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Translations needed / 227 Localizations (Read 11827 times)
リュカ・ルカリオ
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Re: Translations needed / 227 Localizations
Reply #140 - 10/27/09 at 22:50:20
 
Skaarj[ZR] wrote on 10/24/09 at 20:24:30:
And umenu font is copyrighted.


Copyrighted fonts... Why exactly? What's so bad about using it? It comes with Unreal...
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Skaarj[ZR]
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Re: Translations needed / 227 Localizations
Reply #141 - 10/28/09 at 08:01:24
 
リュカ・ルカリオ wrote on 10/27/09 at 22:50:20:
Copyrighted fonts... Why exactly? What's so bad about using it? It comes with Unreal...

UWindowFonts.utx which I use contains Cyrillyc characters. And it isn't created by me. Copyrights are in readme which is in font archive.
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リュカ・ルカリオ
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Re: Translations needed / 227 Localizations
Reply #142 - 10/28/09 at 16:55:38
 
UWindowFonts sounds like something that comes with Unreal, so what I don't get is, why be so afraid of a "copyright"? If you're translating Unreal to Russian, why the hell not use something from uwindowfonts? Or does that U not stand for Unreal?

Also, can anyone tell me why UWindowFonts keeps changing between 220 224 225 226f\b and 227? It's hard enough trying to use font replacements in my gametype without either producing incorrect results or version mismatches...

The standard fonts that are in Engine, should be increased, somehow to a 65535 character limit, or something. They're still standard ANSI. So it would require re-rendering the font's they made somehow to some newer standard like UTF-8 for example, that should include Cyrillic characters in a style similar to how MedFont looks like now, with the green gradient colour. The TTF fonts in UMenu and UWindow are solid monochrome and don't contain any graident effects whatsoever.
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Re: Translations needed / 227 Localizations
Reply #143 - 10/28/09 at 17:29:59
 
use dynamicloads for fonts instead of hardcoded references.
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リュカ・ルカリオ
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Re: Translations needed / 227 Localizations
Reply #144 - 10/28/09 at 17:31:59
 
Dynamicloads is what I want, but what happens when the client either, loads the wrong font, or it's missing entirely? Then it will almost incorrectly render properly, and in the case of it missing properly, it'll revert back to UnrealShare.WhiteFont, which looks ugly for me now.

I still don't know how the hell to import anything other than a TTF font.
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Re: Translations needed / 227 Localizations
Reply #145 - 10/28/09 at 18:18:53
 
Checks. The, checks. Check. while checking Checks.
If Check != Check2
Check3();
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Skaarj[ZR]
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Re: Translations needed / 227 Localizations
Reply #146 - 10/29/09 at 14:37:28
 
リュカ・ルカリオ wrote on 10/28/09 at 16:55:38:
UWindowFonts sounds like something that comes with Unreal, so what I don't get is, why be so afraid of a "copyright"? If you're translating Unreal to Russian, why the hell not use something from uwindowfonts? Or does that U not stand for Unreal?

UWindowFonts that comes with Unreal and other fonts from the net(even copyrighted) aren't suitable for my translation. So I need to make my own UWindowFonts.
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Re: Translations needed / 227 Localizations
Reply #147 - 11/01/09 at 17:21:39
 
Ok, I just finished translating Unreal I single player part -translator messages
after recheck, I send result to Skaarj[ZR]
Skaarj[ZR] do great work for 'RU localization'. I start making alternate version for some parts of localization what made by SkaarjZR (like - system messages - when pickup weapons, items etc), because Skaarj[ZR] making 'Multiplayer adaptation' of this part. Smiley We decided this part of translation will be in two variants, for download/Install
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« Last Edit: 11/01/09 at 17:30:42 by u.highpriest »  

Russian translation for Unreal 226/227
... Arch+Debian
 
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Re: Translations needed / 227 Localizations
Reply #148 - 11/09/09 at 16:09:01
 
I upload "single part" of Russian translation in OldUnreal WiKi  Wink
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Russian translation for Unreal 226/227
... Arch+Debian
 
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Re: Translations needed / 227 Localizations
Reply #149 - 12/24/09 at 23:39:33
 
Want a Swedish Translation?
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: Translations needed / 227 Localizations
Reply #150 - 12/25/09 at 01:50:16
 
Everything is welcome. If you got the time, it'd be great. Smiley
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Re: Translations needed / 227 Localizations
Reply #151 - 01/10/10 at 17:16:55
 
Finally made Russian translation show up correctly. For the most part at least, since WhiteFonts are missing yet iirc. But I made a new UWindowFonts.utx which should contain most language specific chars needed, including Russian and eastern Europe.
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Re: Translations needed / 227 Localizations
Reply #152 - 01/12/10 at 21:19:54
 
Engine and UnrealShare files have been updated, please all native speakers check the changes and update the files in the wiki Smiley
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Skaarj[ZR]
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Re: Translations needed / 227 Localizations
Reply #153 - 02/06/10 at 14:48:46
 
I've found bug. Boolean properties in adv. options  can't be switched if contains Cyrillic characters.(True and False entries in Core.??t)
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« Last Edit: 02/06/10 at 14:49:10 by Skaarj[ZR] »  

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Re: Translations needed / 227 Localizations
Reply #154 - 02/07/10 at 17:53:06
 
In Engine.int(http://oldunreal.com/wiki/index.php?title=Editor.int)
In [PackageFlagCommandlet] section
HelpParm[1]=dest.exe
should be dest.ext
I've fixed it in wiki. But should be fixed in game int file too.

edit: and "ucc help command" command displays English text then Language!=int. Why?
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« Last Edit: 02/07/10 at 18:04:38 by Skaarj[ZR] »  

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Re: Translations needed / 227 Localizations
Reply #155 - 02/08/10 at 18:52:47
 
changed the ext, no time to check yet for the true/false, thx.
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« Last Edit: 02/08/10 at 18:52:57 by Smirftsch »  

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Skaarj[ZR]
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Re: Translations needed / 227 Localizations
Reply #156 - 02/09/10 at 13:04:01
 
Check UWindow.int and UBrowser.int in wiki
I've added some missing strings.
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Re: Translations needed / 227 Localizations
Reply #157 - 02/09/10 at 16:50:45
 
One more trouble with localization: Localized Cyrillic messages prints as squares in log.
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Re: Translations needed / 227 Localizations
Reply #158 - 03/10/10 at 08:50:20
 
Double spaces don't show correctly in wiki. It shows as single space. I don't know how to fix it.
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Re: Translations needed / 227 Localizations
Reply #159 - 03/14/10 at 08:13:28
 
ah, I think if you use &nbsp (like in html) it should work. Currently no time to check deeper into wiki. But I'm pretty sure there are some wiki docs out there how to handle such issues, since I'm using a fairly unmodified wiki.

For the localized Cyrillic- no idea at the moment, worth a check into some wiki docs also.
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