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Unreal Translator event dump

For gameplay advice and broader discussion of single-player Unreal including custom maps, mods and mutations that alter the game.

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User avatar []KAOS[]Casey
Skaarj Berserker Skaarj Berserker
Posts: 426
Joined: 25 Sep 2008, 07:25

Subject: Unreal Translator event dump

Post Posted: 27 Feb 2012, 19:23

I dumped all Unreal 1 translator events into a file from a commandlet I made.

Includes hints and altmessages if available. Does not print empty events.

http://pastebin.com/q8WrxpCE

edit: also includes other maps that happened to be sitting in my folder so whoops if there's spoilers or some shit..

User avatar Mister_Prophet
Red Nemesis Leader Red Nemesis Leader
Posts: 3099
Joined: 11 Nov 2007, 23:30
Location: Lost in Oraghar

Subject: Re: Unreal Translator event dump

Post Posted: 27 Feb 2012, 21:09

Cool Casey :tup:

Always useful to have these, easy to access. A guide I bought for Unreal like twelve years ago has them all listed in the walkthrough, so that is what I've always used short of running through the game.

User avatar TheIronKnuckle
Gilded Claw Gilded Claw
Posts: 1967
Joined: 12 Nov 2007, 07:21
Location: Riding my bicycle from the highest hill in Sydney to these forums

Subject: Re: Unreal Translator event dump

Post Posted: 27 Feb 2012, 23:20

it's tempting to do that to redeem your space and then run them through a translating program, then fix up the meaning and grammar, then release that damn translation
ImageIgnorance is knowing anything
And only idiots know everything

User avatar Mister_Prophet
Red Nemesis Leader Red Nemesis Leader
Posts: 3099
Joined: 11 Nov 2007, 23:30
Location: Lost in Oraghar

Subject: Re: Unreal Translator event dump

Post Posted: 28 Feb 2012, 00:12

Tempting for whom? Nobody wants to do that apparently :o

User avatar []KAOS[]Casey
Skaarj Berserker Skaarj Berserker
Posts: 426
Joined: 25 Sep 2008, 07:25

Subject: Re: Unreal Translator event dump

Post Posted: 28 Feb 2012, 02:15

TheIronKnuckle wrote:it's tempting to do that to redeem your space and then run them through a translating program, then fix up the meaning and grammar, then release that damn translation

You could actually parse that then have .int files to load up and alter the translator events without ever opening the editor. It should be easy.

var() localized string Message;
var() localized string AltMessage;
var() localized string Hint;

ftw



unless Oldskool uses some crazy nonstandard non-localized translator events that is..


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