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Metin2 EP, Valorant VP dahil tüm oyun ürünlerini en uygun fiyatlarla bulabilir, Item ve Karakterlerinizi hızlıca satabilirsiniz. HEMEN TIKLA!
Paylaşım teşekkürler herkese iyi forumlar dilerim bu filesin kurulumunu yaptım bilgim çok az olduğu için soruyorum yeni gelen silah ve diğer itemleri nasıl ekleyebiliriz 25.1 güncellemesi gibi unpack konuları mevcut direk unpack kurulumu yapılsa yeni itemler ve donusum npcleri filan eklenebilirmi eklenemez ise eklenmesi için araştırma yapmam için yönlendirebilirmisiniz acaba
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I discovered an error. I haven't understood its source or cause yet. All the words in the locale_string.txt file located in the /usr/home/main/share/locale/europe directory are not working. It doesn't even read the file in the country field; it only reads all other files except locale_string.txt. It only reads lines from the source server, and the source server only contains English. It doesn't read any other languages. I don't know if the problem is only with me or if everyone is experiencing it. I'm thinking the error might be due to the absence of an official Locale String client. Is that possible?
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The locale_string.txt file in locale/europe/ (root) is DEAD CODE — it is never read. The server loads locale/europe/country/{lang}/locale_string.txtI discovered an error. I haven't understood its source or cause yet. All the words in the locale_string.txt file located in the /usr/home/main/share/locale/europe directory are not working. It doesn't even read the file in the country field; it only reads all other files except locale_string.txt. It only reads lines from the source server, and the source server only contains English. It doesn't read any other languages. I don't know if the problem is only with me or if everyone is experiencing it. I'm thinking the error might be due to the absence of an official Locale String client. Is that possible?
LC_TEXT alone never translates — but ChatPacket and SendNotice re-translate using LC_STRING(text, player_language), so the system SHOULD work.
The actual causes of the failure are problems with the DATA:
PT file: keys in Korean (lookup fails)
TR file: numeric ID format (parser ignores)
Arabic: does not exist
FR/DE/ES file: correct format (these WORK)
The fix: regenerate all locale_string.txt files with English keys that exactly match the text in the LC_TEXT("...") in the C++ code, and ensure that bLanguage in the account table is correctly defined.
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## Why locale_string.txt looks broken
The file IS loaded — but lookups fail silently.
The other files (`item_names.txt`, `mob_names.txt`, etc.) use numeric VNUMs as keys so they always match. But `locale_string.txt` uses the **exact English text from the C++ source** as the key — if the key in the file is Korean (EN file) or numeric IDs (TR file), the lookup fails and you just see the raw English from the source.
The FR file works because it has the right format: `"English key"; "French translation";`
Also, the root file at `locale/europe/locale_string.txt` is dead code — the server only reads from `country/{lang}/`.
## About adding the official Mali system
Not needed. M2Project 1-120 **already has the full Mali system** — `__MULTI_LANGUAGE_SYSTEM__` is active, language selection UI exists in the client, `ChatPacket`/`SendNotice` translate per player, `HEADER_CG_CHANGE_LANGUAGE` packet works, DB persists the `language` column. The problem is only the data files.
## About translating 6000 lines
You don't have to do it manually. The source includes `build_locale_string.py` which extracts all `LC_TEXT()` strings automatically. Use that to generate the template, then run it through any translation API (DeepL, ChatGPT, Google Translate) to bulk translate in minutes. After that you just review and fix game-specific terms.
1. Run `build_locale_string.py` → gets all English keys
2. Feed to a translation API → bulk translate
3. Format as `"English key"; "Translation";` pairs
4. Drop in `country/{lang}/locale_string.txt`
5. Manually fix ~100-200 game-specific terms
Turns 6000 manual translations into a couple hundred corrections at most.
The file IS loaded — but lookups fail silently.
The other files (`item_names.txt`, `mob_names.txt`, etc.) use numeric VNUMs as keys so they always match. But `locale_string.txt` uses the **exact English text from the C++ source** as the key — if the key in the file is Korean (EN file) or numeric IDs (TR file), the lookup fails and you just see the raw English from the source.
The FR file works because it has the right format: `"English key"; "French translation";`
Also, the root file at `locale/europe/locale_string.txt` is dead code — the server only reads from `country/{lang}/`.
## About adding the official Mali system
Not needed. M2Project 1-120 **already has the full Mali system** — `__MULTI_LANGUAGE_SYSTEM__` is active, language selection UI exists in the client, `ChatPacket`/`SendNotice` translate per player, `HEADER_CG_CHANGE_LANGUAGE` packet works, DB persists the `language` column. The problem is only the data files.
## About translating 6000 lines
You don't have to do it manually. The source includes `build_locale_string.py` which extracts all `LC_TEXT()` strings automatically. Use that to generate the template, then run it through any translation API (DeepL, ChatGPT, Google Translate) to bulk translate in minutes. After that you just review and fix game-specific terms.
1. Run `build_locale_string.py` → gets all English keys
2. Feed to a translation API → bulk translate
3. Format as `"English key"; "Translation";` pairs
4. Drop in `country/{lang}/locale_string.txt`
5. Manually fix ~100-200 game-specific terms
Turns 6000 manual translations into a couple hundred corrections at most.
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