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Localisation

Posted: Mon Aug 25, 2008 8:57 am
by GreatEmerald
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?

Re: Localisation

Posted: Mon Aug 25, 2008 9:02 am
by Raven
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.

Re: Localisation

Posted: Mon Aug 25, 2008 12:56 pm
by GreatEmerald
Good, and does changing the extension in the INI leave INT as a fallback extension? So I wouldn't need to recopy everything?

Re: Localisation

Posted: Mon Aug 25, 2008 3:33 pm
by Raven
I think You'll need to recopy every int file if you change language extension in ini

Re: Localisation

Posted: Mon Aug 25, 2008 4:02 pm
by Chaos13
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.

Re: Localisation

Posted: Mon Aug 25, 2008 6:32 pm
by GreatEmerald
Aww, more disk space... Have to wait for a reinstall of my Linux probably.

Re: Localisation

Posted: Mon Aug 25, 2008 9:05 pm
by Chaos13
INT files dont take lots of disk space :P

Re: Localisation

Posted: Tue Aug 26, 2008 9:51 am
by GreatEmerald
Depends on how many mods you have... Though when I looked, all UT2004 ints do take only 513KB :P
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?

Re: Localisation

Posted: Tue Aug 26, 2008 10:00 am
by Raven
No, I don't think so.

Re: Localisation

Posted: Wed Aug 27, 2008 2:03 pm
by DieHard SCWS
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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Re: Localisation

Posted: Wed Aug 27, 2008 4:48 pm
by Raven
I have perfect localization for Polish, but I had troubles with translated advanced options, so I'm using only translation of maps.

Re: Localisation

Posted: Thu Aug 28, 2008 7:02 am
by Smirftsch
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 ;)

Re: Localisation

Posted: Thu Aug 28, 2008 7:27 am
by Chaos13
Also, the map INTs are client-side only? They won't cause any trouble online?
They are server-side only '-_- means they control messages you will have on server that are replicated to client.

BTW ROFL:
[img]http://www.fileden.com/files/2007/6/16/1181494/Que.gif[/img]

Re: Localisation

Posted: Thu Aug 28, 2008 7:54 am
by Hellkeeper
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).

Re: Localisation

Posted: Thu Aug 28, 2008 8:36 am
by GreatEmerald
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 :D

Re: Localisation

Posted: Sat Sep 20, 2008 8:35 pm
by GreatEmerald
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? :)

Re: Localisation

Posted: Sat Sep 20, 2008 8:45 pm
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
Nice idea. But why are translations really necessary? I would have a puke if I saw Unreal in Croatian. :D

Re: Localisation

Posted: Sat Sep 20, 2008 8:55 pm
by GreatEmerald
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. :D )

Re: Localisation

Posted: Sat Sep 20, 2008 9:08 pm
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
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. :D

I would be happy to translate Unreal to my native language then, even if I won't use it. :)

Re: Localisation

Posted: Sun Sep 21, 2008 9:21 am
by GreatEmerald
Oh, and 227 doesn't allow non-ASCII characters, right? Like, [ch261][ch269][ch281][ch279][ch303]š[ch371][ch363]ž?

Re: Localisation

Posted: Sun Sep 21, 2008 8:30 pm
by GreatEmerald
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:

Code: Select all

[KingOfTheHill]
ClassCaption=King Of The Hill
KingMessage=" is the new king of the hill!"
GameName=King of the Hill
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? :)

Re: Localisation

Posted: Mon Sep 22, 2008 3:18 pm
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
Lol where are you from? Seems you know something about it. :D But, Š and Ž are ASCII characters, aren't they?

Re: Localisation

Posted: Mon Sep 22, 2008 6:42 pm
by GreatEmerald
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, Š is š in HTML, and it doesn't even cause encoding problems there. But not sure about ž .

Re: Localisation

Posted: Mon Sep 22, 2008 7:08 pm
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
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, Š is š in HTML, and it doesn't even cause encoding problems there. But not sure about ž .
Hmm on my old PC, I could type "š[ch273][ch269][ch263]ž" in notepad and save in ANSI format and it would produce "šdccž", I think. I'm pretty sure ž is ASCII, but will check it.