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PostPosted: 27 Feb 2012, 20:23     Post subject: Unreal Translator event dump
Skaarj Berserker
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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..


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PostPosted: 27 Feb 2012, 22:09     Post subject: Re: Unreal Translator event dump
Red Nemesis Leader
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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.

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PostPosted: 28 Feb 2012, 00:20     Post subject: Re: Unreal Translator event dump
Gilded Claw
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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

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PostPosted: 28 Feb 2012, 01:12     Post subject: Re: Unreal Translator event dump
Red Nemesis Leader
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Tempting for whom? Nobody wants to do that apparently :o

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PostPosted: 28 Feb 2012, 03:15     Post subject: Re: Unreal Translator event dump
Skaarj Berserker
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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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