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  • replied
    Originally posted by Crusha K. Rool View Post
    Did you read through the page I linked?

    And this nice little picture:
    Huh. That's interesting, I never got it to support Lithuanian symbols. I guess I should try it again.
    EDIT: Oh wait, it says that it needs you to create your own font. Well, that's quite difficult, fetching all the fonts and such, but I guess I could try that...

    Originally posted by UnShame View Post
    O_o For what? I don't need to switch languages. I saw a lot of russifier (is it right word?) and i don't think that someone create it like you tell. But If I want to switch it back i just install the patch)
    You also won't be able to share it with others. And most of all, that's just hacky, why won't you just do things the proper way?

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  • replied
    That's not the way to do it. Your way you can't switch back to English any more. The right way would be to edit UT2004.ini, under [Engine.Engine] change Language to RUT, then copy whatever INT file you want to translate, rename it to .RUT and do anything you need there. If there is no RUT file for a package, the game will use the INT equivalent for it automatically, and you'll be able to get back to English by changing the language setting back to INT.
    O_o For what? I don't need to switch languages. I saw a lot of russifier (is it right word?) and i don't think that someone create it like you tell. But If I want to switch it back i just install the patch)

    Leave a comment:


  • replied
    Originally posted by GreatEmerald View Post
    I don't think UT2004 even has support for the characters used in India.
    Did you read through the page I linked?

    Localized Text

    Text is probably the most common use of localization. Localization files (*.int, etc..) can contain any Unicode character and so any language even if does not use a western alphabet can be represented. To use non-standard Unicode characters (those not in Western European Windows - Codepage 1252) the file must be saved in Unicode format "Unicode - Codepage 1200".
    And this nice little picture:

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  • replied
    Originally posted by rejecht View Post
    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
    I don't think UT2004 even has support for the characters used in India.

    Originally posted by UnShame View Post
    oh, it's about country name... but for what?
    to see russian language in game i just save int file in unicode
    That's not the way to do it. Your way you can't switch back to English any more. The right way would be to edit UT2004.ini, under [Engine.Engine] change Language to RUT, then copy whatever INT file you want to translate, rename it to .RUT and do anything you need there. If there is no RUT file for a package, the game will use the INT equivalent for it automatically, and you'll be able to get back to English by changing the language setting back to INT.

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  • replied
    oh, it's about country name... but for what?
    to see russian language in game i just save int file in unicode

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  • replied
    don't understand what do you mean (really)

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  • replied
    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

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  • replied
    Sounds fishy to me.

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  • replied
    ok. oh, 10 characters

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  • replied
    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.

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  • replied
    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.

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  • replied
    no other way?

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  • replied
    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.

    Leave a comment:


  • replied
    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)

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  • replied
    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).

    Leave a comment:

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