref:`cubepositioning` section; all offsets are a nice even 6, 12, or" +" 24 pixels)" +msgstr "" + +#: ../../docs/design/designdoc.rst:132 +msgid "" +"A cube sprite is built in two stages. First, the texture is transformed " +"for the top of the cube. Then the texture is transformed for the left " +"side of the cube, which is mirrored for the right side of the cube." +msgstr "" + +#: ../../docs/design/designdoc.rst:137 +msgid "Top Transformation" +msgstr "" + +#: ../../docs/design/designdoc.rst:139 +msgid "" +"The transformation for the top face of the cube is a simple `affine " +"transformation`_ from the original square texture. It is actually several" +" affine transformations: a re-size, a rotation, and a scaling; but since " +"multiple affine transformations can be chained together simply by " +"multiplying the transformation matrices together, only one transformation" +" is actually done." +msgstr "" + +#: ../../docs/design/designdoc.rst:145 +msgid "" +"This can be seen in the function " +":func:`overviewer_core.textures.transform_image`. It performs three " +"steps:" +msgstr "" + +#: ../../docs/design/designdoc.rst:148 +msgid "" +"The texture is re-sized to 17 by 17 pixels. This is done because the " +"diagonal of a square with sides 17 is approximately 24, which is the " +"target size for the bounding box of the cube image. So when it's rotated," +" it will be the correct width. (Better to scale it now than after we " +"rotate it)" +msgstr "" + +#: ../../docs/design/designdoc.rst:153 +msgid "The image is rotated 45 degrees about its center." +msgstr "" + +#: ../../docs/design/designdoc.rst:155 +msgid "The image is scaled on the vertical axis by a factor of 1/2." +msgstr "" + +#: ../../docs/design/designdoc.rst:157 +msgid "This produces an image of size 24 by 12 as seen in the following sequence." +msgstr "" + +#: ../../docs/design/designdoc.rst:-1 +msgid "The 4 steps for transforming a texture square into the top of the cube." +msgstr "" + +#: ../../docs/design/designdoc.rst:162 +msgid "The final image, shown below, becomes the top of the cube." +msgstr "" + +#: ../../docs/design/designdoc.rst:-1 +msgid "Top of the cube" +msgstr "" + +#: ../../docs/design/designdoc.rst:167 +msgid "" +"On the left is what will become the top of the block at actual size after" +" the transformation, the right is the same but blown up by a factor of 10" +" with no interpolation to show the pixels." +msgstr "" + +#: ../../docs/design/designdoc.rst:172 +msgid "Side Transformation" +msgstr "" + +#: ../../docs/design/designdoc.rst:174 +msgid "" +"The texture square is transformed for the sides of the cube in the " +":func:`textures.transform_image_side` function. This is another `affine " +"transformation`_, but this time only two transformations are done: a re-" +"size and a shear." +msgstr "" + +#: ../../docs/design/designdoc.rst:179 +msgid "" +"First the texture is re-sized to 12 by 12 pixels. This is half the width " +"of 24 so it will have the correct width after the shear." +msgstr "" + +#: ../../docs/design/designdoc.rst:182 +msgid "" +"The 12 by 12 square is sheared by a factor of 1.5 in the Y direction, " +"producing an image that is bounded by a 12 by 18 pixel square." +msgstr "" + +#: ../../docs/design/designdoc.rst:-1 +msgid "Texture being sheared for the side of the cube." +msgstr "" + +#: ../../docs/design/designdoc.rst:188 +msgid "" +"This image is simply flipped along the horizontal axis for the other " +"visible side of the cube." +msgstr "" + +#: ../../docs/design/designdoc.rst:-1 +msgid "The sides of the block" +msgstr "" + +#: ../../docs/design/designdoc.rst:194 +msgid "" +"Again, shown on the left are the two sides of the block at actual size, " +"the right is scaled with no interpolation by a factor of 10 to show the " +"pixels." +msgstr "" + +#: ../../docs/design/designdoc.rst:198 +msgid "An Entire Cube" +msgstr "" + +#: ../../docs/design/designdoc.rst:199 +msgid "" +"These three images, the top and two sides, are pasted into a single 24 by" +" 24 pixel image to get the cube sprite, as shown." +msgstr "" + +#: ../../docs/design/designdoc.rst:202 +msgid "" +"However, notice from the middle of the three images in the sequence below" +" that the images as transformed don't fit together exactly. There is some" +" overlap when put in the 24 by 24 box in which they must fit." +msgstr "" + +#: ../../docs/design/designdoc.rst:-1 +msgid "How the cube parts fit together" +msgstr "" + +#: ../../docs/design/designdoc.rst:209 +msgid "" +"There is one more complication. The cubes don't tessellate perfectly. A " +"six pixel gap is left between the lower-right border and upper-left " +"border of blocks in this arrangement:" +msgstr "" + +#: ../../docs/design/designdoc.rst:-1 +msgid "Cubes don't tessellate perfectly" +msgstr "" + +#: ../../docs/design/designdoc.rst:216 +msgid "" +"The solution is to manually touch up those 6 pixels. 3 pixels are added " +"on the upper left of each cube, 3 on the lower right. Therefore, they all" +" line up perfectly!" +msgstr "" + +#: ../../docs/design/designdoc.rst:220 +msgid "This is done at the end of :meth:`Textures.build_block`" +msgstr "" + +#: ../../docs/design/designdoc.rst:-1 +msgid "The 6 pixels manually added to each cube." +msgstr "" + +#: ../../docs/design/designdoc.rst:226 +msgid "Chunk Rendering" +msgstr "" + +#: ../../docs/design/designdoc.rst:228 +msgid "" +"With these cube sprites, we can draw them together to start constructing " +"the world. The renderer renders a single chunk section (a 16 by 16 by 16 " +"group of blocks) at a time." +msgstr "" + +#: ../../docs/design/designdoc.rst:232 +msgid "" +"This section of the design doc goes over how to draw the cube sprites " +"together to draw an entire chunk section." +msgstr "" + +#: ../../docs/design/designdoc.rst:235 +msgid "" +"How big is a chunk section going to be? A chunk section is a cube of " +"16x16x16 blocks." +msgstr "" + +#: ../../docs/design/designdoc.rst:238 +msgid "" +"Rendered at the appropriate perspective, we'll have a cube made up of " +"4096 smaller cubes, like this:" +msgstr "" + +#: ../../docs/design/designdoc.rst:-1 +msgid "Perspective rendering of a chunk section." +msgstr "" + +#: ../../docs/design/designdoc.rst:244 +msgid "" +"Each of those cubes shown is where one of the pre-rendered block sprites " +"gets pasted; the entire thing is a chunk section. The renderer iterates " +"over a chunk layer-at-a-time from bottom to top, drawing the sprites. The" +" order is important so that the it gets drawn correctly. Obviously if a " +"sprite in the back is pasted on the image after the sprites in the front " +"are drawn, it will be drawn on top of everything instead of behind." +msgstr "" + +#: ../../docs/design/designdoc.rst:254 +msgid "Block Positioning" +msgstr "" + +#: ../../docs/design/designdoc.rst:256 +msgid "" +"A single block is a 24 by 24 pixel image. Before we can construct a chunk" +" section out of individual blocks, we must figure out how to position " +"neighboring blocks." +msgstr "" + +#: ../../docs/design/designdoc.rst:260 +msgid "First, to review, these are the measurements of a block sprite:" +msgstr "" + +#: ../../docs/design/designdoc.rst:-1 +msgid "The measurements of a block sprite" +msgstr "" + +#: ../../docs/design/designdoc.rst:265 +msgid "The image is bounded by a 24 by 24 pixel square." +msgstr "" + +#: ../../docs/design/designdoc.rst:267 +msgid "The side vertical edges are 12 pixels high." +msgstr "" + +#: ../../docs/design/designdoc.rst:269 +msgid "" +"The top (and bottom) face of the block takes 12 vertical pixels (and 24 " +"horizontal pixels)." +msgstr "" + +#: ../../docs/design/designdoc.rst:272 +msgid "" +"The edges of the top and bottom of the block take up 6 vertical pixels " +"and 12 horizontal pixels each." +msgstr "" + +#: ../../docs/design/designdoc.rst:275 +msgid "" +"Two blocks that are neighbors after projection to the image (diagonally " +"neighboring in the world) have a horizontal offset of 24 pixels from each" +" other, as shown below on the left. This is mostly trivial, since the " +"images don't overlap at all. Two blocks in the same configuration but " +"rotated 90 degrees have some overlap as shown on the right, and are only " +"vertically offset by 12 pixels." +msgstr "" + +#: ../../docs/design/designdoc.rst:-1 +msgid "Two blocks horizontally positioned are offset by 24 pixels on the X axis." +msgstr "" + +#: ../../docs/design/designdoc.rst:284 +msgid "" +"Now for something slightly less intuitive: two blocks that are stacked on" +" top of each other in the world. One is rendered lower on the vertical " +"axis of the image, but by how much?" +msgstr "" + +#: ../../docs/design/designdoc.rst:-1 +msgid "Two blocks stacked are offset in the image by 12 pixels." +msgstr "" + +#: ../../docs/design/designdoc.rst:291 +msgid "" +"Interestingly enough, due to the projection, this is exactly the same " +"offset as the situation above for diagonally neighboring blocks. The " +"block outlined in green is drawn 12 pixels below the other one. Only the " +"order that the blocks are drawn is different." +msgstr "" + +#: ../../docs/design/designdoc.rst:296 +msgid "" +"And finally, what about blocks that are next to each other in the world " +"--- diagonally next to each other in the image?" +msgstr "" + +#: ../../docs/design/designdoc.rst:-1 +msgid "Cubes that are neighbors are offset by 12 on the X and 6 on the Y" +msgstr "" + +#: ../../docs/design/designdoc.rst:302 +msgid "" +"The block outlined in green is offset on the horizontal axis by half the " +"block width, or 12 pixels. It is offset on the vertical axis by half the " +"height of the block's top, or 6 pixels. For the other 3 directions this " +"could go, the directions of the offsets are changed, but the amounts are " +"the same." +msgstr "" + +#: ../../docs/design/designdoc.rst:308 +msgid "The size of a chunk" +msgstr "" + +#: ../../docs/design/designdoc.rst:309 +msgid "" +"Now that we know how to place blocks relative to each other, we can begin" +" to construct an entire chunk section." +msgstr "" + +#: ../../docs/design/designdoc.rst:312 +msgid "" +"Since the block sprites are 24 by 24 pixels, and the diagonal of the 16 " +"by 16 grid is 16 squares, the width of one rendered chunk section will be" +" 384 pixels. Just considering the top layer of blocks within a section:" +msgstr "" + +#: ../../docs/design/designdoc.rst:-1 +msgid "Illustrating the width of a single chunk" +msgstr "" + +#: ../../docs/design/designdoc.rst:319 +msgid "" +"Since blocks next to each other in the same \"diagonal row\" are offset " +"by 24 pixels, this is trivially calculated." +msgstr "" + +#: ../../docs/design/designdoc.rst:322 +msgid "" +"The height is a bit more tricky to calculate. Let's start by calculating " +"the height of a single stack of 16 blocks." +msgstr "" + +#: ../../docs/design/designdoc.rst:325 +msgid "" +"The non-overlapping edge of each block sprite is 12 pixels high. Since " +"there are 16 blocks in this stack, that's 192 pixels high. There are also" +" 6 additional pixels at the top and bottom of the stack as shown, giving " +"a total height of 204 pixels." +msgstr "" + +#: ../../docs/design/designdoc.rst:-1 +msgid "A stack of 16 cubes takes 204 vertical pixels to draw." +msgstr "" + +#: ../../docs/design/designdoc.rst:333 +msgid "" +"But that's just for one column of blocks. What about the entire chunk " +"section? Take a look at this diagram:" +msgstr "" + +#: ../../docs/design/designdoc.rst:-1 +msgid "The highest and lowest positioned cubes in a chunk" +msgstr "" + +#: ../../docs/design/designdoc.rst:339 +msgid "" +"The green highlighted blocks are the stack we calculated just above and " +"have a height of 204 pixels. The red highlighted blocks each take 12 " +"pixels of vertical space on the image, and there are 15 of them. So 204 +" +" 12*15 is 384 pixels." +msgstr "" + +#: ../../docs/design/designdoc.rst:343 +msgid "So the total size of a chunk section in pixels is 384 wide by 384 tall." +msgstr "" + +#: ../../docs/design/designdoc.rst:346 +msgid "Assembling a Chunk" +msgstr "" + +#: ../../docs/design/designdoc.rst:348 +msgid "" +"Now that we know how to place blocks, here's how they are arranged to " +"form an entire chunk section. The coordinate system is arranged as shown," +" with the origin being at the left corner." +msgstr "" + +#: ../../docs/design/designdoc.rst:-1 +msgid "Illustrating how cubes are addressed in a chunk" +msgstr "" + +#: ../../docs/design/designdoc.rst:355 +msgid "" +"To ensure that block closer to the viewer are drawn on top while blocks " +"that should be obstructed are drawn are hidden, the blocks are drawn one " +"layer at a time from bottom to top (Y=0 to Y=23, corresponding to " +"sections Y=-4 to Y=19) and from back to front." +msgstr "" + +#: ../../docs/design/designdoc.rst:360 +msgid "" +"From the data file on disk, block information in a chunk is a three-" +"dimensional array of bytes, each representing a `block id " +"`_." +" The process of assembling a chunk is simply a matter of iterating over " +"this array, reading the blockid values, looking up the appropriate " +"sprite, and pasting it on the chunk image at the appropriate location." +msgstr "" + +#: ../../docs/design/designdoc.rst:368 +msgid "Chunk Placement" +msgstr "" + +#: ../../docs/design/designdoc.rst:371 +msgid "" +"Now that we know how to draw a single chunk, let's move on to how to " +"place chunks relative to each other." +msgstr "" + +#: ../../docs/design/designdoc.rst:374 +msgid "" +"Before we get started, let's take a moment to remember that one chunk " +"section is only 1/24th of a chunk:" +msgstr "" + +#: ../../docs/design/designdoc.rst:-1 +msgid "An entire chunk" +msgstr "" + +#: ../../docs/design/designdoc.rst:380 +msgid "A chunk is 24 chunk sections stacked together." +msgstr "" + +#: ../../docs/design/designdoc.rst:382 +msgid "" +"Since this is pretty tall, the diagrams in this section are simplified to" +" only show the *top face* of a chunk, as shown in green here:" +msgstr "" + +#: ../../docs/design/designdoc.rst:-1 +msgid "The top of a chunk is highlighted" +msgstr "" + +#: ../../docs/design/designdoc.rst:388 +msgid "" +"This makes it easier and less cumbersome to describe how to place chunks " +"together on a tile. Just remember that chunks are actually very tall and " +"extend down far beyond the drawn diamonds in these diagrams." +msgstr "" + +#: ../../docs/design/designdoc.rst:393 +msgid "Chunk Addressing" +msgstr "" + +#: ../../docs/design/designdoc.rst:395 +msgid "" +"Chunks in Minecraft have an X,Z address, with the origin at 0,0 and " +"extending to positive and negative infinity on both axes (Recall from the" +" introduction that chunk addresses are simply the block addresses divided" +" by 16). Since we're going to render at a diagonal perspective, it is " +"convenient to perform a change of coordinate system. For that, we " +"translate X,Z coordinates into column,row coordinates. Consider this grid" +" showing 25 chunks around the origin. They are labeled with their X,Z " +"chunk addresses." +msgstr "" + +#: ../../docs/design/designdoc.rst:-1 +msgid "A grid of 5x5 chunks showing how chunks are addressed." +msgstr "" + +#: ../../docs/design/designdoc.rst:406 +msgid "" +"Now, we want to transform each chunk to a row/column address as shown " +"here:" +msgstr "" + +#: ../../docs/design/designdoc.rst:411 +msgid "" +"So the chunk at address 0,0 would be at col 0, row 0; while the chunk at " +"address 1,1 would be at col 2, row 0. The intersection of the red and " +"green lines addresses the chunk in col,row format." +msgstr "" + +#: ../../docs/design/designdoc.rst:417 +msgid "" +"As a consequence of this addressing scheme, there is no chunk at e.g. " +"column 1 row 0. There are some col,row addresses that lie between chunks," +" and therefore do not correspond to a chunk. (as can be seen where the " +"red/green lines intersect at a chunk boundary instead of the middle of a " +"chunk)." +msgstr "" + +#: ../../docs/design/designdoc.rst:422 +msgid "" +"So how does one translate between them? It turns out that a chunk's " +"column address is simply the sum of the X and the Z coordinate, while the" +" row is the difference. Try it!" +msgstr "" + +#: ../../docs/design/designdoc.rst:435 +msgid "Chunk Positioning" +msgstr "" + +#: ../../docs/design/designdoc.rst:437 +msgid "" +"This section will seem very familiar to the block positioning. In fact, " +"it is exactly the same but with different numbers (because blocks and " +"chunk sections have the exact same proportions), so let's speed through " +"this." +msgstr "" + +#: ../../docs/design/designdoc.rst:441 +msgid "" +"A chunk's top face is 384 pixels wide by 192 pixels tall. They therefore " +"have these offsets from their neighbors:" +msgstr "" + +#: ../../docs/design/designdoc.rst:-1 +msgid "Chunk positioning diagram" +msgstr "" + +#: ../../docs/design/designdoc.rst:449 +msgid "Tile Rendering" +msgstr "" + +#: ../../docs/design/designdoc.rst:451 +msgid "" +"Now that we know how to translate chunk coordinates to col/row " +"coordinates, and know how to calculate the offset from the origin on the " +"final image, we could easily draw the chunks in one large image. However," +" for large worlds, that would quickly become too much data to handle at " +"once. (Early versions of the Overviewer did this, but the large, unwieldy" +" images quickly motivated the development of rendering to individual " +"tiles)." +msgstr "" + +#: ../../docs/design/designdoc.rst:458 +msgid "" +"Hence choosing a technology like Google Maps or Leaflet, which draws " +"small tiles together to make it look like one large image, lets rendering" +" even the largest worlds possible. The Overviewer can draw each tile " +"separately and not have to load the entire map into memory at once. The " +"next sections describe how to determine which chunks to render in which " +"tiles, and how to reason about tile ↔ chunk mappings." +msgstr "" + +#: ../../docs/design/designdoc.rst:466 +msgid "Tile Layout" +msgstr "" + +#: ../../docs/design/designdoc.rst:468 +msgid "" +"Instead of rendering to one large image, chunks are rendered to small " +"tiles. Only a handful of chunks need to be rendered into each tile. The " +"downside is that chunks must be rendered multiple times for each tile " +"they appear in, but the upside is that arbitrarily sized maps can be " +"viewed." +msgstr "" + +#: ../../docs/design/designdoc.rst:473 +msgid "" +"The Overviewer uses a tile size of 384 by 384 pixels. This is the same as" +" the size of a chunk section and is no coincidence. Just considering the " +"top face of a chunk, the 8 chunks directly below it get rendered into a " +"tile in this configuration:" +msgstr "" + +#: ../../docs/design/designdoc.rst:-1 +msgid "The 8 chunks that get rendered into a tile" +msgstr "" + +#: ../../docs/design/designdoc.rst:483 +msgid "" +"Don't forget that chunks are tall, so many more than 8 chunks get " +"rendered into this tile. If you think about it, chunks from the rows " +"*above* the ones in that diagram may have blocks that fall into this " +"tile, since the diamonds in the diagram correspond to the *tops* of the " +"chunks, and chunks extend *down*." +msgstr "" + +#: ../../docs/design/designdoc.rst:491 +msgid "" +"This is an important diagram and we'll be coming back to it. Make sure it" +" makes sense. As a side note, if anything in this document *doesn't* make" +" sense, please let us know in IRC or by filing an issue. I want these " +"docs to be as clear as possible!" +msgstr "" + +#: ../../docs/design/designdoc.rst:496 +msgid "" +"So the overall strategy is to convert all chunks into diagonal col,row " +"coordinates, then for each tile decide which chunks belong in it, then " +"render them in the appropriate place on the tile." +msgstr "" + +#: ../../docs/design/designdoc.rst:500 +msgid "" +"The rendering routines are actually passed a range of chunks to render, " +"e.g. rows 4-6, cols 20-24. The lower bound col,row chunk given in the " +"range is rendered at position 0,0 in the diagram above. That is, at " +"offset -192,-96 pixels." +msgstr "" + +#: ../../docs/design/designdoc.rst:505 +msgid "" +"The rendering routines takes the given range of columns and rows, " +"converts it back into chunk coordinates, and renders the given 8 chunks " +"plus all chunks from the 24 rows above the given range (see the note " +"below). The chunks are positioned correctly with the above positioning " +"rules, so any chunks that are out of the bounds get rendered off the tile" +" and don't affect the final image. (There is therefore no penalty for " +"rendering out-of-bounds chunks for a tile except increased processing)" +msgstr "" + +#: ../../docs/design/designdoc.rst:513 +msgid "" +"Since every other column of chunks is half-way in two tiles, they must be" +" rendered twice. Each neighboring tile is therefore only 2 columns over, " +"not 3 as one may suspect at first. Same goes for the rows: The next tile " +"down is 4 rows down, not 5." +msgstr "" + +#: ../../docs/design/designdoc.rst:518 +msgid "" +"To further illustrate this point, here are four tiles arranged on the " +"grid of chunks. Notice how the tiles are addressed by the col,row of the " +"chunk in the upper-left corner. Also notice how neighboring tiles are 2 " +"columns apart but 4 rows apart." +msgstr "" + +#: ../../docs/design/designdoc.rst:-1 +msgid "4 tiles arranged on the grid of chunks" +msgstr "" + +#: ../../docs/design/designdoc.rst:527 +msgid "Quadtrees" +msgstr "" + +#: ../../docs/design/designdoc.rst:530 +msgid "" +"Tiles are rendered and stored in a quadtree on disk. Each node is a tile " +"of the world, and each node has four children representing a zoomed-in " +"tile of the four quadrants." +msgstr "" + +#: ../../docs/design/designdoc.rst:-1 +msgid "A tile has 4 children, each is a zoomed-in tile of one of the quadrants." +msgstr "" + +#: ../../docs/design/designdoc.rst:537 +msgid "" +"The tree is generated from the bottom-up. The highest zoom level is " +"rendered directly from the chunks and the blocks, then four of those " +"rendered tiles are shrunk and concatenated to get the next zoom level. " +"The tree is built up in this way until the entire world is compressed " +"down to a single tile." +msgstr "" + +#: ../../docs/design/designdoc.rst:542 +msgid "" +"We've already seen how tiles can be identified by the column,row range of" +" the chunks that make up the tile. More precisely, since tiles are always" +" the same size, the chunk that goes in the tile's 0,0 col,row slot " +"identifies the tile." +msgstr "" + +#: ../../docs/design/designdoc.rst:546 +msgid "" +"Now, tiles are also identified by their path in the quadtree. For " +"example, ``3/0/0/1/1/2.png`` refers to the tile starting at the base, " +"under the third quadrant, then the 0th quadrant, then the 0th, and so " +"fourth." +msgstr "" + +#: ../../docs/design/designdoc.rst:551 +msgid "Quadtree Size" +msgstr "" + +#: ../../docs/design/designdoc.rst:552 +msgid "" +"The size of the quadtree must be known before it's generated, that way " +"the code knows where to save the images. This is easily calculated from a" +" few realizations. Each depth in the quadtree doubles the number of tiles" +" in each dimension, or, quadruples the total tiles. While there is only " +"one tile at level 0, there are four at level 1, 16 at level 2, and 4^n at" +" level n." +msgstr "" + +#: ../../docs/design/designdoc.rst:558 +msgid "" +"To find how deep the quadtree must be, we look at the size of the world. " +"First find the maximum and minimum row and column of the chunks. Just " +"looking at columns, let's say the maximum column is 82 and the minimum " +"column is -136. A zoom level of 6 will be 2^6 tile across and 2^6 tiles " +"high at the highest level." +msgstr "" + +#: ../../docs/design/designdoc.rst:563 +msgid "" +"Since horizontally tiles are two chunks wide, multiply 2^6 by 2 to get " +"the total diameter of this map in chunks: 2*2^6. Is this wide enough for " +"our map?" +msgstr "" + +#: ../../docs/design/designdoc.rst:566 +msgid "" +"It turns out it isn't (2*2^6=128, 136+82=218). A zoom level of 7 is 2^7 " +"tiles across, or 2*2^7 chunks across. This turns out is wide enough " +"(2*2^7 = 256), however, Overviewer maps are always centered at point 0,0 " +"in the world. This is so tiles will always line up no mater how the map " +"may expand in the future." +msgstr "" + +#: ../../docs/design/designdoc.rst:571 +msgid "" +"So zoom level 7 is *not* enough because, while the chunk diameter is wide" +" enough, it only extends half that far from the origin. The chunk " +"*radius* is 2^7 (half the diameter) and 2^7=128 is not wide enough for " +"the minimum column at absolute position 136." +msgstr "" + +#: ../../docs/design/designdoc.rst:576 +msgid "" +"So this example requires zoom level 8 (at least in the horizontal " +"direction. The vertical direction must also be checked)." +msgstr "" + +#: ../../docs/design/designdoc.rst:580 +msgid "Quadtree Paths" +msgstr "" + +#: ../../docs/design/designdoc.rst:582 +msgid "" +"To illustrate the relationship between tile col,row addresses and their " +"path, consider these 16 tiles from a depth 2 quadtree:" +msgstr "" + +#: ../../docs/design/designdoc.rst:-1 +msgid "Addresses and paths for 16 tiles in a depth 2 tree" +msgstr "" + +#: ../../docs/design/designdoc.rst:588 +msgid "" +"The top address in each tile is the col,row address, where the chunk " +"outlined in green in the center is at 0,0. The lower address in each tile" +" is the path. The first number indicates which quadrant the tile is in " +"overall, and the second is which quadrant within the first one." +msgstr "" + +#: ../../docs/design/designdoc.rst:594 +msgid "get_range_by_path" +msgstr "" + +#: ../../docs/design/designdoc.rst:598 +msgid "Reading the Data Files" +msgstr "" + +#: ../../docs/design/designdoc.rst:604 +msgid "Image Composition" +msgstr "" + +#: ../../docs/design/designdoc.rst:610 +msgid "Multiprocessing" +msgstr "" + +#: ../../docs/design/designdoc.rst:615 +msgid "Caching" +msgstr "" + +#: ../../docs/design/designdoc.rst:619 +msgid "Lighting" +msgstr "" + +#: ../../docs/design/designdoc.rst:621 +msgid "" +"Minecraft stores precomputed lighting information in the chunk files " +"themselves, so rendering shadows on the map is a simple matter of " +"interpreting this data, then adding a few extra steps to the render " +"process. These few extra steps may be found in ``rendermode-lighting.c`` " +"or ``rendermode-smooth-lighting.c``, depending on the exact method used." +msgstr "" + +#: ../../docs/design/designdoc.rst:628 +msgid "" +"Each chunk contains two lighting arrays, each of which contains one value" +" between 0 and 15 for each block. These two arrays are the BlockLight " +"array, containing light received from other blocks, and the SkyLight " +"array, containing light received from the sky. Storing these two " +"seperately makes it easier to switch between daytime and nighttime. To " +"turn these two values into one value between 0 and 1 representing how " +"much light there is in a block, we use the following equation (where l\\ " +":sub:`b` and l\\ :sub:`s` are the block light and sky light values, " +"respectively):" +msgstr "" + +#: ../../docs/design/designdoc.rst:-1 +msgid "c = 0.8^{15 - min(l_b, l_s)}" +msgstr "" + +#: ../../docs/design/designdoc.rst:641 +msgid "" +"For night lighting, the sky light values are shifted down by 11 before " +"this lighting coefficient is calculated." +msgstr "" + +#: ../../docs/design/designdoc.rst:644 +msgid "" +"Each block of light data applies to all the block faces that touch it. " +"So, each solid block doesn't receive lighting from the block it's in, but" +" from the three blocks it touches above, to the left, and to the right. " +"For transparent blocks with potentially strange shapes, lighting is " +"approximated by using the local block lighting on the entire image." +msgstr "" + +#: ../../docs/design/designdoc.rst:-1 +msgid "The lighting process" +msgstr "" + +#: ../../docs/design/designdoc.rst:654 +msgid "" +"For some blocks, notably half-steps and stairs, Minecraft doesn't " +"generate valid lighting data in the local block like it does for all " +"other transparent blocks. In these cases, the lighting data is estimated " +"by averaging data from nearby blocks. This is not an ideal solution, but " +"it produces acceptable results in almost all cases." +msgstr "" + +#: ../../docs/design/designdoc.rst:661 +msgid "Smooth Lighting" +msgstr "" + +#: ../../docs/design/designdoc.rst:663 +msgid "" +"In the smooth-lighting rendermode, solid blocks are lit per-vertex " +"instead of per-face. This is done by covering all three faces with a " +"quadralateral where each corner has a lighting value associated with it. " +"These lighting values are then smoothly interpolated across the entire " +"face." +msgstr "" + +#: ../../docs/design/designdoc.rst:669 +msgid "" +"To calculate these values on each corner, we look at lighting data in the" +" 8 blocks surrounding the corner, and ignore the 4 blocks behind the face" +" the corner belongs to. We then calculate the lighting coefficient for " +"all 4 remaining blocks as normal, and average them to obtain the " +"coefficient for the corner. This is repeated for all 4 corners on a given" +" face, and for all visible faces." +msgstr "" + +#: ../../docs/design/designdoc.rst:-1 +msgid "An example face and vertex, with the 4 light sources." +msgstr "" + +#: ../../docs/design/designdoc.rst:679 +msgid "" +"The `ambient occlusion`_ effect so strongly associated with smooth " +"lighting in-game is a side effect of this method. Since solid blocks have" +" both light values set to 0, the lighting coefficient is very close to 0." +" For vertices in corners, at least 1 (or more) of the 4 averaged lighting" +" values is therefore 0, dragging the average down, and creating the " +"\"dark corners\" effect." +msgstr "" + +#: ../../docs/design/designdoc.rst:689 +msgid "Cave Mode" +msgstr "" + diff --git a/docs/locales/es/LC_MESSAGES/faq.mo b/docs/locales/es/LC_MESSAGES/faq.mo new file mode 100644 index 0000000000000000000000000000000000000000..f0764111cfd737767bea219be1f6c823d3f0a6aa GIT binary patch literal 432 zcmYjN!AiqG5LNJ$qh}8zcu;ieCKV}LTa0b0g`_EI6!f;X(-?`nWp`Wc)qn8!{1!JV z)`5X}GjHY%?{jzOW6Q<1%RQF|HTV}Nu6}nztb1dvo@r`vIKw;Arc{zcx+1+Q>6J9F zhTrruS}1KXF-1AUt7Ty@R~)=?nqyCsux<(a!V-so1x;iD20k#x&(4uG8FNI;XjRt7 ze|h&&m|>D)KZKie VB<(D6{;fG&iASm+X!y0n))yeye5?Qf literal 0 HcmV?d00001 diff --git a/docs/locales/es/LC_MESSAGES/faq.po b/docs/locales/es/LC_MESSAGES/faq.po new file mode 100644 index 000000000..68df1110a --- /dev/null +++ b/docs/locales/es/LC_MESSAGES/faq.po @@ -0,0 +1,370 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2010-2019 The Overviewer Team +# This file is distributed under the same license as the Overviewer package. +# FIRST AUTHOR , 2023. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Overviewer 0.13\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2023-02-21 00:46-0300\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language: es\n" +"Language-Team: es \n" +"Plural-Forms: nplurals=2; plural=(n != 1);\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=utf-8\n" +"Content-Transfer-Encoding: 8bit\n" +"Generated-By: Babel 2.11.0\n" + +#: ../../docs/faq.rst:3 +msgid "Frequently Asked Questions" +msgstr "" + +#: ../../docs/faq.rst:9 +msgid "General Questions" +msgstr "" + +#: ../../docs/faq.rst:12 +msgid "Does the Overviewer work with mod blocks?" +msgstr "" + +#: ../../docs/faq.rst:14 +msgid "" +"The Overviewer will render the world, but none of the blocks added by " +"mods will be visible. Currently, the blocks Overviewer supports are " +"hardcoded, and because there is no official Minecraft modding API as of " +"the time of writing, supporting mod blocks is not trivial." +msgstr "" + +#: ../../docs/faq.rst:20 +msgid "Can I view Overviewer maps without having an internet connection?" +msgstr "" + +#: ../../docs/faq.rst:22 +msgid "" +"Yes, absolutely. The Overviewer switched away from the Google Maps API " +"and now uses Leaflet. All files which Overviewer needs are included in " +"the output, so even if you have no internet connection, you will still be" +" able to view the map without any issues." +msgstr "" + +#: ../../docs/faq.rst:28 +msgid "When my map expands, I see remnants of another zoom level." +msgstr "" + +#: ../../docs/faq.rst:30 +msgid "" +"When your map expands (\"Your map seems to have expanded beyond its " +"previous bounds\") you may see tiles at a zoom level that shouldn't be " +"there, usually around the borders. This is probably not a bug, but is " +"typically caused by copying the map tiles from their render destination " +"to another location (such as a web server)." +msgstr "" + +#: ../../docs/faq.rst:36 +msgid "" +"When you're copying the rendered map, you need to be sure files that " +"*don't* exist in the source are *deleted* in the destination." +msgstr "" + +#: ../../docs/faq.rst:39 +msgid "" +"Explanation: When Overviewer re-arranges tiles to make room for another " +"zoom level, it moves some tiles at a particular zoom level and places " +"them at a higher zoom level. The tiles that used to be at that zoom level" +" should no longer exist there, but if you're copying tiles, there is no " +"mechanism to *delete* those files at the copy destination." +msgstr "" + +#: ../../docs/faq.rst:45 +msgid "" +"If that explanation doesn't make full sense, then just know that you must" +" do one of the following:" +msgstr "" + +#: ../../docs/faq.rst:48 +msgid "Render the tiles directly to the destination." +msgstr "" + +#: ../../docs/faq.rst:50 +msgid "" +"Copy the tiles from the render destination in a way that deletes extra " +"files, such as using ``rsync`` with ``--delete``." +msgstr "" + +#: ../../docs/faq.rst:53 +msgid "" +"Erase and re-copy the files at the final destination when the map " +"expands. Map expansions double the width and height of the map, so you " +"will eventually hit a map size that is unlikely to need another level." +msgstr "" + +#: ../../docs/faq.rst:58 +msgid "" +"You've added a new feature or changed textures, but it's not showing up " +"on my map!" +msgstr "" + +#: ../../docs/faq.rst:60 +msgid "" +"Some new features will only show up in newly-rendered areas. Use the " +":option:`--forcerender` option to update the entire map. If you have a " +"really large map and don't want to re-render everything, take a look at " +"the :ref:`rerenderprob` configuration option." +msgstr "" + +#: ../../docs/faq.rst:66 +msgid "The background color of the map is black, and I don't like it!" +msgstr "" + +#: ../../docs/faq.rst:68 +msgid "" +"You can change the background color by specifying a new one in the " +"configuration file. See the :doc:`config` page for more details." +msgstr "" + +#: ../../docs/faq.rst:72 +msgid "" +"I downloaded the Windows version but when I double-click it, the window " +"closes real fast." +msgstr "" + +#: ../../docs/faq.rst:74 +msgid "" +"The Overviewer is a command line program and must be run from a command " +"line. It is necessary to become at least a little familiar with a command" +" line to run The Overviewer (if you have no interest in this, perhaps " +"this isn't the mapping program for you). A brief guide is provided on the" +" :doc:`win_tut/windowsguide` page." +msgstr "" + +#: ../../docs/faq.rst:80 +msgid "" +"Unfortunately, A full tutorial of the Windows command line is out of " +"scope for this documentation; consult the almighty Google for tutorials " +"and information on the Windows command line. (If you would like to " +"contribute a short tutorial to these docs, please do!)" +msgstr "" + +#: ../../docs/faq.rst:85 +msgid "" +"Batch files are another easy way to run the Overviewer without messing " +"with command lines, but information on how to do this has also not been " +"written." +msgstr "" + +#: ../../docs/faq.rst:88 +msgid "" +"On a related note, we also welcome contributions for a graphical " +"interface for the Overviewer." +msgstr "" + +#: ../../docs/faq.rst:92 +msgid "The Overviewer is eating up all my memory!" +msgstr "" + +#: ../../docs/faq.rst:94 +msgid "" +"We have written The Overviewer with memory efficiency in mind. On even " +"the largest worlds we have at our disposal to test with, it should not be" +" taking more than a gigabyte or two. It varies of course, that number is " +"only an estimate, but most computers with a reasonable amount of RAM " +"should run just fine." +msgstr "" + +#: ../../docs/faq.rst:100 +msgid "" +"If you are seeing exorbitant memory usage, then it is likely either a bug" +" or a subtly corrupted world. Please file an issue or come talk to us on " +"IRC so we can take a look! See :ref:`help`." +msgstr "" + +#: ../../docs/faq.rst:105 +msgid "How can I log The Overviewer's output to a file?" +msgstr "" + +#: ../../docs/faq.rst:107 +msgid "" +"If you are on a UNIX-like system like MacOSX or Linux, you can use shell " +"redirection to write the output into a file::" +msgstr "" + +#: ../../docs/faq.rst:112 +msgid "" +"What this does is redirect the previous commands standard output to the " +"file \"renderlog.log\", and redirect the standard error to the standard " +"output. The file will be overwritten each time you run this command line;" +" to simply append the output to the file, use two greater than signs::" +msgstr "" + +#: ../../docs/faq.rst:122 +msgid "I've deleted some sections of my world, but they still appear in the map." +msgstr "" + +#: ../../docs/faq.rst:123 +msgid "" +"Okay, so making edits to your world in e.g. worldedit has some caveats, " +"especially regarding deleting sections of your world." +msgstr "" + +#: ../../docs/faq.rst:126 +msgid "This faq also applies to using the :ref:`crop` option." +msgstr "" + +#: ../../docs/faq.rst:128 +msgid "" +"Under normal operation with vanilla Minecraft and no external tools " +"fiddling with the world, Overviewer performs correctly, rendering areas " +"that have changed, and everything is good." +msgstr "" + +#: ../../docs/faq.rst:132 +msgid "" +"Often with servers one user will travel reeeeally far out and cause a lot" +" of extra work for the server and for The Overviewer, so you may be " +"tempted to delete parts of your map. This can cause problems, so read on " +"to learn what you can do about it." +msgstr "" + +#: ../../docs/faq.rst:137 +msgid "" +"First some explanation: Until recently (Mid May 2012) The Overviewer did " +"not have any facility for detecting parts of the map that should no " +"longer exist. Remember that the map is split into small tiles. When " +"Overviewer starts up, the first thing it does is calculate which tiles " +"should exist and which should be updated. This means it does not check or" +" even look at tiles that should not exist. This means that parts of your " +"world which have been deleted will hang around on your map because " +"Overviewer won't even look at those tiles and notice they shouldn't be " +"there. You may even see strange artifacts around the border as tiles that" +" should exist get updated." +msgstr "" + +#: ../../docs/faq.rst:147 +msgid "" +"Now, with the :option:`--check-tiles` option, The Overviewer *will* look " +"for and remove tiles that should no longer exist. So you can render your " +"map once with that option and all those extra tiles will get removed " +"automatically. However, this is only half of the solution. The other half" +" is making sure the tiles along the border are re-rendered, or else it " +"will look like your map is being cut off." +msgstr "" + +#: ../../docs/faq.rst:153 +msgid "" +"Explanation: The tiles next to the ones that were removed are tiles that " +"should continue to exist, but parts of them have chunks that no longer " +"exist. Those tiles then should be re-rendered to show that. However, " +"since tile updates are triggered by the chunk last-modified timestamp " +"changing, and the chunks that still exist have *not* been updated, those " +"tiles will not get re-rendered." +msgstr "" + +#: ../../docs/faq.rst:159 +msgid "" +"The consequence of this is that your map will end up looking cut-off " +"around the new borders that were created by the parts you deleted. You " +"can fix this one of two ways." +msgstr "" + +#: ../../docs/faq.rst:163 +msgid "" +"You can run a render with :option:`--forcerender`. This has the " +"unfortunate side-effect of re-rendering *everything* and doing much more " +"work than is necessary." +msgstr "" + +#: ../../docs/faq.rst:167 +msgid "" +"Manually navigate the tile directory hierarchy and manually delete tiles " +"along the edge. Then run once again with :option:`--check-tiles` to re-" +"render the tiles you just deleted. This may not be as bad as it seems. " +"Remember each zoom level divides the world into 4 quadrants: 0, 1, 2, and" +" 3 are the upper left, upper right, lower left, and lower right. It " +"shouldn't be too hard to navigate it manually to find the parts of the " +"map that need re-generating." +msgstr "" + +#: ../../docs/faq.rst:174 +msgid "" +"The third non-option is to not worry about it. The problem will fix " +"itself if people explore near there, because that will force that part of" +" the map to update." +msgstr "" + +#: ../../docs/faq.rst:179 +msgid "My map is zoomed out so far that it looks (almost) blank." +msgstr "" + +#: ../../docs/faq.rst:181 +msgid "" +"We see this quite a bit, and seems to stem from a bug in the Minecraft " +"terrain generation." +msgstr "" + +#: ../../docs/faq.rst:184 +msgid "" +"Explanation: Minecraft generates chunks of your world as it needs them. " +"When Overviewer goes to render your map, it looks at how big the world " +"is, and calculates how big the maps needs to be in order to fit it all " +"in. Occasionally, we see that Minecraft has generated a few chunks of the" +" world extremely far away from the main part of the world. These " +"erroneous chunks have most likely not been explored [*]_ and should not " +"exist." +msgstr "" + +#: ../../docs/faq.rst:191 +msgid "" +"There are two solutions. The preferred is to delete the offending chunks." +" Open up your region folder of your world and look at the region file " +"names. They are numbered ``r.##.##.mcr`` where ``##`` is a number. The " +"two numbers indicate the coordinates of that region file. Look for region" +" files with coordinates much larger in magnitude than any others. Most " +"likely you will find around 1–3 region files with coordinates much larger" +" than any others. Delete or otherwise remove those files, and re-render " +"your map." +msgstr "" + +#: ../../docs/faq.rst:199 +msgid "" +"The other option is to use the :ref:`crop` option to tell " +"Overviewer not to render all of your map, but instead to only render the " +"specified region." +msgstr "" + +#: ../../docs/faq.rst:202 +msgid "As always, if you need assistance, come chat with us on :ref:`irc`." +msgstr "" + +#: ../../docs/faq.rst:204 +msgid "" +"They could also have been triggered by an accidental teleport where the " +"coordinates were typed in manually." +msgstr "" + +#: ../../docs/faq.rst:207 +msgid "" +"I want to put manual POI definitions or other parts of my config into a " +"separate file." +msgstr "" + +#: ../../docs/faq.rst:209 +msgid "" +"This can be achieved by creating a module and then importing it in your " +"config. First, create a file containing your markers definitions. We'll " +"call it ``manualmarkers.py``." +msgstr "" + +#: ../../docs/faq.rst:219 +msgid "" +"The final step is to import the very basic module you've just created " +"into your config. In your config, do the following" +msgstr "" + +#: ../../docs/faq.rst:239 +msgid "Now you should be all set." +msgstr "" + diff --git a/docs/locales/es/LC_MESSAGES/index.mo b/docs/locales/es/LC_MESSAGES/index.mo new file mode 100644 index 0000000000000000000000000000000000000000..081bfc75a4f70e83d3ca6ca17f18c123cde030ed GIT binary patch literal 12191 zcmb`NU2G)TRmUqLBw>IA!bcLmay8AtaZg-$lNe{lA3NI$u7=-pGGPYQJ}UZxm(7XOO5E zy^8#Ack}rGWj>F575Qc4&;C#p z{VVd{kiUWa#t%o)FCdS8B#J8J*O5Pl+{7sVfgB@$ne_(mh@wyP`JdRdL{{%YAFh8B z`CEMc$d9uI@>|GXLM9kn>wXi-Ez$EoiLOYGd=K)I$eYODLu#LIA^98q%TM78 z0@Ft?AfMs-5UKk0ui(Ep!ic|j?d5pY@ ze2kN1$8RA25&54;o%ioK+`HNDeHX%cZ{gg(;`$KzR<19-Kb-3ti~btduXUp6=a7Gm z{8i*4%HfLWi^#7d|5D0cytq25;=&!}wHy0`*zJyEclRJJ4wCqg>-{=Ot4m2%Rz6MR z;l+!tjAOSv%m>SRMV)0yw!i0mHf$~p@@$ms?{!)CR$e%sad|anooVW;QC>_+R?uFD z314M#JakoVn+#o2>6@aA(^0osPP-4ag%(`D&q9a%4lQ_>}$9*~+D{I+-&)hgpr*^))=D9n0 z9c~-_t?$BdFU*t93!1h&fc;tru=o&i* zZ)1`&jpL~uNq1b3p+|NE&%qiOyBCvem>-r)?q=Lie72+w?)B@es?GU_d7Tci=Yw#r 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+"POT-Creation-Date: 2023-02-21 00:46-0300\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language: es\n" +"Language-Team: es \n" +"Plural-Forms: nplurals=2; plural=(n != 1);\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=utf-8\n" +"Content-Transfer-Encoding: 8bit\n" +"Generated-By: Babel 2.11.0\n" + +#: ../../docs/index.rst:7 +msgid "The Minecraft Overviewer" +msgstr "El Overviewer de Minecraft" + +#: ../../docs/index.rst:9 +msgid "" +"See also the `Github Homepage`_ and the `Updates Blog`_, and follow us on" +" our `Twitter account`_." +msgstr "" +"Visita nuestra página de `Github `_, " +"nuestro `Blog de Actualizaciones `_ y seguinos en nuestra " +"`cuenta de Twitter `_." + +#: ../../docs/index.rst:19 +msgid "Introduction" +msgstr "Introducción" + +#: ../../docs/index.rst:20 +msgid "" +"The Minecraft Overviewer is a command-line tool for rendering high-" +"resolution maps of Minecraft Java Edition worlds. It generates a set of " +"static html and image files and uses Leaflet to display a nice " +"interactive map." +msgstr "" +"El Overviewer para Minecraft es una herramienta de comandos " +"para renderizar mapas de alta resolución de Minecraft Edición Java. " +"Este genera una serie de imágenes y archivos html, y usa Leaflet para " +"mostrar un mapa interactivo." +#: ../../docs/index.rst:24 +msgid "" +"The Overviewer has been in active development for several years and has " +"many features, including day and night lighting, cave rendering, mineral " +"overlays, and many plugins for even more features! It is written mostly " +"in Python with critical sections in C as an extension module." +msgstr "" +"El Overviewer estuvo bajo desarrollo durante varios años y tiene varias " +"funcionalidades, incluyendo iluminación de día y de noche, renderizado de " +"cuevas, capas de minerales y ¡varias extensiones para más! Está escrito " +"principalmente en Python, con algunas secciones críticas en C." + +#: ../../docs/index.rst:29 +msgid "" +"For a simple example of what your renders will look like, head over to " +"`The \"Exmaple\" Map `_. For more user-" +"contributed examples, see `The Example Wiki Page " +"`_." +msgstr "" +"Para un ejemplo simple de como se vería un renderizado, vaya a `Mapa de Ejemplo " +"`_. Para ver más ejemplos de usuarios, vea la " +"`Página de Ejemplos `_." + +#: ../../docs/index.rst:36 +msgid "Documentation Contents" +msgstr "Contenidos" + +#: ../../docs/index.rst:54 +msgid "Features" +msgstr "Características" + +#: ../../docs/index.rst:56 +msgid "" +"Renders high resolution images of your world, lets you \"deep zoom\" and " +"see details!" +msgstr "" +"¡Renderizados de muy alta calidad de tus mundos, que permiten realizar un " +"\"Acercamiento profundo\" y ver detalles!" + +#: ../../docs/index.rst:59 +msgid "" +"Gloriously awesome smooth lighting is here! " +"(:ref:`rendermode` name is ``smooth_lighting``)" +msgstr "" +"¡La absolutamente increíble iluminación suave está aquí! " +"(El nombre del :ref:`modo de renderizado` es ``smooth_lighting``)" + +#: ../../docs/index.rst:62 +msgid "" +"Customizable textures! Pulls textures straight from your installed " +"texture pack!" +msgstr "" +"¡Texturas perzonalizables! ¡Pon texturas directamente de tus " +"pack de texturas favoritos!" + +#: ../../docs/index.rst:65 +msgid "Choose from four rendering angles." +msgstr "Elige de cuatro ángulos de renderizado." + +#: ../../docs/index.rst:67 +msgid "Generates a Leaflet powered map!" +msgstr "¡Genera un mapa impulsado por Leaflet!" + +#: ../../docs/index.rst:69 +msgid "Runs on Linux, Windows, and Mac platforms!" +msgstr "¡Corre en plataformas Linux, Windows y Mac!" + +#: ../../docs/index.rst:71 +msgid "" +"Renders efficiently in parallel, using as many simultaneous processes as " +"you want!" +msgstr "" +"Renderiza eficientemente en paralelo, ¡Usando tantos procesos simultáneos " +"como quieras!" + +#: ../../docs/index.rst:74 +msgid "" +"*Only* requires: Python, Numpy, and PIL (all of which are included in the" +" Windows download!)" +msgstr "" +"*Solo* requiere: Python, Numpy y PIL (¡Los cuales están incluidos en la " +"descarga de Windows!" + +#: ../../docs/index.rst:77 +msgid "" +"Utilizes caching to speed up subsequent renderings of your world. Only " +"parts that need re-rendering are re-rendered." +msgstr "" +"Utiliza caches para acelerar las renderizaciones posteriores de su mundo. " +"Solo se vuelven a renderizar las partes que son necesarias." + +#: ../../docs/index.rst:80 +msgid "" +"Throw the output directory up on a web server to share your Minecraft " +"world with the internet!" +msgstr "" +"Pon la carpeta de salida en un servidor web para compartir tus mundos " +"con todo internet." + +#: ../../docs/index.rst:83 +msgid "" +"Run The Overviewer from a command line or on a cron schedule for " +"constantly updated maps! Run it for your Minecraft server world to " +"provide your users with a detailed map!" +msgstr "" +"Corre El Overviewer desde el símbolo del sistema o en un cronograma " +"para tener tus mapas siempre actualizados. Usalo para brindarle a tus " +"usuarios un mapa de calidad con mucho detalle." + +#: ../../docs/index.rst:87 +msgid "Supports Nether and The End dimensions!" +msgstr "¡Soporta las dimensiones del Inframundo y el Fin!" + +#: ../../docs/index.rst:89 +msgid "Built-in support for Biomes!" +msgstr "¡Soporte de biomas incluido!" + +#: ../../docs/index.rst:92 +msgid "What The Overviewer is not" +msgstr "Que no es El Overviewer" + +#: ../../docs/index.rst:93 +msgid "Full disclosure disclaimers of what The Overviewer is *not*." +msgstr "Descargo de responsabilidad de lo que *no* es El Overviewer" + +#: ../../docs/index.rst:95 +msgid "" +"It does not run fast. Because of the high level of detail, initial " +"renders of a world can take some time. Expect minutes for medium worlds, " +"hours for large to huge worlds. Subsequent renders are *much* faster due " +"to the caching." +msgstr "" +"No corre rápido. Dado al alto nivel de detalle, renderizaciones iniciales " +"de un mundo pueden llevar un tiempo. Cuenta con varios minutos para mundos " +"medianos, y hasta horas para mundos largos y gigantes. Las renderizaciones " +"posteriores son *mucho más* rápidas dado al almacenamiento en caché" + +#: ../../docs/index.rst:99 +msgid "" +"Also note that speed is improving all the time. We continually make " +"efficiency improvements to The Overviewer. Besides, for the level of " +"detail provided, our users consider it worth the time!" +msgstr "" +"También ten en cuenta que la velocidad está mejorando todo el tiempo. " +"Estamos continuamente haciendo mejoras en la eficiencia del Overviewer. " +"Por otro lado, dado al nivel de detalle provisto, nuestros usuarios consideran " +"que vale la pena la demora." + +#: ../../docs/index.rst:103 +msgid "" +"The Overviewer is not targeted at end users. We mainly see Overviewer " +"fitting in best with server operators, rendering their server's map for " +"all users to view." +msgstr "" +"El Overviewer no esta dirigido principalmente a jugadores y usuarios finales. " +"Nosotros vemos al programa encajando mejor con operadores de servidores, para " +"que sus usuarios vean el mapa del servidor." + +#: ../../docs/index.rst:107 +msgid "" +"You are welcome to use The Overviewer for your single player worlds, and " +"it will work just fine. However, since the only interface is currently " +"command line based, you will need to know a bit about the command line in" +" order to operate The Overviewer." +msgstr "" +"Eres bienvenido a usar El Overviewer para tus mundos de un jugador, y funcionará " +"sin problemas. Sin embargo, como la interfaz es a traves de comandos, deberás saber " +"un poco sobre esto para poder operar al programa." + + +#: ../../docs/index.rst:112 +msgid "The Overviewer does not support Bedrock/Win10/Portable Edition worlds." +msgstr "El Overviewer no soporta mundos de versiones Bedrock/Win10/Portable." + +#: ../../docs/index.rst:114 +msgid "The Overviewer is not a potato." +msgstr "El Overviewer no es una papa." + +#: ../../docs/index.rst:117 +msgid "Requirements" +msgstr "Requerimientos" + +#: ../../docs/index.rst:118 +msgid "" +"This is a quick list of what's required to run The Overviewer. It runs on" +" Windows, Mac, and Linux as long as you have these software packages " +"installed:" +msgstr "" +"Esta es una lista rápida de que se requiere para correr el programa. Este " +"corre en Windows, Mac y Linux mientras tengas estos paquetes instalados:" + +#: ../../docs/index.rst:121 +msgid "Python 3.4 or above (we are no longer compatible with Python 2.x)" +msgstr "Python 3.4 o superior (ya no somos compatibles con Python 2.x)" + +#: ../../docs/index.rst:123 +msgid "PIL (Python Imaging Library) or Pillow" +msgstr "PIL (Libreria de Imágenes de Python) o Pillow" + +#: ../../docs/index.rst:125 +msgid "Numpy" +msgstr "Numpy" + +#: ../../docs/index.rst:127 +msgid "" +"Either a Minecraft Client installed or a textures/ folder for the " +"textures (possibly from a texturepack)" +msgstr "" +"El cliente de Minecraft instalado o texturas/ carpeta para texturas " +"(Posiblemente de un pack de texturas)" + +#: ../../docs/index.rst:129 +msgid "" +"The first three are included in the Windows download. Also, there are " +"additional requirements for compiling it (like a compiler). More details " +"are available in either the :doc:`Building ` or " +":doc:`Installing ` pages." +msgstr "" +"Los primeros tres están incluidos en la descarga de Windows. Además, hay " +"requirimientos adicionales para compilar (como un compilador). Más detalles " +"están disponibles en las páginas sobre :doc:`Compilar ` o en :doc:`Instalar `." + +#: ../../docs/index.rst:134 +msgid "Getting Started" +msgstr "Guía de Inicio" + +#: ../../docs/index.rst:136 +msgid "" +"The Overviewer works with Linux, Mac, and Windows! We provide Windows and" +" Debian built executables for your convenience. Find them as well as the " +"full sources on our `Github Homepage`_." +msgstr "" +"¡El Overviewer funciona en Linux, Mac o Windows! Nosotros proveemos de los " +"executables para Windows y Debian por tu comodidad. Encuentra los executables " +"como tambien la fuente completa en nuestra " +"página de `Github `_." + +#: ../../docs/index.rst:140 +msgid "" +"**If you are running Windows, Debian, or Ubuntu and would like the pre-" +"built packages and don't want to have to compile anything yourself**, " +"head to the :doc:`installing` page." +msgstr "" +"**Si estás corriendo Windows, Debian o Ubuntu y te gustaría los paquetes pre-" +"armados y no quieres compilar nada por ti mismo**, ve a :doc:`Instalar `." + +#: ../../docs/index.rst:144 +msgid "" +"**Running Windows and not familiar with the command line?** Head to the " +":doc:`win_tut/windowsguide` page." +msgstr "" +"**Corres Windows y no estás familiarizado con el Símbolo del sistema?** " +"Ve a :doc:`Guía de Windows `." + +#: ../../docs/index.rst:147 +msgid "" +"**If you would like to build the Overviewer from source yourself (it's " +"not that bad)**, head to the :doc:`Building ` page." +msgstr "" +"**Si te gustaría compilar El Overviewer desde la fuente tú mismo (no está " +"tan mal)**, ve a :doc:`Compilar `." + +#: ../../docs/index.rst:150 +msgid "" +"**For all other platforms** you will need to build it yourself. " +":doc:`building`." +msgstr "" +"**Para otras plataformas** deberás compilarlo tú mismo. " +":doc:`Compilar el Overviewer desde la fuente `." + +#: ../../docs/index.rst:153 +msgid "" +"**After you have The Overviewer built/installed** see :doc:`running` and " +":doc:`config`." +msgstr "" +"**Cuando tengas el Overviewer compilado/instalado** vea " +":doc:`Correr el Overviewer ` y :doc:`El archivo de Configuración`." + + +#: ../../docs/index.rst:159 +msgid "Help" +msgstr "Ayuda" + +#: ../../docs/index.rst:161 +msgid "" +"**IF YOU NEED HELP COMPILING OR RUNNING THE OVERVIEWER** feel free to " +"chat with us live in IRC: #overviewer on Libera.Chat. There's usually " +"someone on there that can help you out. Not familiar with IRC? `Use the " +"web client `_. (If there's no immediate " +"response, wait around or try a different time of day; we have to sleep " +"sometime)" +msgstr "" +"**SI NECESITAS AYUDA COMPILANDO O CORRIENDO EL OVERVIEWER** siéntete libre " +"de contractarnos en IRC: #overviewer en Libera.Chat. Usualmente hay alguien " +"ahí que te pueda ayudar. No conoces IRC? `Uso del cliente web " +"`_. (Si no hay respuesta inmediata, " +"espera un rato o prueba un horario diferente; a veces tenemos que dormir)." + +#: ../../docs/index.rst:167 +msgid "Also check our :doc:`Frequently Asked Questions ` page." +msgstr "También visita nuestra pagina de :doc:`Preguntas Frecuentes `." + +#: ../../docs/index.rst:169 +msgid "" +"If you think you've found a bug or other issue, file an issue on our " +"`Issue Tracker `_. Filing or commenting on an issue sends a notice to " +"our IRC channel, so the response time is often very good!" +msgstr "" +"Si pensas que descubriste algun error o problema, archiva el problema " +"en nuestro `Seguidor de Errores `_. Comentar un problema manda una notificación a nuestro " +"canal IRC, así que nuestros tiempos de respuesta suelen ser muy buenos." + +#: ../../docs/index.rst:175 +msgid "Indices and tables" +msgstr "Índices y tablas" + +#: ../../docs/index.rst:177 +msgid ":ref:`genindex`" +msgstr ":ref:`Índice `" + +#: ../../docs/index.rst:178 +msgid ":ref:`modindex`" +msgstr ":ref:`Índice de Modulos `" + +#: ../../docs/index.rst:179 +msgid ":ref:`search`" +msgstr ":ref:`Página de Búsqueda`" + diff --git a/docs/locales/es/LC_MESSAGES/installing.mo b/docs/locales/es/LC_MESSAGES/installing.mo new file mode 100644 index 0000000000000000000000000000000000000000..f0764111cfd737767bea219be1f6c823d3f0a6aa GIT binary patch literal 432 zcmYjN!AiqG5LNJ$qh}8zcu;ieCKV}LTa0b0g`_EI6!f;X(-?`nWp`Wc)qn8!{1!JV z)`5X}GjHY%?{jzOW6Q<1%RQF|HTV}Nu6}nztb1dvo@r`vIKw;Arc{zcx+1+Q>6J9F zhTrruS}1KXF-1AUt7Ty@R~)=?nqyCsux<(a!V-so1x;iD20k#x&(4uG8FNI;XjRt7 ze|h&&m|>D)KZKie VB<(D6{;fG&iASm+X!y0n))yeye5?Qf literal 0 HcmV?d00001 diff --git a/docs/locales/es/LC_MESSAGES/installing.po b/docs/locales/es/LC_MESSAGES/installing.po new file mode 100644 index 000000000..43cac8fbe --- /dev/null +++ b/docs/locales/es/LC_MESSAGES/installing.po @@ -0,0 +1,144 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2010-2019 The Overviewer Team +# This file is distributed under the same license as the Overviewer package. +# FIRST AUTHOR , 2023. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Overviewer 0.13\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2023-02-21 00:46-0300\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language: es\n" +"Language-Team: es \n" +"Plural-Forms: nplurals=2; plural=(n != 1);\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=utf-8\n" +"Content-Transfer-Encoding: 8bit\n" +"Generated-By: Babel 2.11.0\n" + +#: ../../docs/installing.rst:3 +msgid "Installing" +msgstr "" + +#: ../../docs/installing.rst:5 +msgid "" +"This page is for installing the pre-compiled binary versions of the " +"Overviewer. If you want to build the Overviewer from source yourself, " +"head to :doc:`Building `. If you have already built The " +"Overviewer, proceed to :doc:`running`." +msgstr "" + +#: ../../docs/installing.rst:10 +msgid "" +"The latest prebuilt packages for various systems will always be found at " +"the `Overviewer Downloads `_ page." +msgstr "" + +#: ../../docs/installing.rst:15 +msgid "Windows" +msgstr "" + +#: ../../docs/installing.rst:16 +msgid "" +"Running Windows and don't want to compile the Overviewer? You've come to " +"the right place!" +msgstr "" + +#: ../../docs/installing.rst:19 +msgid "" +"Head to the `Downloads `_ page and " +"download the most recent Windows download for your architecture (32 or 64" +" bit)." +msgstr "" + +#: ../../docs/installing.rst:21 +msgid "" +"For 32 bit you may need to install the `VC++ 2008 (x86) " +"`_ and `VC++ 2010 (x86) " +"`_ redistributables." +msgstr "" + +#: ../../docs/installing.rst:23 +msgid "" +"For 64 bit, you'll want these instead: `VC++ 2008 (x64) " +"`_" +" and `VC++ 2010 (x64) " +"`_" +msgstr "" + +#: ../../docs/installing.rst:25 +msgid "That's it! Proceed with instructions on :doc:`running`." +msgstr "" + +#: ../../docs/installing.rst:28 +msgid "Debian / Ubuntu" +msgstr "" + +#: ../../docs/installing.rst:29 +msgid "" +"We provide an APT repository with pre-built Overviewer packages for " +"Debian and Ubuntu users. To do this, add the following line to your " +"``/etc/apt/sources.list``" +msgstr "" + +#: ../../docs/installing.rst:37 +msgid "" +"Note that you will need to have the ``apt-transport-https`` package " +"installed for this source to work." +msgstr "" + +#: ../../docs/installing.rst:40 +msgid "" +"Our APT repository is signed. To install the key (and allow for automatic" +" updates), run" +msgstr "" + +#: ../../docs/installing.rst:47 +msgid "" +"Then run ``apt-get update`` and ``apt-get install minecraft-overviewer`` " +"and you're all set! See you at the :doc:`running` page!" +msgstr "" + +#: ../../docs/installing.rst:51 +msgid "CentOS / RHEL / Fedora" +msgstr "" + +#: ../../docs/installing.rst:53 +msgid "Prerequisites for CentOS/RHEL 7" +msgstr "" + +#: ../../docs/installing.rst:54 +msgid "Enable EPEL to get a release of Python 3::" +msgstr "" + +#: ../../docs/installing.rst:58 +msgid "" +"The `official instructions `_ also " +"recommend enabling a few additional repositories, as some EPEL packages " +"may depend on them. **However, this is only relevant if you are not using" +" CentOS**::" +msgstr "" + +#: ../../docs/installing.rst:66 +msgid "Installing the Overviewer" +msgstr "" + +#: ../../docs/installing.rst:67 +msgid "" +"We provide a RPM repository with pre-built packages for users on RPM-" +"based distros. To add the Overviewer repository to YUM, just run" +msgstr "" + +#: ../../docs/installing.rst:74 +msgid "Then to install Overviewer run" +msgstr "" + +#: ../../docs/installing.rst:80 +msgid "After that head to the :doc:`running` page!" +msgstr "" + diff --git a/docs/locales/es/LC_MESSAGES/running.mo b/docs/locales/es/LC_MESSAGES/running.mo new file mode 100644 index 0000000000000000000000000000000000000000..f0764111cfd737767bea219be1f6c823d3f0a6aa GIT binary patch literal 432 zcmYjN!AiqG5LNJ$qh}8zcu;ieCKV}LTa0b0g`_EI6!f;X(-?`nWp`Wc)qn8!{1!JV z)`5X}GjHY%?{jzOW6Q<1%RQF|HTV}Nu6}nztb1dvo@r`vIKw;Arc{zcx+1+Q>6J9F zhTrruS}1KXF-1AUt7Ty@R~)=?nqyCsux<(a!V-so1x;iD20k#x&(4uG8FNI;XjRt7 ze|h&&m|>D)KZKie VB<(D6{;fG&iASm+X!y0n))yeye5?Qf literal 0 HcmV?d00001 diff --git a/docs/locales/es/LC_MESSAGES/running.po b/docs/locales/es/LC_MESSAGES/running.po new file mode 100644 index 000000000..02b4074c5 --- /dev/null +++ b/docs/locales/es/LC_MESSAGES/running.po @@ -0,0 +1,471 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2010-2019 The Overviewer Team +# This file is distributed under the same license as the Overviewer package. +# FIRST AUTHOR , 2023. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Overviewer 0.13\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2023-02-21 00:46-0300\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language: es\n" +"Language-Team: es \n" +"Plural-Forms: nplurals=2; plural=(n != 1);\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=utf-8\n" +"Content-Transfer-Encoding: 8bit\n" +"Generated-By: Babel 2.11.0\n" + +#: ../../docs/running.rst:3 +msgid "Running the Overviewer" +msgstr "" + +#: ../../docs/running.rst:6 +msgid "Rendering your First Map" +msgstr "" + +#: ../../docs/running.rst:8 +msgid "" +"Overviewer is a command-line application, and so it needs to be run from " +"the command line. If you installed Overviewer from a package manager, the" +" command is ``overviewer.py``. If you downloaded it manually, open a " +"terminal window and navigate to wherever you downloaded Overviewer. For " +"pre-compiled Windows builds, the command is ``overviewer.exe``. For other" +" systems, it's ``overviewer.py``." +msgstr "" + +#: ../../docs/running.rst:14 +msgid "" +"What follows in this section is a few examples to get you started. For " +"full usage, see the :ref:`usage` section." +msgstr "" + +#: ../../docs/running.rst:17 +msgid "" +"So, let's render your first map! Let's say you want to render your single" +" player world called \"My World\". Let's also say you want to save it " +"c:\\mcmap. You would type into your command prompt the following::" +msgstr "" + +#: ../../docs/running.rst:23 +msgid "" +"If you're on Linux or a Mac, you could do something like one of the " +"following::" +msgstr "" + +#: ../../docs/running.rst:27 +msgid "or" +msgstr "" + +#: ../../docs/running.rst:33 +msgid "" +"Those will look for a single player world by that name. You can also " +"specify the path to the world you want to render. This is useful for " +"rendering servers." +msgstr "" + +#: ../../docs/running.rst:36 +msgid "" +"Let's say you have a server installed in /home/username/mcserver. This " +"command will render the default dimension (in the case of Bukkit " +"multiworld servers, the default world is used. You can also specify the " +"directory to the specific world you want to render)." +msgstr "" + +#: ../../docs/running.rst:45 +msgid "" +"After you enter one of the commands, The Overviewer should start " +"rendering your map. When the render is done, open up *index.html* using " +"your web-browser of choice. Pretty cool, huh? You can even upload this " +"map to a web server to share with others! Simply upload the entire folder" +" to a web server and point your users to index.html!" +msgstr "" + +#: ../../docs/running.rst:51 +msgid "" +"Incremental updates are just as easy, and a lot faster. If you go and " +"change something inside your world, run the command again and The " +"Overviewer will automatically re-render only what's needed." +msgstr "" + +#: ../../docs/running.rst:56 +msgid "Specifying a different rendermode" +msgstr "" + +#: ../../docs/running.rst:57 +msgid "" +"There are a few built-in rendermodes for you to choose from. Each will " +"render your map differently. For example, if you want smooth lighting " +"(which looks really good), you would add ``--rendermodes=smooth-" +"lighting`` to your command. e.g." +msgstr "" + +#: ../../docs/running.rst:66 +msgid "The rendermodes you have to choose from are:" +msgstr "" + +#: ../../docs/running.rst:68 +msgid "normal (the default)" +msgstr "" + +#: ../../docs/running.rst:69 +msgid "lighting" +msgstr "" + +#: ../../docs/running.rst:70 +msgid "smooth-lighting" +msgstr "" + +#: ../../docs/running.rst:71 +msgid "cave" +msgstr "" + +#: ../../docs/running.rst:73 +msgid "You can specify more than one. Just separate them with a comma!" +msgstr "" + +#: ../../docs/running.rst:78 +msgid "Usage" +msgstr "" + +#: ../../docs/running.rst:80 +msgid "" +"For this section, we assume the executable is ``overviewer.py``. Replace " +"that with ``overviewer.exe`` for windows." +msgstr "" + +#: ../../docs/running.rst:83 +msgid "Overviewer usage::" +msgstr "" + +#: ../../docs/running.rst:88 +msgid "" +"The first form is for basic or quick renderings without having to create " +"a config file. It is intentionally limited because the amount of " +"configuration was becoming unmanageable for the command line." +msgstr "" + +#: ../../docs/running.rst:92 +msgid "" +"The second, preferred usage involves creating a configuration file which " +"specifies all the options including what to render, where to place the " +"output, and all the settings. See :ref:`configfile` for details on that." +msgstr "" + +#: ../../docs/running.rst:96 +msgid "" +"For example, on Windows if your Minecraft server runs out of " +"``c:\\server\\`` and you want to put the rendered map in ``c:\\mcmap\\``," +" run this::" +msgstr "" + +#: ../../docs/running.rst:101 +msgid "" +"For Mac or Linux builds from source, you would run something like this " +"with the current directory in the top level of the source tree::" +msgstr "" + +#: ../../docs/running.rst:106 +msgid "The first render can take a while, depending on the size of your world." +msgstr "" + +#: ../../docs/running.rst:111 +msgid "Options" +msgstr "" + +#: ../../docs/running.rst:113 +msgid "" +"The following options change the way The Overviewer generates or updates " +"the map, and are intended to be things you only have to use in special " +"situations. You should not normally have to specify these options; the " +"default is typically correct." +msgstr "" + +#: ../../docs/running.rst:120 +msgid "" +"With this option, The Overviewer will determine which tiles to render by " +"looking at the saved last-render timestamp and comparing it to the last-" +"modified time of the chunks of the world. It builds a tree of tiles that " +"need updating and renders only those tiles." +msgstr "" + +#: ../../docs/running.rst:125 +msgid "" +"This option does not do *any* checking of tile mtimes on disk, and thus " +"is the cheapest option: only rendering what needs updating while " +"minimising disk IO." +msgstr "" + +#: ../../docs/running.rst:129 +msgid "" +"The caveat is that the *only* thing to trigger a tile update is if " +"Minecraft updates a chunk. Any other reason a tile may have for needing " +"re-rendering is not detected. This means that changes in your render " +"configuration will not be reflected in your world except in updated " +"chunks. It could also cause problems if the system clock of the machine " +"running Minecraft is not stable." +msgstr "" + +#: ../../docs/running.rst:135 +msgid "" +"**This option is the default** unless :option:`--forcerender` or :option" +":`--check-tiles` is in effect. This option conflicts with " +":option:`--forcerender` and :option:`--check-tiles`." +msgstr "" + +#: ../../docs/running.rst:141 +msgid "" +"Forces The Overviewer to check each tile on disk and check to make sure " +"it is up to date. This also checks for tiles that shouldn't exist and " +"deletes them." +msgstr "" + +#: ../../docs/running.rst:145 +msgid "" +"This is functionally equivalent to :option:`--no-tile-checks` with the " +"difference that each tile is individually checked. It is therefore useful" +" if the tiles are not consistent with the last-render timestamp that is " +"automatically stored. This option was designed to handle the case where " +"the last render was interrupted -- some tiles have been updated but " +"others haven't, so each one is checked before it is rendered." +msgstr "" + +#: ../../docs/running.rst:152 +msgid "" +"This is slightly slower than :option:`--no-tile-checks` due to the " +"additional disk-io involved in reading tile mtimes from the filesystem" +msgstr "" + +#: ../../docs/running.rst:155 +msgid "" +"Since this option also checks for erroneous tiles, **It is also useful " +"after you delete sections of your map, e.g. with worldedit, to delete " +"tiles that should no longer exist.** Overviewer greatly overestimates " +"tiles to be rendered and time needed to complete." +msgstr "" + +#: ../../docs/running.rst:160 +msgid "" +"The caveats with this option are the same as for :option:`--no-tile-" +"checks` with the additional caveat that tile timestamps in the filesystem" +" must be preserved. If you copy tiles or make changes to them with an " +"external tool that modifies mtimes of tiles, it could cause problems with" +" this option." +msgstr "" + +#: ../../docs/running.rst:165 +msgid "" +"This option is automatically activated when The Overviewer detects the " +"last render was interrupted midway through. This option conflicts with " +":option:`--forcerender` and :option:`--no-tile-checks`" +msgstr "" + +#: ../../docs/running.rst:171 +msgid "" +"Forces The Overviewer to re-render every tile regardless of whether it " +"thinks it needs updating or not. It does no tile mtime checks, and " +"therefore ignores the last render time of the world, the last " +"modification times of each chunk, and the filesystem mtimes of each tile." +" It unconditionally renders every tile that exists." +msgstr "" + +#: ../../docs/running.rst:177 +msgid "" +"The caveat with this option is that it does *no* checks, period. Meaning " +"it will not detect tiles that do exist, but shouldn't (this can happen if" +" your world shrinks for some reason. For that specific case, :option" +":`--check-tiles` is actually the appropriate mode)." +msgstr "" + +#: ../../docs/running.rst:182 +msgid "" +"This option is useful if you have changed a render setting and wish to " +"re-render every tile with the new settings." +msgstr "" + +#: ../../docs/running.rst:185 +msgid "" +"This option is automatically activated for first-time renders. This " +"option conflicts with :option:`--check-tiles` and :option:`--no-tile-" +"checks`" +msgstr "" + +#: ../../docs/running.rst:191 ../../docs/running.rst:208 +msgid "Don't use this flag without first reading :ref:`signsmarkers`!" +msgstr "" + +#: ../../docs/running.rst:193 +msgid "" +"Generates the POI markers for your map. This option does not do any " +"tile/map generation, and ONLY generates markers. See :ref:`signsmarkers` " +"on how to configure POI options." +msgstr "" + +#: ../../docs/running.rst:199 +msgid "" +"This specifies the number of worker processes to spawn on the local " +"machine to do work. It defaults to the number of CPU cores you have, if " +"not specified." +msgstr "" + +#: ../../docs/running.rst:203 +msgid "" +"This option can also be specified in the config file as :ref:`processes " +"`" +msgstr "" + +#: ../../docs/running.rst:210 +msgid "" +"When generating POI markers, this option prevents scanning for entities " +"and tile entities, and only creates the markers specified in the config " +"file. This considerably speeds up the POI marker generation process if no" +" entities or tile entities are being used for POI markers. See " +":ref:`signsmarkers` on how to configure POI options." +msgstr "" + +#: ../../docs/running.rst:218 +msgid "" +"Activate a more verbose logging format and turn on debugging output. This" +" can be quite noisy but also gives a lot more info on what The Overviewer" +" is doing." +msgstr "" + +#: ../../docs/running.rst:224 +msgid "" +"Turns off one level of logging for quieter output. You can specify this " +"more than once. One ``-q`` will suppress all INFO lines. Two will " +"suppress all INFO and WARNING lines. And so on for ERROR and CRITICAL log" +" messages." +msgstr "" + +#: ../../docs/running.rst:228 +msgid "" +"If :option:`--verbose<-v>` is given, then the first ``-q`` will " +"counteract the DEBUG lines, but not the more verbose logging format. " +"Thus, you can specify ``-v -q`` to get only INFO logs and higher (no " +"DEBUG) but with the more verbose logging format." +msgstr "" + +#: ../../docs/running.rst:235 +msgid "" +"Update web assets, including custom assets, without starting a render. " +"This won't update overviewerConfig.js, but will recreate overviewer.js" +msgstr "" + +#: ../../docs/running.rst:241 +msgid "Installing the Textures" +msgstr "" + +#: ../../docs/running.rst:244 +msgid "" +"This procedure has changed with Minecraft 1.6's Resource Pack update. The" +" latest versions of Overviewer are not compatible with Minecraft 1.5 " +"client resources." +msgstr "" + +#: ../../docs/running.rst:248 +msgid "" +"If Overviewer is running on a machine with the Minecraft client " +"installed, it will automatically use the default textures from Minecraft." +msgstr "" + +#: ../../docs/running.rst:252 +msgid "" +"Overviewer will only search for installed client *release* versions, not " +"snapshots. If you want to use a snapshot client jar for the textures, you" +" must specify it manually with the :ref:`texturepath`" +" option." +msgstr "" + +#: ../../docs/running.rst:257 +msgid "" +"If, however, you're running on a machine without the Minecraft client " +"installed, or if you want to use different textures, you will need to " +"provide the textures manually. This is common for servers." +msgstr "" + +#: ../../docs/running.rst:261 +msgid "" +"If you want or need to provide your own textures, you have several " +"options:" +msgstr "" + +#: ../../docs/running.rst:263 +msgid "" +"The easy solution is to download the latest client jar to the location " +"the launcher would normally install it. Overviewer will find it and use " +"it." +msgstr "" + +#: ../../docs/running.rst:266 +msgid "" +"You can use the following commands to download the client jar on Linux or" +" Mac. Run the first line in a terminal, changing the version string to " +"the latest as appropriate (these docs may not always be updated to " +"reflect the latest). Then paste the second line into your terminal to " +"create directories if necessary. Then paste the third line into your " +"terminal to download the latest version. ``${VERSION}`` will be replaced " +"by the actual version string from the first line. These 3 lines can be " +"included in a shell script prior to map generation to ensure the proper " +"textures are always downloaded." +msgstr "" + +#: ../../docs/running.rst:280 +msgid "" +"If that's too confusing for you, then just take this single line and " +"paste it into a terminal to get 1.19 textures::" +msgstr "" + +#: ../../docs/running.rst:285 +msgid "You can also just run the launcher to install the client." +msgstr "" + +#: ../../docs/running.rst:287 +msgid "" +"You can transfer the client jar to the correct place manually, from a " +"computer that does have the client, to your server. The correct places " +"are:" +msgstr "" + +#: ../../docs/running.rst:290 +msgid "For Linux: ``~/.minecraft/versions//.jar``" +msgstr "" + +#: ../../docs/running.rst:292 +msgid "" +"For Mac: ``~/Library/Application " +"Support/minecraft/versions//.jar``" +msgstr "" + +#: ../../docs/running.rst:294 +msgid "For Windows: ``%APPDATA%/.minecraft/versions//.jar``" +msgstr "" + +#: ../../docs/running.rst:296 +msgid "" +"You can download and use a custom resource pack. Download the resource " +"pack file and specify the path to it with the " +":ref:`texturepath` option." +msgstr "" + +#: ../../docs/running.rst:301 +msgid "If you copy your world before you render it" +msgstr "" + +#: ../../docs/running.rst:303 +msgid "" +"The important thing to be careful about when copying world files to " +"another location is file modification times, which Overviewer uses to " +"figure out what parts of the map need updating. If you do a straight " +"copy, usually this will update the modification times on all the copied " +"files, causing Overviewer to re-render the entire map. To copy files on " +"Unix, while keeping these modification times intact, use ``cp -p``. For " +"people who render from backups, GNU ``tar`` automatically handles " +"modification times correctly. ``rsync -a --delete`` will handle this " +"correctly as well. If you use some other tool, you'll have to figure out " +"how to do this yourself." +msgstr "" + diff --git a/docs/locales/es/LC_MESSAGES/signs.mo b/docs/locales/es/LC_MESSAGES/signs.mo new file mode 100644 index 0000000000000000000000000000000000000000..f0764111cfd737767bea219be1f6c823d3f0a6aa GIT binary patch literal 432 zcmYjN!AiqG5LNJ$qh}8zcu;ieCKV}LTa0b0g`_EI6!f;X(-?`nWp`Wc)qn8!{1!JV z)`5X}GjHY%?{jzOW6Q<1%RQF|HTV}Nu6}nztb1dvo@r`vIKw;Arc{zcx+1+Q>6J9F zhTrruS}1KXF-1AUt7Ty@R~)=?nqyCsux<(a!V-so1x;iD20k#x&(4uG8FNI;XjRt7 ze|h&&m|>D)KZKie VB<(D6{;fG&iASm+X!y0n))yeye5?Qf literal 0 HcmV?d00001 diff --git a/docs/locales/es/LC_MESSAGES/signs.po b/docs/locales/es/LC_MESSAGES/signs.po new file mode 100644 index 000000000..54ef72548 --- /dev/null +++ b/docs/locales/es/LC_MESSAGES/signs.po @@ -0,0 +1,378 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2010-2019 The Overviewer Team +# This file is distributed under the same license as the Overviewer package. +# FIRST AUTHOR , 2023. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Overviewer 0.13\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2023-02-21 00:46-0300\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language: es\n" +"Language-Team: es \n" +"Plural-Forms: nplurals=2; plural=(n != 1);\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=utf-8\n" +"Content-Transfer-Encoding: 8bit\n" +"Generated-By: Babel 2.11.0\n" + +#: ../../docs/signs.rst:5 +msgid "Signs and Markers" +msgstr "" + +#: ../../docs/signs.rst:7 +msgid "" +"The Overviewer can display signs, markers, and other points of interest " +"on your map. This works a little differently than it has in the past, so" +" be sure to read these docs carefully." +msgstr "" + +#: ../../docs/signs.rst:11 +msgid "" +"In these docs, we use the term POI (or point of interest) to refer to " +"entities and tileentities." +msgstr "" + +#: ../../docs/signs.rst:16 +msgid "Configuration File" +msgstr "" + +#: ../../docs/signs.rst:20 +msgid "Filter Functions" +msgstr "" + +#: ../../docs/signs.rst:22 +msgid "" +"A filter function is a python function that is used to figure out if a " +"given POI should be part of a markerSet or not, and to control how it is " +"displayed. The function should accept one argument (a dictionary, also " +"know as an associative array), and return a string representing the text " +"to be displayed. For example::" +msgstr "" + +#: ../../docs/signs.rst:32 +msgid "" +"This example is intended as a teaching aid and does not escape HTML, so " +"if you are concerned that your Minecraft players will put HTML/JS into " +"their signs, see below for a version that does do escaping." +msgstr "" + +#: ../../docs/signs.rst:36 +msgid "" +"If a POI doesn't match, the filter can return None (which is the default " +"if a python functions runs off the end without an explicit 'return')." +msgstr "" + +#: ../../docs/signs.rst:39 +msgid "" +"The single argument will either a TileEntity, or an Entity taken directly" +" from the chunk file. It could also be a special entity representing a " +"player's location or a player's spawn. See below for more details." +msgstr "" + +#: ../../docs/signs.rst:43 +msgid "" +"In this example, this function returns all 4 lines from the sign if the " +"entity is a sign. For more information of TileEntities and Entities, see " +"the `Chunk Format `_ page" +" on the Minecraft Wiki." +msgstr "" + +#: ../../docs/signs.rst:49 +msgid "" +"A more complicated filter function can construct a more customized " +"display text::" +msgstr "" + +#: ../../docs/signs.rst:55 +msgid "" +"It is also possible to return a tuple from the filter function to specify" +" a hovertext different from the text displayed in the info window. The " +"first entry of the tuple will be used as the hover text, the second will " +"be used as the info window content::" +msgstr "" + +#: ../../docs/signs.rst:63 +msgid "" +"Additionally, you can filter based on other Block Entity data by " +"including references to other Minecraft Block Entity fields. For " +"instance, you can filter out world-generated lootable chests that have " +"not yet been opened by players by filtering out chests that still have " +"loot tables::" +msgstr "" + +#: ../../docs/signs.rst:74 +msgid "" +"Because of the way the config file is loaded, if you need to import a " +"function or module for use in your filter function, you need to " +"explicitly load it into the global namespace::" +msgstr "" + +#: ../../docs/signs.rst:83 +msgid "" +"Since writing these filters can be a little tedious, a set of predefined " +"filters functions are provided. See the " +":ref:`predefined_filter_functions` section for details." +msgstr "" + +#: ../../docs/signs.rst:89 +msgid "Special POIs" +msgstr "" + +#: ../../docs/signs.rst:91 +msgid "" +"There are currently two special types of POIs. They each have a special " +"id:" +msgstr "" + +#: ../../docs/signs.rst:95 +msgid "PlayerSpawn" +msgstr "" + +#: ../../docs/signs.rst:94 +msgid "" +"Used to indicate the spawn location of a player. The player's name is " +"set in the ``EntityId`` key, and the location is in the x,y,z keys." +msgstr "" + +#: ../../docs/signs.rst:99 +msgid "Player" +msgstr "" + +#: ../../docs/signs.rst:98 +msgid "" +"Used to indicate the last known location of a player. The player's name " +"is set in the ``EntityId`` key, and the location is in the x,y,z keys." +msgstr "" + +#: ../../docs/signs.rst:102 +msgid "" +"The player location is taken from level.dat (in the case of a single-" +"player world) or the player.dat files (in the case of a multi-player " +"server). The locations are only written to these files when the world is" +" saved, so this won't give you real-time player location information." +msgstr "" + +#: ../../docs/signs.rst:107 +msgid "Here's an example that displays icons for each player::" +msgstr "" + +#: ../../docs/signs.rst:114 +msgid "" +"Note how each POI can get a different icon by setting ``poi['icon']``. " +"These icons must exist in either the output folder, or in your custom web" +" assets folder. If the icon file does not exist in the correct location, " +"your markers will be shown without an icon - making them invisible!" +msgstr "" + +#: ../../docs/signs.rst:119 +msgid "Manual POIs" +msgstr "" + +#: ../../docs/signs.rst:121 +msgid "" +"It is also possible to manually define markers. Each render can have a " +"render dictionary key called ``manualpois``, which is a list of dicts. " +"Each dict represents a marker, and is required to have at least the " +"attributes ``x``, ``y``, ``z`` and ``id``, with the coordinates being " +"Minecraft world coordinates. (i.e. what you see in-game when you press " +"F3)" +msgstr "" + +#: ../../docs/signs.rst:126 +msgid "" +"An example which adds two POIs with the id \"town\", and then uses a " +"filter function to filter for them::" +msgstr "" + +#: ../../docs/signs.rst:150 +msgid "" +"Here is a more complex example where not every marker of a certain id has" +" a certain key::" +msgstr "" + +#: ../../docs/signs.rst:185 +msgid "Render Dictionary Key" +msgstr "" + +#: ../../docs/signs.rst:187 +msgid "" +"Each render can specify a list of zero or more filter functions. Each of" +" these filter functions become a selectable item in the 'Signs' drop-down" +" menu in the rendered map. Previously, this used to be a list of " +"functions. Now it is a list of dictionaries. For example::" +msgstr "" + +#: ../../docs/signs.rst:200 +msgid "The following keys are accepted in the marker dictionary:" +msgstr "" + +#: ../../docs/signs.rst:203 +msgid "``name``" +msgstr "" + +#: ../../docs/signs.rst:203 +msgid "This is the text that is displayed in the 'Signs' dropdown." +msgstr "" + +#: ../../docs/signs.rst:207 +msgid "``filterFunction``" +msgstr "" + +#: ../../docs/signs.rst:206 +msgid "" +"This is the filter function. It must accept at least 1 argument (the POI" +" to filter), and it must return either None or a string." +msgstr "" + +#: ../../docs/signs.rst:213 +msgid "``icon``" +msgstr "" + +#: ../../docs/signs.rst:210 +msgid "" +"Optional. Specifies the icon to use for POIs in this group. If omitted," +" it defaults to a signpost icon. Note that each POI can have different " +"icon by setting the key 'icon' on the POI itself. (this can be done by " +"modifying the POI in the filter function. See the example above)" +msgstr "" + +#: ../../docs/signs.rst:216 +msgid "``createInfoWindow``" +msgstr "" + +#: ../../docs/signs.rst:216 +msgid "" +"Optional. Specifies whether or not the icon displays an info window on " +"click. Defaults to True" +msgstr "" + +#: ../../docs/signs.rst:219 +msgid "``showIconInLegend``" +msgstr "" + +#: ../../docs/signs.rst:219 +msgid "" +"Optional. Specifies whether or not the icon is displayed in the legend. " +"Defaults to False" +msgstr "" + +#: ../../docs/signs.rst:223 +msgid "``checked``" +msgstr "" + +#: ../../docs/signs.rst:222 +msgid "" +"Optional. Specifies whether or not this marker group will be " +"checked(visible) by default when the map loads. Defaults to False" +msgstr "" + +#: ../../docs/signs.rst:226 +msgid "Generating the POI Markers" +msgstr "" + +#: ../../docs/signs.rst:229 +msgid "" +"Markers will not be updated or added during a regular overviewer.py map " +"render! You must use one of the following options to generate your " +"markers." +msgstr "" + +#: ../../docs/signs.rst:233 +msgid "The --genpoi option" +msgstr "" + +#: ../../docs/signs.rst:234 +msgid "" +"Running overviewer.py with the :option:`--genpoi` option flag will " +"generate your POI markers. For example::" +msgstr "" + +#: ../../docs/signs.rst:240 +msgid "" +"A --genpoi run will NOT generate a map render, it will only generate " +"markers." +msgstr "" + +#: ../../docs/signs.rst:242 +msgid "" +"If all went well, you will see a \"Markers\" button in the upper-right " +"corner of your map." +msgstr "" + +#: ../../docs/signs.rst:246 +msgid "genPOI.py" +msgstr "" + +#: ../../docs/signs.rst:248 +msgid "" +"The genPOI.py script is also provided, and can be used directly. For " +"example::" +msgstr "" + +#: ../../docs/signs.rst:254 +msgid "" +"This will generate the necessary JavaScript files needed in your config " +"file's outputdir." +msgstr "" + +#: ../../docs/signs.rst:258 +msgid "Options" +msgstr "" + +#: ../../docs/signs.rst:260 +msgid "genPOI comes with a few options of its own." +msgstr "" + +#: ../../docs/signs.rst:264 +msgid "" +"The config file to use for the genPOI operation. This must be the same " +"config file that you use for your normal rendering runs." +msgstr "" + +#: ../../docs/signs.rst:269 +msgid "Outputs less information onto the terminal while running." +msgstr "" + +#: ../../docs/signs.rst:273 +msgid "" +"Skip scanning the world for entities and tile entities. Useful if you " +"only want to generate markers for players or through manual POIs, as you " +"can speed up the genPOI operation considerably." +msgstr "" + +#: ../../docs/signs.rst:279 +msgid "" +"Skip reading and retrieving player data during genPOI runs. This is " +"useful if you don't plan on generating markers for the player locations." +msgstr "" + +#: ../../docs/signs.rst:285 +msgid "Predefined Filter Functions" +msgstr "" + +#: ../../docs/signs.rst:287 +msgid "TODO write some filter functions, then document them here" +msgstr "" + +#: ../../docs/signs.rst:290 +msgid "Marker Icons Overviewer ships by default" +msgstr "" + +#: ../../docs/signs.rst:292 +msgid "" +"Overviewer comes with multiple small icons that you can use for your " +"markers. You can find them in the " +"``overviewer_core/data/web_assets/markers`` directory." +msgstr "" + +#: ../../docs/signs.rst:295 +msgid "" +"If you want to make your own in the same style, you can use the provided " +"``marker_base_plain.svg`` and ``marker_base_plain_red.svg`` as template, " +"with a vector editing software such as `Inkscape `_." +msgstr "" + diff --git a/docs/locales/es/LC_MESSAGES/win_tut.mo b/docs/locales/es/LC_MESSAGES/win_tut.mo new file mode 100644 index 0000000000000000000000000000000000000000..f0764111cfd737767bea219be1f6c823d3f0a6aa GIT binary patch literal 432 zcmYjN!AiqG5LNJ$qh}8zcu;ieCKV}LTa0b0g`_EI6!f;X(-?`nWp`Wc)qn8!{1!JV z)`5X}GjHY%?{jzOW6Q<1%RQF|HTV}Nu6}nztb1dvo@r`vIKw;Arc{zcx+1+Q>6J9F zhTrruS}1KXF-1AUt7Ty@R~)=?nqyCsux<(a!V-so1x;iD20k#x&(4uG8FNI;XjRt7 ze|h&&m|>D)KZKie VB<(D6{;fG&iASm+X!y0n))yeye5?Qf literal 0 HcmV?d00001 diff --git a/docs/locales/es/LC_MESSAGES/win_tut.po b/docs/locales/es/LC_MESSAGES/win_tut.po new file mode 100644 index 000000000..5eeeae711 --- /dev/null +++ b/docs/locales/es/LC_MESSAGES/win_tut.po @@ -0,0 +1,308 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2010-2019 The Overviewer Team +# This file is distributed under the same license as the Overviewer package. +# FIRST AUTHOR , 2023. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Overviewer 0.13\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2023-02-21 00:46-0300\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language: es\n" +"Language-Team: es \n" +"Plural-Forms: nplurals=2; plural=(n != 1);\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=utf-8\n" +"Content-Transfer-Encoding: 8bit\n" +"Generated-By: Babel 2.11.0\n" + +#: ../../docs/win_tut/windowsguide.rst:3 +msgid "Windows Newbie Guide" +msgstr "" + +#: ../../docs/win_tut/windowsguide.rst:4 +msgid "" +"If you're running Windows and aren't as familiar with the Windows command" +" prompt as the rest of the documentation assumes you are, this page is " +"for you!" +msgstr "" + +#: ../../docs/win_tut/windowsguide.rst:7 +msgid "" +"The Overviewer is a *command line* tool, which means you will need to use" +" the command line to run it." +msgstr "" + +#: ../../docs/win_tut/windowsguide.rst:22 +msgid "**First step:** Open the command line." +msgstr "" + +#: ../../docs/win_tut/windowsguide.rst:10 +msgid "" +"Open your Start menu and type in the box 'cmd' and press enter. If you're" +" running XP you'll go to the \"run\" option instead and then type 'cmd' " +"and press enter." +msgstr "" + +#: ../../docs/win_tut/windowsguide.rst:16 +msgid "" +"This should bring up the *command prompt*, a black window with a prompt " +"where you can type *commands*. The prompt part will probably look " +"something like ``C:\\Users\\andrew>`` followed by a cursor where you type" +" your commands." +msgstr "" + +#: ../../docs/win_tut/windowsguide.rst:22 +msgid "Leave this window open and move on to step 2." +msgstr "" + +#: ../../docs/win_tut/windowsguide.rst:24 +msgid "" +"Now that you know how to open a command line, and haven't been scared off" +" yet, the next step is to download the latest Overviewer." +msgstr "" + +#: ../../docs/win_tut/windowsguide.rst:46 +msgid "**Step 2:** Download Overviewer" +msgstr "" + +#: ../../docs/win_tut/windowsguide.rst:28 +msgid "" +"Go to the `Downloads Page `_ and " +"download the *latest* version for your architecture, either 32 bit or 64 " +"bit." +msgstr "" + +#: ../../docs/win_tut/windowsguide.rst:32 +msgid "" +"*This is important. If you don't know which to choose, 32 or 64,* then " +"you can find out by clicking on the start menu, *right clicking* on the " +"\"Computer\" icon or \"My Computer\" icon (depending on your version of " +"Windows), and then selecting \"Properties.\" Somewhere among the " +"information about your computer it should tell you if you're running a " +"*32 bit operating system* or *64 bit operating system*." +msgstr "" + +#: ../../docs/win_tut/windowsguide.rst:43 +msgid "" +"Once you know if your computer is 32 or 64 bit, go and download the " +"latest version. We make small changes all the time, and a new version is " +"uploaded to that page for every change we make. It's usually best to just" +" get the latest." +msgstr "" + +#: ../../docs/win_tut/windowsguide.rst:48 +msgid "" +"Okay, you've got a command prompt open. You've got The Overviewer " +"downloaded. We're half way there!" +msgstr "" + +#: ../../docs/win_tut/windowsguide.rst:59 +msgid "**Step 3:** Extract the Overviewer zip you downloaded." +msgstr "" + +#: ../../docs/win_tut/windowsguide.rst:52 +msgid "" +"This is easy. I assume you know how to unzip things. Unzip the contents " +"to somewhere you can find easily. You'll need to find it in the command " +"prompt. It may help to leave the window with the unzipped contents open " +"so you can remind yourself where it is." +msgstr "" + +#: ../../docs/win_tut/windowsguide.rst:57 +msgid "*Keep all those files together!* They're all needed to run The Overviewer." +msgstr "" + +#: ../../docs/win_tut/windowsguide.rst:87 +msgid "" +"**Step 4:** Change directory in command prompt to the location of " +"overviewer.exe" +msgstr "" + +#: ../../docs/win_tut/windowsguide.rst:62 +msgid "" +"You remember the location of the files you just extracted? Windows " +"doesn't always make it easy. Here's how in windows 7: just click on the " +"little icon to the left of the directory name." +msgstr "" + +#: ../../docs/win_tut/windowsguide.rst:70 +msgid "" +"Got the location? Good. We're going to *change directory* to that " +"directory with the command prompt. Bring the command prompt window back " +"up. The command we're going to use is called ``cd``, it stands for ... " +"*change directory*!" +msgstr "" + +#: ../../docs/win_tut/windowsguide.rst:75 +msgid "" +"I'm going to illustrate this with an example. Let's say you extracted " +"Overviewer to the directory ``c:\\users\\andrew\\overviewer``. Here is " +"exactly what you'll type into the command prompt and then press enter::" +msgstr "" + +#: ../../docs/win_tut/windowsguide.rst:84 +msgid "" +"Okay, did it work? Your command *prompt* should now have the *current " +"working directory* in it. If your prompt changed to the directory that " +"you just cd'd to, then your current directory changed successfully! " +"You're ready for the next step!" +msgstr "" + +#: ../../docs/win_tut/windowsguide.rst:89 +msgid "" +"Okay before we actually run Overviewer for real, let's do a checkpoint. " +"You should have *cd*'d to the directory where overviewer.exe is. To test," +" type this in and you should see the help text print out::" +msgstr "" + +#: ../../docs/win_tut/windowsguide.rst:95 +msgid "note the two hyphens before \"help\". You should see something like this:" +msgstr "" + +#: ../../docs/win_tut/windowsguide.rst:99 +msgid "" +"The help text displays the *usage* of overviewer.exe, or the parameters " +"it takes to run it. It's kind of long, I had to make my window larger to " +"show it all." +msgstr "" + +#: ../../docs/win_tut/windowsguide.rst:107 +msgid "" +"Command line tool usage convention says that items in [square brackets] " +"are *optional*, while items in are *required*." +msgstr "" + +#: ../../docs/win_tut/windowsguide.rst:134 +msgid "**Step 5** Render a map!" +msgstr "" + +#: ../../docs/win_tut/windowsguide.rst:111 +msgid "" +"Okay, so to render a map, you have to run ``overviewer.exe`` with two " +"*parameters*: the *world path* and a *destination directory*." +msgstr "" + +#: ../../docs/win_tut/windowsguide.rst:114 +msgid "" +"Let's say you have a world named \"Singleplayer world\" and you want to " +"put the tiles into a directory on your desktop. Singleplayer worlds are " +"stored on your hard drive at a location called " +"``%appdata%\\.minecraft\\saves``. Try typing this into the command " +"prompt::" +msgstr "" + +#: ../../docs/win_tut/windowsguide.rst:122 +msgid "You must use quotation marks around a path that has spaces in it." +msgstr "" + +#: ../../docs/win_tut/windowsguide.rst:125 +msgid "" +"``%appdata%`` is a special windows \"variable\" that refers to the " +"location on your drive where applications can store their data. Typing " +"``%appdata%`` instead of the full path is a convenient shortcut." +msgstr "" + +#: ../../docs/win_tut/windowsguide.rst:129 +msgid "" +"If everything went according to plan, The Overviewer should now be " +"churning away furiously on your world, rendering thousands of image files" +" that compose a map of your world." +msgstr "" + +#: ../../docs/win_tut/windowsguide.rst:133 +msgid "" +"When it's done, open up the file ``index.html`` in a web browser and you " +"should see your map!" +msgstr "" + +#: ../../docs/win_tut/windowsguide.rst:136 +msgid "" +"I hope this has been enough to get some of you Windows noobs started on " +"The Overviewer. Sorry there's no easy-to-use graphical interface right " +"now. We want to make one, we really do, but we haven't had the time and " +"the talent to do so yet." +msgstr "" + +#: ../../docs/win_tut/windowsguide.rst:141 +msgid "" +"The preferred way to run The Overviewer is with a *configuration file*. " +"Without one, you can only do the most basic of renders. Once you're " +"ready, head to the :doc:`../config` page to see what else The Overviewer " +"can do. And as always, feel free to drop by in `IRC " +"`_ if you have any questions! We're glad to " +"help!" +msgstr "" + +#: ../../docs/win_tut/windowsguide.rst:148 +msgid "Common Pitfalls" +msgstr "" + +#: ../../docs/win_tut/windowsguide.rst:150 +msgid "Wrong working directory::" +msgstr "" + +#: ../../docs/win_tut/windowsguide.rst:155 +msgid "" +"This is a common mistake to make, especially for people unfamiliar with " +"the command line. This happens if your current working directory does not" +" contain overviewer.exe. This is likely because you've forgot to change " +"the working directory to the directory you have unzipped overviewer into." +" Re-read Step 4 for instructions on how to do that." +msgstr "" + +#: ../../docs/win_tut/windowsguide.rst:161 +msgid "Overviewer is on a different drive than C:\\" +msgstr "" + +#: ../../docs/win_tut/windowsguide.rst:163 +msgid "" +"You may have Overviewer located on a different partition than C:, and for" +" some odd reason the windows command line does not accept \"cd D:\\\" as " +"a way to switch partitions. To do this, you have to just type the drive " +"letter followed by a colon::" +msgstr "" + +#: ../../docs/win_tut/windowsguide.rst:170 +msgid "This should switch your current working directory to D:\\" +msgstr "" + +#: ../../docs/win_tut/windowsguide.rst:174 +msgid "Using GitHub Gist" +msgstr "" + +#: ../../docs/win_tut/windowsguide.rst:176 +msgid "" +"Sometimes, when helping people with issues with Overviewer, we'll often " +"ask to see the config file you're using, or, if there was an Overviewer " +"error, a full copy of an error message. Unfortunately, `IRC " +"`_ is not a good way to send large amounts " +"of text. So we often ask users to create a `Gist " +"`_ containing the text we want to see. Sites " +"like these are also called Pastebins, and you are welcome to use your " +"favorite pastebin site, if you'd like." +msgstr "" + +#: ../../docs/win_tut/windowsguide.rst:184 +msgid "First, go to http://gist.github.com/" +msgstr "" + +#: ../../docs/win_tut/windowsguide.rst:186 +msgid "Second, paste your text into the primary text entry area:" +msgstr "" + +#: ../../docs/win_tut/windowsguide.rst:190 +msgid "" +"Third, click the 'Create Secret Gist' button. A secret gist means that " +"only someone with the exact URL can view your gist." +msgstr "" + +#: ../../docs/win_tut/windowsguide.rst:195 +msgid "" +"Finally, send us the URL. This will let us easily view your properly " +"formatted Gist." +msgstr "" +