Re: Korean language file
PostPosted: Sun Nov 30, 2014 8:10 am
There is a lot of code in DOL that needs to translate "sentences" but that lacks a reference to the player receiving the message (mostly Broadcast and other Server-Side Assets...).
When DOL can't get a reference to player and/or player.Language, it use Server Language (it's not automatic, some developers made this choice instead of heavy workarounds to get player targeted language...), I can't help you much around this, even my own updates are not really "Translation" Friendly :s
And Client crack is definitely not a solution :
1st : It goes against the laws protecting copyrighted materials in a lot of Countries
2nd: You'll have to provide this crack to your players depending on the version they're using and it'll get harder to keep up with every new DLL...
There is one thing important in Client->Server softwares, the Server can LIE !
The server can tell the client that character name is "Arthur" when in fact they are named in japanese or korean in Database, then switch back to the real name when it's a "packet" that can handle flawlessly the "korean" name...
I'm still having trouble connecting to your server (I made something wrong in main.dat I think...)
But if you can target what special character is triggering the client "Renaming" you could lightly edit "user-data recorded name" to make it compatible with client when choosing character and switch back to the regular display once in game !
Have you tried to put a "Latin" Character in front of player Name ? Have you tried to use a Byte Order Mark when in Character Screen ? (BOM is a special Unicode character that tells if the text is read from left to right or right to left, example : Arabian languages that are wrote in reverse... for a Latin language user
)
Is there any "convention" to convert special Asian character to "Latin" character (Like Japanese Romanji if I remember right ?) that could be used only for Character Selection Screen ?
Any work around that allow a players to enter it's char names in it's real natural language and enable server to record it "cleanly" in database, but display it in any way that prevent the renaming window
(even enforcing display of dumb name : Char 1, Char 2, Char 3, hopping player will recognize them with Class and Equipment !!)
When DOL can't get a reference to player and/or player.Language, it use Server Language (it's not automatic, some developers made this choice instead of heavy workarounds to get player targeted language...), I can't help you much around this, even my own updates are not really "Translation" Friendly :s
And Client crack is definitely not a solution :
1st : It goes against the laws protecting copyrighted materials in a lot of Countries
2nd: You'll have to provide this crack to your players depending on the version they're using and it'll get harder to keep up with every new DLL...
There is one thing important in Client->Server softwares, the Server can LIE !
The server can tell the client that character name is "Arthur" when in fact they are named in japanese or korean in Database, then switch back to the real name when it's a "packet" that can handle flawlessly the "korean" name...
I'm still having trouble connecting to your server (I made something wrong in main.dat I think...)
But if you can target what special character is triggering the client "Renaming" you could lightly edit "user-data recorded name" to make it compatible with client when choosing character and switch back to the regular display once in game !
Have you tried to put a "Latin" Character in front of player Name ? Have you tried to use a Byte Order Mark when in Character Screen ? (BOM is a special Unicode character that tells if the text is read from left to right or right to left, example : Arabian languages that are wrote in reverse... for a Latin language user

Is there any "convention" to convert special Asian character to "Latin" character (Like Japanese Romanji if I remember right ?) that could be used only for Character Selection Screen ?
Any work around that allow a players to enter it's char names in it's real natural language and enable server to record it "cleanly" in database, but display it in any way that prevent the renaming window
