Ingame texts translation

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Cemini
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Joined: Thu Feb 24, 2011 9:45 am

Re: Ingame texts translation

Post by Cemini »

Nah, just see how close to your plan you can get by changing localized variables.
It was mentioned before: it is cleaner if you put the changed stuff in Botpack.cze and change

[Engine.Engine]
....
Language=cze

in UnrealTournament.ini.
http://wiki.beyondunreal.com/Localized wrote: Localized
Makes the variable localizable. The default value of the variable is read from a localization file when the class is loaded. Each subclass can have its own localized versions of the variable value. In Unreal Engine 1 and 2 and if the class is declared as PerObjectLocalized in Unreal Engine 3, each instance of the class can have its own set of localized variable values. This is useful for actors placed in a map.
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n][c][o
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Re: Ingame texts translation

Post by n][c][o »

Aah, translation works! :)

--
btw, just for information (someone can be interested in future):
I was curious how to find out all the strings which can be translated and "added" into the botpack.int file, so I did some search and learned some interesting stuff - Every variable which is declared as localized in the source file, can be localized = modified/translated in the appropriate .int file. But - many of them just aren't included in those .int files. Dunno why, they are may not necessary to be there.

Anyway, because searching for all those not-in-int-files-included lines would be too difficult, there is a way how to reveal the full .int file:
  • For translating file named test: First of all, move the test.int somewhere away from your UT/system folder.
  • Run UnrealEd
  • Write this in UEd console: dumpint test.u
  • Find test.int in yout UT/system folder
  • Check if all lines from the old .int file are included also in the new one. If not, add them.
  • Start overwriting and changing strings in the new file. :)
For example the full botpack.int file has about 100KB in size.
nicio
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