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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
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
Translations needed / 227 Localizations
- Marzanna
- OldUnreal Member
- Posts: 446
- Joined: Fri Feb 15, 2008 5:47 pm
Re: Translations needed / 227 Localizations
There is a problem in Engine.rut
Entry DefaultPlayerName under GameInfo section.
If value is not "Player", game asks player to change his name.
P. S.
Unreal segfaults without Core.rut file while Language=rut.
Is it normal situation?
Entry DefaultPlayerName under GameInfo section.
If value is not "Player", game asks player to change his name.
P. S.
Unreal segfaults without Core.rut file while Language=rut.
Is it normal situation?
- Smirftsch
- Administrator
- Posts: 8999
- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
- Contact:
Re: Translations needed / 227 Localizations
Yes, unfortunately Unreal is very unforgiving in Linux about such things.P. S.
Unreal segfaults without Core.rut file while Language=rut.
Is it normal situation?
Sometimes you have to lose a fight to win the war.
- Smirftsch
- Administrator
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- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
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Re: Translations needed / 227 Localizations
Spanish and Italian are still incomplete and missing entries.
Especially those need to be re-checked (compared against the int files):
Engine
UWindow
UMenu
UBrowser
in Spanish I've seen Editor missing and for both languages I need another translation for the installer yet:
SetupUnrealPatch
http://www.oldunreal.com/wiki/index.php ... lPatch.itt
http://www.oldunreal.com/wiki/index.php ... lPatch.est
Especially those need to be re-checked (compared against the int files):
Engine
UWindow
UMenu
UBrowser
in Spanish I've seen Editor missing and for both languages I need another translation for the installer yet:
SetupUnrealPatch
http://www.oldunreal.com/wiki/index.php ... lPatch.itt
http://www.oldunreal.com/wiki/index.php ... lPatch.est
Last edited by Smirftsch on Sun Feb 27, 2011 11:25 am, edited 1 time in total.
Sometimes you have to lose a fight to win the war.
- lowenz
- OldUnreal Member
- Posts: 338
- Joined: Fri Dec 28, 2007 9:31 am
Re: Translations needed / 227 Localizations
I'm really out of time these last months!Spanish and Italian are still incomplete and missing entries.
Especially those need to be re-checked (compared against the int files):
Engine
UWindow
UMenu
UBrowser
in Spanish I've seen Editor missing and for both languages I need another translation for the installer yet:
SetupUnrealPatch
http://www.oldunreal.com/wiki/index.php ... lPatch.itt
http://www.oldunreal.com/wiki/index.php ... lPatch.est
Anyone can send me the single - most important - entries in PVT and edit ita files with my translated ones?
Last edited by lowenz on Mon Apr 04, 2011 11:42 pm, edited 1 time in total.
The task is not so much to see what no one has yet seen, but to think what nobody has yet thought, about that which everybody sees - E.S.
- iLikeTheUDK
- OldUnreal Member
- Posts: 435
- Joined: Mon Mar 21, 2011 12:46 pm
Re: Translations needed / 227 Localizations
If I have time, and if I will learn how to, I might make you a Hebrew localization.
I speak this language, and (as you pretty much see, obviously) I'm also fluent in English, so I think I'm ready as soon I know most of the basic principles, except for a few, like the extensions. I know the international English extension ("*.int") and the Hebrew one (that's "*.heb") so there might be a few things that I still need to know, but not this.
Bottom line: You can count me in for localization of text.
I speak this language, and (as you pretty much see, obviously) I'm also fluent in English, so I think I'm ready as soon I know most of the basic principles, except for a few, like the extensions. I know the international English extension ("*.int") and the Hebrew one (that's "*.heb") so there might be a few things that I still need to know, but not this.
Bottom line: You can count me in for localization of text.
- Smirftsch
- Administrator
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Re: Translations needed / 227 Localizations
all things needed are in the wiki. I'm happy to add any translation done.
Sometimes you have to lose a fight to win the war.
- iLikeTheUDK
- OldUnreal Member
- Posts: 435
- Joined: Mon Mar 21, 2011 12:46 pm
Re: Translations needed / 227 Localizations
Good. I'll get started.
- Marzanna
- OldUnreal Member
- Posts: 446
- Joined: Fri Feb 15, 2008 5:47 pm
Re: Translations needed / 227 Localizations
Extension of localisation files should end with t letter. Btw, Why?
- Rarsonic
- OldUnreal Member
- Posts: 123
- Joined: Mon Jul 04, 2005 3:46 pm
Re: Translations needed / 227 Localizations
I think it is because it goes like: .
"frt": french translation
"det": german (deutsch) translation
"frt": french translation
"det": german (deutsch) translation
<><>Gibberish
- Smirftsch
- Administrator
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Re: Translations needed / 227 Localizations
I think end it ends with "t" because someone found it a good idea to be that way. Who knows...
Sometimes you have to lose a fight to win the war.
- iLikeTheUDK
- OldUnreal Member
- Posts: 435
- Joined: Mon Mar 21, 2011 12:46 pm
Re: Translations needed / 227 Localizations
Actually, British English localizations are written in "*.eng" files. Don't know why, probably because there's another language that is "*.ent".
And anyway, something that will prob get it 2 make sense:
frt: Frentch
det: Deutch (German for its own name)
And anyway, something that will prob get it 2 make sense:
frt: Frentch
det: Deutch (German for its own name)
- iLikeTheUDK
- OldUnreal Member
- Posts: 435
- Joined: Mon Mar 21, 2011 12:46 pm
Re: Translations needed / 227 Localizations
Sorry, the Frentch thingy needed 2 b looked up, 'cause it didn't seem 2 make sense. plz ignore it
- iLikeTheUDK
- OldUnreal Member
- Posts: 435
- Joined: Mon Mar 21, 2011 12:46 pm
Re: Translations needed / 227 Localizations
BTW, i just found it's Deutch, not Deuch
- iLikeTheUDK
- OldUnreal Member
- Posts: 435
- Joined: Mon Mar 21, 2011 12:46 pm
Re: Translations needed / 227 Localizations
I meant Deutsch, not Deutch
- []KAOS[]Casey
- OldUnreal Member
- Posts: 4497
- Joined: Sun Aug 07, 2011 4:22 am
- Location: over there
Re: Translations needed / 227 Localizations
Pretty sure the t is for "translation"
the "in" in int being international
the "in" in int being international
- iLikeTheUDK
- OldUnreal Member
- Posts: 435
- Joined: Mon Mar 21, 2011 12:46 pm
Re: Translations needed / 227 Localizations
But eng (British english) is an exception.
Let's not talk about what's an exception and what's not, There's a problem I find anywhere there's the word "You" in the original English version: Hebrew is a Shemic language, and all Shemic languages have different tenses for appeal. In English, "You" can either mean a male, a female, or a group of people. But in Hebrew, Arabic and other Shemic languages, there are different tenses. Atha for a he, Ath for a She, Athem for a group. So, obviously, the player can be either a man or a woman, so what can I do?
BTW, one of the reasons I accepted 2 make a translation is that I had seen a Document in the Unreal Engine documentation that depicted an Arabic localization of UT2004. So if UE2 suports ME languages, UE1 might also.
Let's not talk about what's an exception and what's not, There's a problem I find anywhere there's the word "You" in the original English version: Hebrew is a Shemic language, and all Shemic languages have different tenses for appeal. In English, "You" can either mean a male, a female, or a group of people. But in Hebrew, Arabic and other Shemic languages, there are different tenses. Atha for a he, Ath for a She, Athem for a group. So, obviously, the player can be either a man or a woman, so what can I do?
BTW, one of the reasons I accepted 2 make a translation is that I had seen a Document in the Unreal Engine documentation that depicted an Arabic localization of UT2004. So if UE2 suports ME languages, UE1 might also.
- Marzanna
- OldUnreal Member
- Posts: 446
- Joined: Fri Feb 15, 2008 5:47 pm
Re: Translations needed / 227 Localizations
I just added ending letter in brackets for female players (for Russian translation).So, obviously, the player can be either a man or a woman, so what can I do?
Like in "%username% died" phrase.
But I don't know which way is suitable for Hebrew language.
- Hellkeeper
- Global Moderator
- Posts: 3260
- Joined: Wed May 21, 2008 8:24 pm
- Location: France
- Contact:
Re: Translations needed / 227 Localizations
The French translation that came with Unreal used an all-male conjugation, and I rolled with it. In many cases It is also possible to change the sentence in a way that no gender is priviledged (moving a word or to, adding something or chaning the entire sentence can null the need for gender-based variations).
You must construct additional pylons.
- []KAOS[]Casey
- OldUnreal Member
- Posts: 4497
- Joined: Sun Aug 07, 2011 4:22 am
- Location: over there
Re: Translations needed / 227 Localizations
The funny thing is the Died message can be checked with bIsFemale.. but they never did that for some reason.
- Hellkeeper
- Global Moderator
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Re: Translations needed / 227 Localizations
I guess the reasoning is that most playes are male and since the message is related to the name of the player and not the picture of the character who cares about the 2 or 3 females (or males with female names) who play the game.
You must construct additional pylons.
- iLikeTheUDK
- OldUnreal Member
- Posts: 435
- Joined: Mon Mar 21, 2011 12:46 pm
Re: Translations needed / 227 Localizations
So I'll probably refer to the player with its name, and not as "you".
- Victor Delacroix
- OldUnreal Member
- Posts: 611
- Joined: Sun May 21, 2006 2:16 pm
Re: Translations needed / 227 Localizations
In my opinion British English should be ukt as in UK translation.
As for my own report, about 20% of Polish translation (plt) has been done yesterday.
As for my own report, about 20% of Polish translation (plt) has been done yesterday.
- GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: Translations needed / 227 Localizations
Actually, it should follow the ISO-693-1 specification as much as possible, and 'in' is not even a part of it, thus doesn't conflict with anything. 'ukt' is not valid because it's reserved for Ukrainian. 'ent' (as in Enterprise ) would not be specific enough. It could be 'qet' (Queen's English). But since it's undefined, it could also be 'bret' or even 'engbt' - we are not living in DOS times when filenames were 8.3 after all.
Also, apparently "International English" means "use whichever modern English you like". Even more interestingly, some concepts of it include a "fair share"-style one, where American English and British English get the same amount of attention - for instance, each odd line is spelled in American, each even - in British English. Or, instead of lines, chapters (or files) can be used.
Also, apparently "International English" means "use whichever modern English you like". Even more interestingly, some concepts of it include a "fair share"-style one, where American English and British English get the same amount of attention - for instance, each odd line is spelled in American, each even - in British English. Or, instead of lines, chapters (or files) can be used.
Last edited by GreatEmerald on Fri May 20, 2011 12:53 pm, edited 1 time in total.
- Hellkeeper
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Re: Translations needed / 227 Localizations
This seems to be a reasonable policy. Let's do this with every language's dialects.
You must construct additional pylons.
- iLikeTheUDK
- OldUnreal Member
- Posts: 435
- Joined: Mon Mar 21, 2011 12:46 pm
Re: Translations needed / 227 Localizations
I've reached Core.* now. But there are 2 lines which i don't get. These are LangId and SubLangId. How do I know Hebrew's Language Id and Sub LangId?
Last edited by iLikeTheUDK on Mon Jun 27, 2011 9:31 am, edited 1 time in total.