I dumped all Unreal 1 translator events into a file from a commandlet I made.
Includes hints and altmessages if available. Does not print empty events.
warning: also includes other maps that happened to be sitting in my folder so whoops if there's spoilers or some shit..
For direct access use https://forums.oldunreal.com
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
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
Unreal Translator event dump
- []KAOS[]Casey
- OldUnreal Member
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- GreatEmerald
- OldUnreal Member
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- Joined: Mon May 21, 2007 2:30 pm
Re: Unreal Translator event dump
Interesting.
And ah, as I thought, Epic used a hackish method of entering new lines that depended on the translator's resolution being static in relation to the text. See IsvKran4.TranslatorEvent15 for an example (and other messages around it).
And ah, as I thought, Epic used a hackish method of entering new lines that depended on the translator's resolution being static in relation to the text. See IsvKran4.TranslatorEvent15 for an example (and other messages around it).

