Translating Language

Sulick

First time out of the vault
Hello everybody. I have a question, I searched forum but I couldn't find matches. I want to translate fallout 2 texts to turkish. I found some dat extractors like datman,fade,datexplorer... But none of them let the user to change master.dat's files without extracting or changing old text files with modded files. I have to extract all of the master.dat and then rebuild a new master.dat with old art,sound etc. files and with my modded text files? It takes lot of time.. Is there another way?

and when I finish translating how will I make this files a MOD?
One last thing, is fallout 2 supports turkish characters like ş,ç,ğ,ü?

If you can give a detailed answer I would be very happy. thanks guys..
 
Sulick said:
I have to extract all of the master.dat and then rebuild a new master.dat with old art,sound etc.

No. You are only changing the text. You can make a patch file that overrides just the text files. No need to put your changes in the original master.dat.

Sulick said:
when I finish translating how will I make this files a MOD?

You bundle your changed text files into a dat file, and then the game gets configured to use that as its patch file. For example in fallout2.cfg you might have:

master_patches=C:\Fallout2\Turkish.DAT

Sulick said:
One last thing, is fallout 2 supports turkish characters like ş,ç,ğ,ü?

See this screenshot. It looks like two of those characters worked but two didn't. The two that worked are extended ascii characters that are listed here. I think you might be limited to regular ascii and extended ascii (those listed on that asciitable site), but I'm not certain. Can you post a list of all of the characters that you think you'll need?
 
thanks dude_obj for all things. I need şçöğü characters.

But I couldn't understand this point: when I create a mod with datexplorer it asks me to create default folders. I say yes. Then must I only fill the text folder(or what I need) with my modded files, and leave the other folders blank and save the dat file?
 
Sulick said:
şçöğü

These are extended ascii characters:
ç - ASCII 135
ö - ASCII 148
ü - ASCII 129

But these are not: şğ

When I try to save those characters in a plain text file, the ş becomes s and the ğ becomes g, and that is what the game engine is loading. It handles the extended ascii fine, but not those other two, which I suspect may be unicode.

So I tried making a "unicode text" file which does save properly, unfortunately when I run the game, the text shows up as Error this way. This is not surprising since ascii is a single byte character set, and unicode is a multi-byte character set. It looks to me like the game engine will only accept plain ascii characters, which does include çöü but doesn't include şğ. The new screenshot shows the 3 working characters.

Sulick said:
when I create a mod with datexplorer it asks me to create default folders. I say yes. Then must I only fill the text folder(or what I need) with my modded files, and leave the other folders blank and save the dat file?

You don't need all of the folders. You can just create the text ones and insert your files. But you don't need to create a DAT file until you have finished testing. For testing, you can do this:

Make a directory to put your translations in, for example:
C:\Fallout2\Turkish.DAT

Later you will make a DAT file with that name, but the game will still work if it's a directory. Inside that directory put your text directories:

C:\Fallout2\Turkish.DAT\text\english\dialog
C:\Fallout2\Turkish.DAT\text\english\game

I don't know how (or if) \text\turkish would work, but I think you can just use the \text\english but put translated text in the files.

Then you change your fallout2.cfg:
master_patches=F:\Fallout2\Turkish.DAT

The game engine will look in Turkish.DAT first and will use whatever it finds there. When your testing is finished, then you can make a dat file with the same name for distribution.
 
Thanks again. I'll ask one more thing :)

I create a testing mod turkish.dat

and I edited config file "master_patches=C:\Program Files\BlackIsle\Fallout2\turkish.dat"

it works in startup video etc.

but i can't save/load now.. so i can't test dialogs. what must I do?
 
I thought I had tested playing with saving this way. It might be because of the critter_patches setting. Set that to the same value as master_patches. Then see if the save works.

If that doesn't work, this should:

Try saving your patch000.dat to another name like patch000.bak.
Then rename your turkish.dat to patch000.dat
Change your fallout2.cfg back to
master_patches=C:\Fallout2\Data
critter_patches=C:\Fallout2\Data

I think that should work. Do a quick test to make sure it works. Then you could extract the contents of patch000.dat into a directory called patch000.dat, make your changes there, then when you're done testing, make a new patch000.dat. The new one contains the original patch plus your changes.
 
Sulick ... I was sure I made a mod the way I first described, played it, and was able to save games. But I forgot that I used the FO2LC loader creator. I used this tool to make a loader. The loader patches the fallout executable in memory and changes its reference to patch000.dat to my patch name. This worked for me, so if the other methods don't, this one should. The loader creator is on this page:

http://modguide.nma-fallout.com/tools/#Loader

Note: I included the contents of patch000.dat in my mod, just like I described above. I extracted the contents of patch000.dat into my patch folder. Then I made my changes to the game. I made a DAT file with all of that in it. And I used FO2LC to make a loader that refers to my patch file. Saving and loading worked fine.
 
It was about critter_patch.. but if any problem occures i'll try the loader. You are most helpful. thanks a lot.
 
hello again.. i'm on my translate for a long time.. last day i translated hakunin's dialogs,
-file name is ahhakun.msg- and than i copied it into the patch folder(in the dialogs folder of course) but when i try it occures an error says "error grabbing text message" and then the game closes itself. the error is firstly occuring what should I do or where am i being mistaken?
 
If other dialog messages are working then there is likely an error in your text file.
Check all the braces like {} and make sure they all look okay.
 
I checked every brace but I couldn't find the {} mistake.. what may else this problem could be?
 
I checked it again and I found the error.. it was an {} error that i couldn't realize first.. :) thanks again..
 
Sulick said:
Thanks again. I'll ask one more thing :)

I create a testing mod turkish.dat

and I edited config file "master_patches=C:\Program Files\BlackIsle\Fallout2\turkish.dat"

it works in startup video etc.

I tried to to translate the text in the startup video but no changes at all. the subtitles are still in english. Why is that? (is it possible to translates the subtitles?)

funny, i can translates the dialogs though. btw, i'm still new at mods.

FO2LC loader creator isn't availabe at this site:
http://modguide.nma-fallout.com/tools/#Loader
other alternatives for downloading? thanx.
 
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