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Here’s the english version of titles.txt, find and replace.
[code]//TITLES FOR Gunman
// Position command $position x y
// x & y are from 0 to 1 to be screen resolution independent
// -1 means center in each dimension
// Effect command $effect
// effect 0 is fade in/fade out
// effect 1 is flickery credits
// effect 2 is write out (training room)
// Text color r g b command $color
// fadein time fadeout time / hold time
// $fadein (message fade in time - per character in effect 2)
// $fadeout (message fade out time)
// $holdtime (stay on the screen for this long)
// Test values – JAY
$position -1 0.65
// Scan-out text effect
$effect 2
// This is the final color
$color 0 255 0
// This is the highlight color
$color2 0 200 50
// This is the time it takes to fade each character
$fadein 0.005
// This is the amount of time the highlight lags behind the leading edge of the text
$fxtime 0.5
// How long to hold the message on the screen (after it scans out)
$holdtime 3.5
// How long it takes to fade out the message after holding
$fadeout 1.5
//Gunman Intro sequence
$color 0 128 0
$color2 0 255 0
$fadein 0.05
$fxtime 0.2
$holdtime 2
$fadeout .5
TITLE
{
GUNMAN CHRONICLES
}
$position .8 .8
BC1
{
Rewolf
}
BC2
{
Mary Allred
}
BC3
{
Steve Baier
}
BC4
{
Adrian Banninga
}
BC5
{
Renier Banninga
}
BC6
{
Brian Bazyk
}
BC7
{
Steve Blevin
}
BC8
{
Dale Broadbent
}
BC9
{
Herbert Flower
}
BC10
{
Rodney Houle
}
BC11
{
Miriam Howes
}
BC12
{
Peter Immarco
}
BC13
{
Christopher Izatt
}
BC14
{
Joe Kennebec
}
BC15
{
Jeff Lane
}
BC16
{
Brian Legge
}
BC17
{
Cris Liesch
}
BC18
{
Bill Lovan
}
BC19
{
Christopher McArthur
}
BC20
{
Tomaz Zagar
}
BC21
{
Special Thanks To:
Erik Johnson
Marc Laidlaw
Doug Lombardi
}
$fxtime 0.3
$color 0 128 0
BC22
{
Intro Music: British Audio - www.britishaudio.com
Intro Music: Instant Access Music - www.iamusic.com
}
BC23
{
Intro Music: Sound Ideas - www.sound-ideas.com
Intro Music: Peter Immarco - ultralink.tzo.com
}
$position -1 -1
$fxtime 0.5
$color 0 255 0
SKYBASE1
{
Location :
Spiral Galaxy M51 (NGC 5194),
at the border to the Xenome infested territory
}
SKYBASE2
{
Federal Gunmen Starbase “Aeronautica”
- Crew Section
}
ValvePresents
{
ValveSoftware Presents
}
RewolfGame
{
A Rewolf Software Game
}
Gunman
{
GUNMAN
}
//Level Load Messages
// Lower left
$position 1 1
$effect 0
// Final fade-in color
$color 66 66 255
// This is the highlight/flash color
$color2 64 227 55
$fadein 0.07
$fadeout 1
$holdtime 2
Hours Later
{
Several hours later . . .
}
//red stuff
// All centered for now
$position -1 -1
$effect 0
// This is the final color
$color 200 0 0
// This is the highlight color
$color2 200 0 0
// This is the time it takes to fade each character
$fadein 0.01
// This is the amount of time the highlight lags behind the leading edge of the text
$fxtime 0.25
// How long to hold the message on the screen (after it scans out)
$holdtime 5
// How long it takes to fade out the message after holding
$fadeout .5
HOURSLATER
{
THREE HOURS LATER…
}
KILLGUNMAN
{
YOU HAVE BEEN FOUND
GUILTY OF HIGH TREASON !
DO NOT HARM FELLOW GUNMEN
}
TANKWITHPLAYER
{
YOU HAVE BEEN TELEPORTED
INTO KATA-SPACE !
}
TANKNOPLAYER
{
YOU NEED THE TANK TO
DESTROY THE KATA-CANNON !
}
KATAHITGUNNER
{
YOU NEED THE MAINFRAME’S DRONE
TO DESTROY THE GENERAL’S WAR DRONE !
}
//INTRO TITLES
// All centered for now
$position 0.8 0.8
$effect 0
// This is the final color
$color 0 255 255
// This is the highlight color
$color2 255 255 255
// This is the time it takes to fade each character
$fadein 0.01
// This is the amount of time the highlight lags behind the leading edge of the text
$fxtime 0.25
// How long to hold the message on the screen (after it scans out)
$holdtime 6
// How long it takes to fade out the message after holding
$fadeout 3
//ENDMAP
// All centered for now
$position 0.8 0.8
$effect 0
// This is the final color
$color 0 255 255
// This is the highlight color
$color2 255 255 255
// This is the time it takes to fade each character
$fadein 0.01
// This is the amount of time the highlight lags behind the leading edge of the text
$fxtime 0.25
// How long to hold the message on the screen (after it scans out)
$holdtime 6
// How long it takes to fade out the message after holding
$fadeout 3
BC1X
{
PROJECT LEADER
Herbert Flower
}
BC2X
{
PROGRAMMING
Brian Legge-
(lead programmer)
Christopher McArthur
Brian Bazyk (vehicles)
}
BC3X
{
FOLEY TECHNICIAN/SOUND
Peter Immarco-
(lead sound engineer)
Steve Blevin
}
BC4X
{
LEVEL DESIGN
Steven Baier-
(lead level designer)
Herbert Flower
Tomaz Zagar
Rodney Houle
Reid Kimball
Dale Broadbent
}
BC5X
{
MODELS
Renier Banninga-
(lead 3D artist)
Christopher Izatt
Adrian Banninga
}
BC6X
{
TEXTURES and SKINS
Mary Allred-
(lead 2D artist)
Herbert Flower
Renier Banninga
Miriam Howes
}
BC7X
{
RENDERED CINEMATIC
Adrian Banninga
}
BC8X
{
MUSIC
Steve Blevin
Chris Liesch
Anthony Brown
Chris Jensen
}
BC9X
{
SPECIAL THANKS TO
Aaron Stackpole
David Eckblad
Everyone at VALVE
and SIERRA
}
BC10X
{
Animal Sounds courtesy of the following companies:
Naturesongs - www.naturesongs.com
The Australian Broadcasting Company - www.abc.net.au
Hollywood Sound Factory - www.hollywoodsoundfactory.com
}
BC11X
{
Cinematic Music by British Audio - www.britishaudio.com
Cinematic Music by Instant Access Music - www.iamusic.com
Cinematic Music by Sound Ideas - www.sound-ideas.com
Cinematic Music by Peter Immarco - ultralink.tzo.com
Vocal Samples courtesy of Spectrasonics’ “Symphony of Voices”
}
BC12X
{
PLAYTESTERS:
John Largis - Stephen Musch
Jared Guthrie - Rick Gusa
Dave Thomas - Marc Nagel
Jon Pulling - Niko Simonson
Craig Bradford
}
BC13X
{
VOICES:
Bill Lovan – the “Bandit”
Cynthia Jones – Mainframe AI
Mary Kae Irvin – Intro announcer
Eric Snellman – as “The General”
Dex Manley – Gunman soldier
Jim French – The scientist
Peter Immarco – Misc.
}
// In-Game messages
$position -1 0.65
$effect 2
// This is the final color
$color 100 100 100
// This is the highlight color
$color2 240 110 0
// This is the time it takes to fade each character
$fadein 0.01
// This is the amount of time the highlight lags behind the leading edge of the text
$fxtime 0.25
// How long to hold the message on the screen (after it scans out)
$holdtime 2.0
// How long it takes to fade out the message after holding
$fadeout 0.5
GAMESAVED
{
Saved…
}
//HAZARD COURSE TEXT
// Test values – JAY
$position -1 0.65
// Scan-out text effect
$effect 2
// This is the final color
$color 0 255 0
// This is the highlight color
$color2 0 200 50
// This is the time it takes to fade each character
$fadein 0.005
// This is the amount of time the highlight lags behind the leading edge of the text
$fxtime 0.5
// How long to hold the message on the screen (after it scans out)
$holdtime 3.5
// How long it takes to fade out the message after holding
$fadeout 1.5
ENDBOSS1
{
DESTROY THE GENERAL’S
KATA-CANNON
}
ENDBOSS2
{
KATA-CANNON DESTROYED
}
ENDBOSS3
{
LURE THE GENERAL TO THE
MAINFRAME’S HEAVY DRONE
}
ENDBOSS4
{
PROTECT THE MAINFRAME’S
DRONE FROM THE XENOMES
}
ENDBOSS5
{
THE MAINFRAME’S DRONE
HAS BEEN DESTROYED!
}
$position -1 0.65
$holdtime 6
TEACH0
{
MOVE FORWARD BY PRESSING FORWARD KEY
MOVE BACKWARD BY PRESSING BACKWARD KEY
MOVE LEFT BY PRESSING MOVELEFT
MOVE RIGHT BY PRESSING MOVERIGHT
}
TEACH2
{
PRESS FORWARD KEY TO RUN FORWARD
PRESS DUCK KEY TO DUCK
PRESS FORWARD + DUCK KEYS TOGETHER
TO MOVE IN STEALTH MODE
}
TEACH3
{
PRESS FORWARD KEY TO RUN FORWARD
PRESS JUMP KEY TO JUMP
}
TEACH4
{
PRESS FORWARD KEY TO MOVE UP LADDERS
PRESS BACKWARD KEY TO MOVE DOWN LADDERS
}
TEACH5
{
PRESS FORWARD KEY TO RUN FORWARD
PRESS JUMP KEY TO JUMP
}
TEACH6
{
ACTIVATE BUTTONS
BY PRESSING THE USE KEY
}
TEACH7
{
MOVE UP TO KNIFE
PRESS ATTACK1 KEY TO BREAK OBJECTS
}
TEACH8
{
USE MEDICAL STATIONS BY HOLDING DOWN
THE USE KEY UNTIL HEALTH IS AT 100
OR KIT IS DEPLETED
}
TEACH9
{
PRESS FORWARD KEY TO MOVE AGAINST BOX
KEEP PRESSING FORWARD TO PUSH BOX
}
TEACH9b
{
TO PULL THE BOX BACKWARD
PRESS USE + BACKWARD KEYS TOGETHER
}
TEACH10
{
TO JUMP OVER THE BOX
PRESS FORWARD + JUMP TOGETHER,
THEN THE DUCK KEY WHILE JUMPING
}
RANGE1
{
RETURN YOUR WEAPON
TO THE RED RECEPTACLE
}
RANGE3
{
PICK UP THE STANDARD-ISSUE PISTOL
AND GATHER AMMUNITION.
}
RANGE4
{
PRESS YOUR WEAPON CUSTOMIZATION KEY
TO ACTIVATE YOUR CUSTOMIZING MENU.
PRESS YOUR NEXT OR PREVIOUS WEAPON
KEYS TO SELECT RAPID FIRE MODE.
}
RANGE5
{
PICK UP THE SNIPER-KIT AND USE YOUR
WEAPON CUSTOMIZATION KEY TO SELECT
SNIPER MODE. HOLD DOWN YOUR FIRE
KEY TO ZOOM-IN. RELEASE TO FIRE
}
RANGE6
{
PRESS YOUR WEAPON CUSTOMIZATION KEY
TO ACTIVATE YOUR CUSTOMIZING MENU.
PRESS YOUR NEXT OR PREVIOUS WEAPON
KEYS TO SELECT CHARGE MODE.
}
RANGE7
{
DO 400 DAMAGE POINTS TO THE
HOLOGRAM TARGET BEFORE IT RESETS.
}
RANGE11
{
PICK UP THE SHOTGUN AND
GATHER AMMUNITION.
}
RANGE12
{
DO 300 DAMAGE POINTS TO THE HOLOGRAM
TARGET WITHIN THE TIME LIMIT.
}
RANGE13
{
PRESS YOUR WEAPON CUSTOMIZATION KEY
TO ACTIVATE YOUR CUSTOMIZING MENU.
PRESS YOUR NEXT OR PREVIOUS WEAPON
KEYS TO ADJUST THE SHELL-COUNT.
}
RANGE14
{
FIRING FOUR SHELLS AT ONCE WILL
INCREASE YOUR SHOTGUN’S FIREPOWER.
}
RANGE17
{
DO 500 DAMAGE POINTS TO THE HOLOGRAM
TARGET WITHIN THE TIME LIMIT.
}
RANGE18
{
SOME WEAPONS CAN OVERHEAT
CAUSING MALFUNCTIONS.
}
RANGE19
{
PICK UP THE MULTIPLE-UNIT-LAUNCH-ENGINE
}
RANGE22
{
MULTIPLE-UNIT-LAUNCH-ENGINE (M.U.L.E.)
AMMUNITION MAY BE USED LIKE GRENADES.
}
RANGE23
{
THROW THE GRENADE OVER THE BARRIER
TOWARDS THE HOLOGRAM TARGET.
}
RANGE24
{
PRESS YOUR WEAPON CUSTOMIZATION KEY
TO ACTIVATE YOUR CUSTOMIZING MENU.
PRESS YOUR NEXT OR PREVIOUS WEAPON
KEYS TO SELECT “TRIGGER TIMED” MODE.
}
RANGE25
{
PRESS YOUR WEAPON CUSTOMIZATION KEY
TO ACTIVATE YOUR CUSTOMIZING MENU.
PRESS IT AGAIN TO HIGHLIGHT “PAYLOAD”.
PRESS YOUR NEXT OR PREVIOUS WEAPON
KEYS TO SELECT “CLUSTER” MODE.
}
TANK2
{
TO ENTER THE TANK, WALK UP TO THE
SIDE AND PRESS YOUR “USE” KEY.
}
TANK3
{
USE YOUR STRAFE KEYS TO TURN THE TANK.
THE TURRET HAS INDEPENDENT CONTROLS.
}
TANK5
{
PRESS YOUR JUMP KEY TO EXIT THE TANK.
}
TANK6
{
PRESS YOUR CROUCH KEY TO FIRE THE
MACHINE GUNS. THE OTHER WEAPONS HAVE
BEEN TEMPORARILY DISABLED.
}
TANK7
{
PARK THE TANK NEXT TO THE PLATFORM EDGE
AND JUMP OUT. YOU CAN USE THE TANK’S
BODY TO HELP YOU JUMP ONTO THE PLATFORM.
}
TANK9
{
A RAMP TO THE PLATFORM HAS BEEN LOWERED.
}
ROCKET1
{
TARGET DRONES WILL BE RELEASED
INSIDE THE CAVERN.
}
ROCKET2
{
PRESS YOUR WEAPON CUSTOMIZATION KEY
TO ACTIVATE YOUR CUSTOMIZING MENU.
PRESSING IT REPEATEDLY WILL CYCLE
THROUGH THE MENU CATEGORIES.
}
ROCKET3
{
PRESS YOUR NEXT OR PREVIOUS WEAPON
KEYS TO CHANGE SETTINGS.
}
ROCKET10
{
ENTER THE ELEVATOR TO EXIT THE TRAINING
COURSE. YOU MAY CONTINUE TO PRACTICE
WITH THE M.U.L.E. OR OTHER WEAPONS.
}
FLASH1
{
PRESS YOUR FLASHLIGHT KEY TO
HELP YOU SEE BETTER IN THE DARK.
}
//map names
city1a
{
Tram Part 1
}
city1b
{
Tram Part 2
}
city2a
{
Briefing room
}
city2b
{
Movement Training
}
city3a
{
Firing Range
}
city3b
{
Landing Bay
}
mayan0a
{
Landing Zone
}
mayan0b
{
War Zone
}
mayan1
{
Anti Aircraft Site
}
mayan3a
{
The Renesaur
}
mayan4
{
The General Returns
}
mayan6
{
Outlaw Camp
}
mayan8
{
Jungle Runway
}
//Rust
rust1
{
Ferrin Moon Landing
}
rust2a
{
Outpost Section A
}
rust2b
{
Outpost Section B
}
rust3a
{
Plasma Transit Station
}
rust4a
{
Shield Tower Maintenance
}
rust4b
{
Shield Tower
}
rust4c
{
Shield Tower Cinematic
}
rust5a
{
Subterranean Encounter
}
rust6a
{
Pumping Station A
}
rust6b
{
Plasma Exhaust Station
}
rust6c
{
Laser Research Labs
}
rust6d
{
Surface Section 6D
}
rust7a
{
Surface Sector 7A
}
rust7e
{
Tram Loading Station
}
rust7b
{
Surface Sector 7B
}
rust7c
{
Mainframe Data Storage
}
rust7d
{
Mainframe Core
}
rust8a
{
Pumping Station B
}
rust9a
{
Unstable Sector
}
//West
west1
{
Icnus Crash Site
}
west2
{
Icnus Cliffside
}
west3a
{
Icnus Bombing Run
}
west3b
{
Icnus Sandstone Caves
}
west4a
{
Icnus Outpost One
}
west4b
{
Icnus Outpost Two
}
west5b
{
Icnus Motorpool
}
west6a
{
Icnus Dam
}
west6b
{
Icnus Rock Crusher
}
west6c
{
Icnus Outpost Three
}
west6d
{
Icnus Refinery
}
west6e
{
Icnus Outlaw Fortress
}
rebar0a
{
The Facility Entrance
}
rebar0b
{
Elevator Ambush
}
rebar2a
{
Deck A
}
rebar2b
{
Deck B
}
rebar3e
{
Deck B: Surface
}
rebar2c
{
Deck C
}
rebar2g
{
Deck C: Beak-Birther
}
rebar2j
{
Deck D: Genetic Labs
}
rebar2d
{
Deck D: No Way Back
}
rebar2e
{
Deck E
}
rebar2h
{
Deck E: The Mainframe
}
rebar2k
{
The new order
}
rebar2l
{
Reinforcements
}
rebar2i
{
Obvious Changes
}
rebar2f
{
Cold War
}
rebar3b
{
The Descent
}
rebar3d
{
Unusual Pathways
}
[/code]