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It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
Localisation
- GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Localisation
How is it with languages in Unreal? Is it restricted to the ones that are provided with the CD? Or you can add manual ones? Looks like the *.**L files hold the language data, and in the main Unreal.ini there is an option for choosing the prefix? So if I translated all the INT files to LTT files, would everything (except map data) be translated?
- Raven
- OldUnreal Member
- Posts: 311
- Joined: Fri Jun 10, 2005 5:10 am
Re: Localisation
Yes, you can translate whole Unreal (with menus), but I recommend you to translate only game itself, not the menus. Just look at provided language files. And yes, in ini you can change language.

- GreatEmerald
- OldUnreal Member
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- Joined: Mon May 21, 2007 2:30 pm
Re: Localisation
Good, and does changing the extension in the INI leave INT as a fallback extension? So I wouldn't need to recopy everything?
- Raven
- OldUnreal Member
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- Joined: Fri Jun 10, 2005 5:10 am
Re: Localisation
I think You'll need to recopy every int file if you change language extension in ini

- Chaos13
- OldUnreal Member
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- Joined: Sat Feb 16, 2008 10:24 am
Re: Localisation
Chaning extension in ini simply makes unreal read different files. Use int: and it will look for *.int files (Engine.int, Core.int, .int etc...). Change it to something else (*.mlf for example) and it will search for files with that extension (Engine.mlf, Core.mlf, .mlf etc...), so you need to copy INT files to different extension, then edit copied files, if you get bored just switch back to int.
Skydev = Chaos13 = Dimension4
- GreatEmerald
- OldUnreal Member
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- Joined: Mon May 21, 2007 2:30 pm
Re: Localisation
Aww, more disk space... Have to wait for a reinstall of my Linux probably.
- Chaos13
- OldUnreal Member
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- Joined: Sat Feb 16, 2008 10:24 am
- GreatEmerald
- OldUnreal Member
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- Joined: Mon May 21, 2007 2:30 pm
Re: Localisation
Depends on how many mods you have... Though when I looked, all UT2004 ints do take only 513KB 
Hey, maybe there's a way to organise the System folder? That this is so cluttered up that I can't find anything... Also, why the heck do I have .DET, .EST, .FRT, .ITT and .KOT files in there? Guess I can try and move them elsewhere, as UAnthology didn't ask about the language too much.
Also, the map INTs are client-side only? They won't cause any trouble online?
Hey, maybe there's a way to organise the System folder? That this is so cluttered up that I can't find anything... Also, why the heck do I have .DET, .EST, .FRT, .ITT and .KOT files in there? Guess I can try and move them elsewhere, as UAnthology didn't ask about the language too much.
Also, the map INTs are client-side only? They won't cause any trouble online?
Last edited by GreatEmerald on Tue Aug 26, 2008 9:54 am, edited 1 time in total.
- Raven
- OldUnreal Member
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- Joined: Fri Jun 10, 2005 5:10 am
- DieHard SCWS
- Global Moderator
- Posts: 2064
- Joined: Sun Mar 16, 2003 11:33 pm
Re: Localisation
We never talked about that, but maybe its a cool addon to Unreal if everybody would provide a good AND flawless translation from their native languages.
If you guys want i will provide all downloads for the created languages. And if i am correct theres a nice set of languages and countries present on these forums, when i look at all the people here
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If you guys want i will provide all downloads for the created languages. And if i am correct theres a nice set of languages and countries present on these forums, when i look at all the people here
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DìèHárd»§ÇW§ http://www.celticwarriors.net and http://www.unrealtexture.com
- Raven
- OldUnreal Member
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Re: Localisation
I have perfect localization for Polish, but I had troubles with translated advanced options, so I'm using only translation of maps.

- Smirftsch
- Administrator
- Posts: 9001
- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
- Contact:
Re: Localisation
227 lack some fixes still too.
.det, .frt, .est, .itt
I could need some
.frt (French)
.est (Spanish)
and .itt (Italian)
help
if there are more than these languages floating around I'd be very happy to add them to 227 also
.det, .frt, .est, .itt
I could need some
.frt (French)
.est (Spanish)
and .itt (Italian)
help
if there are more than these languages floating around I'd be very happy to add them to 227 also
Sometimes you have to lose a fight to win the war.
- Chaos13
- OldUnreal Member
- Posts: 951
- Joined: Sat Feb 16, 2008 10:24 am
Re: Localisation
They are server-side only '-_- means they control messages you will have on server that are replicated to client.Also, the map INTs are client-side only? They won't cause any trouble online?
BTW ROFL:
[img]http://www.fileden.com/files/2007/6/16/1181494/Que.gif[/img]
Last edited by Chaos13 on Thu Aug 28, 2008 7:28 am, edited 1 time in total.
Skydev = Chaos13 = Dimension4
- Hellkeeper
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Re: Localisation
For frt files, just tell me what are the files, and what you need, send me what you need to be translated, and thou shall be answered (amen).
You must construct additional pylons.
- GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: Localisation
Oh, that's why on German UT2004 servers I get german messages, Ikuto 
Smirf, seeing as your PayPal page is by default German, I think I know why you don't need .DETs
Smirf, seeing as your PayPal page is by default German, I think I know why you don't need .DETs
- GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: Localisation
Hey people, got a brilliant idea:
A quick fun easy solution to get all the translations we need or even don't need lol. It's to use Launchpad: https://translations.launchpad.net/ (yes, https for some reason, lol). It's a tool for collaborative translation - like a translation wiki, that helps to generate things. Anyone can add translations (need to register, but it's quick'n'painless) directly from your browser, step by step, and there's quite a nice active community there. Even whole operating systems (read: Ubuntu
) use this tool for translation generation. And it even lets you add downloads, which mean quick way to get/send translations!
So, what do you think? Should I register a project there?
A quick fun easy solution to get all the translations we need or even don't need lol. It's to use Launchpad: https://translations.launchpad.net/ (yes, https for some reason, lol). It's a tool for collaborative translation - like a translation wiki, that helps to generate things. Anyone can add translations (need to register, but it's quick'n'painless) directly from your browser, step by step, and there's quite a nice active community there. Even whole operating systems (read: Ubuntu
So, what do you think? Should I register a project there?
- [§Ŕ] ŤhěxĐâŕkśîđěŕ
- OldUnreal Member
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- Joined: Wed Sep 03, 2008 8:19 am
Re: Localisation
Nice idea. But why are translations really necessary? I would have a puke if I saw Unreal in Croatian. 
☆
- GreatEmerald
- OldUnreal Member
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- Joined: Mon May 21, 2007 2:30 pm
Re: Localisation
Because we're patriots. Having everything in English makes you forget the native language. Which in turn makes people in your country use derivatives from English in the usual speech, which is not good, as you should use the native translations. And if you don't use the official language, you get a lot of complaints and other trouble, especially in laws and such, where language is of the essence. (You can't write that Unreal is owed by Ephic Ghames, for example.
)
- [§Ŕ] ŤhěxĐâŕkśîđěŕ
- OldUnreal Member
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- Joined: Wed Sep 03, 2008 8:19 am
Re: Localisation
Hmm... You're absolutely right. I used to have a program to make install programs (LOL) and translated that and uninstaller to my native language. It took me about 3 hours but was fun. 
I would be happy to translate Unreal to my native language then, even if I won't use it.
I would be happy to translate Unreal to my native language then, even if I won't use it.
Last edited by [§Ŕ] ŤhěxĐâŕkśîđěŕ on Sat Sep 20, 2008 9:10 pm, edited 1 time in total.
☆
- GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: Localisation
Oh, and 227 doesn't allow non-ASCII characters, right? Like, [ch261][ch269][ch281][ch279][ch303][ch371][ch363]?
- GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: Localisation
Well, tried registering, but it requires some strange .PO files. But don't worry, my brother and I already made a mini script to convert INTs to POs, and basically we could start any minute, just that there are still a few errors in the script... So I have to ask: In the INT files, sometimes quotes are used, and sometimes not. Why is that? Are the quotes necessary? Example UGold UnrealI.int file:
Those quotes get in the way a lot as PO files use them to identify strings too. So are they necessary? I don't see why it should require it though, as I don't see any special characters here at all.
And again, does 227 support non-ASCII characters?
Smirf?
Code: Select all
[KingOfTheHill]
ClassCaption=King Of The Hill
KingMessage=" is the new king of the hill!"
GameName=King of the HillAnd again, does 227 support non-ASCII characters?
Smirf?
- [§Ŕ] ŤhěxĐâŕkśîđěŕ
- OldUnreal Member
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- Joined: Wed Sep 03, 2008 8:19 am
Re: Localisation
Lol where are you from? Seems you know something about it.
But, and are ASCII characters, aren't they?
☆
- GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: Localisation
Got the answers:
I'll add the quotes in a single line to make sure simply.
And most of the fonts support the special chars, but not the texture fonts. Will need debugging.
I'm from Lithuania. And yes, is š in HTML, and it doesn't even cause encoding problems there. But not sure about ž .
I'll add the quotes in a single line to make sure simply.
And most of the fonts support the special chars, but not the texture fonts. Will need debugging.
I'm from Lithuania. And yes, is š in HTML, and it doesn't even cause encoding problems there. But not sure about ž .
- [§Ŕ] ŤhěxĐâŕkśîđěŕ
- OldUnreal Member
- Posts: 4425
- Joined: Wed Sep 03, 2008 8:19 am
Re: Localisation
Hmm on my old PC, I could type "[ch273][ch269][ch263]" in notepad and save in ANSI format and it would produce "dcc", I think. I'm pretty sure ž is ASCII, but will check it.Got the answers:
I'll add the quotes in a single line to make sure simply.
And most of the fonts support the special chars, but not the texture fonts. Will need debugging.
I'm from Lithuania. And yes, is š in HTML, and it doesn't even cause encoding problems there. But not sure about ž .
☆



