Oldunreal 227 Localization Project

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Unreal is very easy to translate as most strings in the maps and all of the menus are stored in plain text files with file extensions relative to the language of the game. New translation can easily be added and modified with any tool, even the simplest notepad - they are in fact regular .txt files. However, a lot of time is needed to fully complete a translation of the game. OldUnreal can use all the help you can give.

Languages

BritishFlag.png English .int, maintained by Smirftsch and EGo. Considered Complete (main language, all translations are based on these files).

FrenchFlag.png French .frt, maintained by Hellkeeper. Considered Complete

GermanFlag.png German .det, additional translations filled in by Smirftsch, EGo and Ividyon.

ItalianFlag.png Italian .itt, additional translations filled in by UBerserker.

PolishFlag.png Polish .plt‎, maintained by Delacroix

PortugueseFlag.png Portuguese .ptt‎, some contributions by Nahand, further contributions by Naruto_9.

RussianFlag.png Russian .rut, author u.HighPriest , maintained by Skaarj ZR

SpanishFlag.png Spanish .est, work in progress, some contributions by rarsonic, currently maintained by nobody.

Flag of the Czech Republic.png Czech .czt, nearing completion, initial translation by tomcat, maintained by Nikola.

Flag of Hungary.png Hungarian .hut, nearing completion, initial translation by Relaks, expanded by MakeMeUnreal and currently maintained by Gabor Kovacs.

Flag of Sweden.png Swedish .set, work in progress, translated and maintained by ElectricIce

CatalanFlag.png Catalan .ctt, work in progress.


If you would add your own native language to Unreal, please use a two-letter code of your language from the ISO 639-1 list + a "t" at the end of the file extension as an acronym for the translation file.

For example:

Native Language ISO-639-1 language code File extension
Bulgarian bg .bgt
Greek el .elt
Korean ko .kot

Links for more information:

Status and Procedure

English: The English .int files need to be compared to the other language files, as they are always up to date and complete. To complete a localisation, missing entries have to be added, some unecessary ones have to be deleted, wrong or incorrect translations have to be replaced and the entire thing has to be thoroughly tested. When Unreal is set to a language that is not English, it uses the translation files of the specific language. When a line - or even an entire file - is missing from the localization, Unreal defaults to the English line in the .int file of the same name, or the entire .int file if the entire localized file is blank or missing.

French and Russian: Both of these languages are complete. This does not necessarily mean that there is absolutely nothing to improve for these, but they work flawlessely and all the lines have been translated. The remaining changes that may be done are purely cosmetic : rephrasing, correcting typos and spelling errors...

Polish: Mostly done, some work is still needed, but it's being covered.

German, Italian, Portuguese and Spanish: These languages need a lot of work. Translation might be shaky, and some files may be obsolete resulting in broken menus or defaulting to the .int files. Some of the most urgent changes were made using automatic translation tools and need to be reviewed by a native speaker.

Czech, Hungarian and Swedish are new additions. They are undergoing translation, which will then have to be checked.

OpenOffice has an extension for Wiki's WikiPublisher, which can export any text into wiki formatted text files. Give it a try if you plan on adding your translation or modifying an existing one.


RTNP Cutscenes with subtitles

Crashsite2, End, Inter1...14, InterCrashsite, InterIntro, Intro1


Important Changes

Gender support has also been added to Polish and French. If you are localizing Unreal for a language where articles and verbs are neutral (such as English, where "a" has no gender and verbs do not show the gender of the subject/object), this is irrelevant to you. If the verb changes depending on the gender of the subject, as in Polish or certain situations in French, consult UnrealI.plt and UnrealI.frt, and look at the lines which have a "Fem" variation, as in UnrealI.plt :

[fell] 
AltName="spadł" 
FemAltName="spadła"


Since 227j every RTNP cutscene map contains a new actor called TransitionGenderEvent. This event is using different Hud types to draw the subtitles (UnrealHud, TransitionNullHud, CSHud). You can set up your subtitle text for both, female and male or only female or only male in your localization file. The settings are depending on the genders written and spoken output in some languages. The index value is the same if you are using FemaleText and MaleText. Here is a example:

[TransitionGenderEvent]
CommonText[0]="CommonText" is drawn used by female or male with sound output without written and spoken verb differences.
MaleText[1]=Use "MaleText" if your verb only typically for male
FemaleText[1]="FemaleTExt" this is for the ladies ;)
CommonText[2]=...
CommonText[3]=..
CommonText[4]=.


Linux

Linux users need to encode the files in unicode (UTF-16) format to make it work.


It is also possible to create or modify localizations for the original Unreal in its 226 version. Because great changes have been done to some files and some have been completely restructured, 227 and 226 files should not be mixed up. A dedicated page for legacy localizations has been set up. Feel free to create a new localization or modify the original one there too.