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    Who can tell me how to edit .u files? i know that i must do it in UED but I don't know HOW TO. Exactly i can't found the right actor (or what?) to edit.
    I try to translate one mutator on Russian and need to edit ufile to translate some pronoun)
    This mutator is Verbage http://www.uncommonplace.com/games/verbage.html

    #2
    I haven't had time to look into the details, but until someone with details would like to chime in...

    Look for a Verbage.int file. It's a text file.

    Copy the verbage.int file,
    save it as verbage.rus.
    (I can't see what file extension to use for Russian, but the language codes seem to use three letters, so try verbage.rus for the new file.)
    Open it and change the text, then save it.
    You may have to save the file in the unicode format, depending on what characters are used. Not even sure if the fonts cover any non-latin characters.
    See encoding options in Notepad for Unicode.

    http://udn.epicgames.com/Two/LocalizationReference.html
    http://wiki.beyondunreal.com/Legacy:INT_File

    Comment


      #3
      Wrong forum area. Also not a lot of UT99'rs stil hagnin around here.

      Try the forums at www.beyondunreal.com

      Comment


        #4
        oh, i wanna know how to edit .u file. int isn't a problem. And this mutator is for ut2004

        Comment


          #5
          Is the u-file your own? I guess not, otherwise you could easily change it.
          More informations about what mutator it is would be good anyway.


          u-files are compiled UnrealScript code. They are created by the UCC.exe by using the -make command and giving a uc-file as input. uc-files are the source code that can be edited. It's recommended, though, to use a third party IDE for coding, like WOTgreal.

          In UE2 it's possible to view and edit u-files within the editor, yes, but it's highly recommended not to do so. First reason is, that the UnrealEd internal script editor is pretty bugged and also doesn't show you the DefaultProperties in code.
          Second reason is, that changing a u-file will lead to version mismatch errors when you enter a server that runs the original version of that u-file so that you can't play online on such servers any more. If you are changing a retail file, you are effectively breaking the online compatibility of your game.

          Comment


            #6
            All localisation files end with the letter T, so the Russian translation is RUT. Easy way to know the extension is to take the country's domain name and add T to the end (the only exception is INT, which stands for International English).

            Comment


              #7
              More informations about what mutator it is would be good anyway.
              this mutator changes the "You killed Cabbage" or "You were killed by Cabbage" messages to substitute different verbs: fragged, grounded, smote, popped, nailed, juiced, stomped and so on. You can change the verb list by editing the Verbage.int file.
              Is the u-file your own? I guess not, otherwise you could easily change it.
              I just want to change YOU and YOU WHERE to russian equivalent)
              u-files are compiled UnrealScript code. They are created by the UCC.exe by using the -make command and giving a uc-file as input. uc-files are the source code that can be edited. It's recommended, though, to use a third party IDE for coding, like WOTgreal.
              But how to make uc file if i have u file?
              Second reason is, that changing a u-file will lead to version mismatch errors when you enter a server that runs the original version of that u-file so that you can't play online on such servers any more. If you are changing a retail file, you are effectively breaking the online compatibility of your game.
              If it's a mutator how it can break something?
              All localisation files end with the letter T, so the Russian translation is RUT.
              what?
              -----------
              so, how to create .uc file from .u file and vice versa? it's all that i need to know)

              Comment


                #8
                Originally posted by UnShame View Post
                But how to make uc file if i have u file?
                The simplest thing to do is to contact the author of the mutator and ask him for the source (.uc), telling him about what you want to do.

                He will very likely give you a positive answer and may even offer to host the translated version of the mutator.

                Comment


                  #9
                  no other way?

                  Comment


                    #10
                    Perhaps, but may I ask what is the issue with contacting the author?

                    The UT2004 community is quite respectful of mappers, coders, texture/skybox makers, character modelers etc... and it is a common practice to ask them before doing anything with their works.
                    And usually it ends in good contacts and helpful things from the original authors.

                    Comment


                      #11
                      Originally posted by UnShame View Post
                      no other way?
                      Why should we tell you another way? The mutator is the property of it's author, you really shouldn't change it without his permission.

                      If the necessary string variables in the mutator use the modifier "localized", then you can create an external translation without changing any code and that's all fine as it won't break the compatibility of the file to other servers.

                      See http://udn.epicgames.com/Two/LocalizationReference.html to find out how localization is done.

                      In your case you would need to create a new text file in your System directory with the name
                      *name of the u file*.rut
                      and inside that file you would write
                      Code:
                      [*name of the mutator class*]
                      *name of the string variable*=*russian translation*

                      But that only works if the author set the string to be localized, if the code design allows to translate this individual part you want (YOU WERE and YOU) and if you set Language to RUT in your UT2004.ini file.

                      If it doesn't work then live with it, ****. It's not actually a problem to read those two words in English, is it? Best is to set the whole game to English because the announcements are way better then and it harmonizes with all custom content out there.

                      Comment


                        #12
                        ok. oh, 10 characters

                        Comment


                          #13
                          Sounds fishy to me.

                          Comment


                            #14
                            Originally posted by GreatEmerald View Post
                            All localisation files end with the letter T, so the Russian translation is RUT. Easy way to know the extension is to take the country's domain name and add T to the end (the only exception is INT, which stands for International English).
                            My late night reply failed to miss the T pattern.

                            So basically it uses the two-letter ISO country codes + T, with INT being the exception, and INT conflicting with India (IN).
                            http://en.wikipedia.org/wiki/ISO_3166-1_alpha-2

                            Comment


                              #15
                              don't understand what do you mean (really)

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