Bert the Raider🎮🔫
berttheraider.bsky.social
Bert the Raider🎮🔫
@berttheraider.bsky.social
中文/ENG
Fan of all eras.
But if you ask me, the closest thing to it might be “郭”.
November 29, 2025 at 7:24 PM
The character we selected is “乔,” which is pronounced “Kiu/Kio” in Cantonese.
November 29, 2025 at 7:21 PM
However, localizing games that only support European languages—such as Star Wars: Knights of the Old Republic—requires an enormous amount of work. To my knowledge, It took our technical expert approximately one year to complete the work on KOTOR.
November 29, 2025 at 9:25 AM
Deus Ex itself has an official Japanese version, so we modified the Japanese font files, replacing thousands of characters with Chinese equivalents and establishing mappings between the original Japanese text and the new Chinese text for conversion.
November 29, 2025 at 9:23 AM
Since these languages contain more than 256 characters, they cannot be modified using the character tables provided by the game itself. Therefore, new font files must be created and the game program modified to force it to read these files.
November 29, 2025 at 9:16 AM
To my knowledge, this step is required for localizing all games originally only supporting European languages into other languages such as Chinese, Japanese, and Korean.
November 29, 2025 at 9:14 AM
However, games typically designed only for European languages will only recognize one byte. Therefore, we must hook the rendering function and modify the game program to force it to recognize three-byte characters.
November 29, 2025 at 9:13 AM
For instance, in UTF-8 encoding, the character ‘A’ corresponds to the code 0x41, but the Chinese character “啊” corresponds to the code (0xE5, 0x95, 0x8A). That's right—a single Chinese character requires three bytes.
November 29, 2025 at 9:13 AM
If the developer does not provide multilingual support, for all languages where characters exceed 256 bytes and are defined by multiple encoding bytes, you must hook the game's character rendering function. This forces it to read multi-byte characters instead of single-byte ones.
November 29, 2025 at 9:09 AM
I see. So if we want to localize Revision, we might need to hook the font rendering function and then use DLL injection to force-replace those English fonts.
November 29, 2025 at 2:47 AM
I'd like to know if Revision supports characters from other languages, but I suspect it won't differ from the original version.
November 28, 2025 at 7:25 PM
OMG, where are these texts placed?😱
November 6, 2025 at 3:22 PM
Additionally, if you have time, you may need to conduct a thorough investigation. I believe the text in the Revision version has other issues. I believe in the OG, Leo Gold was always referred to as “NSF Terrorist Leader,” but in the Revision version, his FamiliarName is now set to "Leo Gold".
November 6, 2025 at 10:46 AM
If you've ever translated this game, you'd know it's packed with subtle nuances that require meticulous consideration and fine-tuning—something LLMs simply can't achieve.
October 29, 2025 at 4:40 AM
drive.google.com/file/d/1VaPh...

We ultimately didn't use any sources downloaded from the internet. Instead, we extracted the Map Text from the OG game via the SDK. So I believe it's perfectly compatible with the vanilla version. If you need help, I can share it with you.
DeusExMapText.rar
drive.google.com
October 29, 2025 at 4:26 AM
I recommend you verify this as well. Below are some discrepancies I've identified:
October 28, 2025 at 1:42 PM
Revision added numerous elements not present in the original game and modified some existing ones, resulting in discrepancies in names compared to the vanilla build. Consequently, we ultimately abandoned the Revision version and instead extracted the genuine vanilla map text for editing.
October 28, 2025 at 1:39 PM
^Denton, my bad.
October 11, 2025 at 10:54 AM
I seem to recall that when other npcs kill people, it makes Carter dissatisfied with JC Denten.
October 11, 2025 at 10:43 AM