Sulick said:
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.