Can we have localization.txt's recieved from server stored on client filesystem?

Diaboliko

New member
According to my memory of old bug reports we used to have the ability to modify cached data (as in cached on disk) without them being resent by server; that was exploited (by editing trader prefabs to allow building for example) so that was taken away.

But there are times when servers provide their own localization.txt (or a part of it for modded content), which could be using one specific language localized or localizing everything without player wanting it.

There are two radical sides of it of course:

1) some people might want to play only with players that speak the same language. Dunno why, but you have a right to wish for it.

2) some people don't care who to play with (on a server); they just enjoy the company

Pretty sure you could just allow servers to force localization.txt separately and that would fix both cases.

Either way, even if server chooses to force localization.txt contents, there is no harm in storing local copy on player side. Or making a client-side-only console command to dump its contents (I kinda pity that all console commands require server-side priviliges).

Currently, client side already does keep some files so it shouldn't be a costly change.

 
I don't know if this modifies anything or not, but modlets can have Localization.txt updates and the game grabs those when it assembles the final config files as the game server starts up. That is, the in-play Localization.txt file is dynamically assembled.

This is also relates to why if players don't have a POI modlet installed locally that they don't see the names of those POIs in the Danger Meter. That is, the player's game is also dynamically assembling the Localization.txt file.

That all assumes I really understand what all the game is doing and I admit I don't fully understand your suggestion.

 
TL;DR: As a player I wanna be able to use my own localization strings for whatever server sends.

The rest is just explanations and thoughts on what extra work that should imply.


So does that mean in game you could rename a location? Or, does that mean you want to be able to edit the Localization.txt ultimately built by the server after it assembled its Localization.txt file and in some TBD way sent it to you?

 
So does that mean in game you could rename a location? Or, does that mean you want to be able to edit the Localization.txt ultimately built by the server after it assembled its Localization.txt file and in some TBD way sent it to you?
Kinda 2nd option. Reloading localization via console sure would've been nice, but I dont think there are console commands that dont require server-validation.

Cache it if not present; probably replace cache if stale (some server strings are missing in your cache); use cached localization if no strings are missing. By strings I mean values of 1st column of Localization.txt

Robust enough.

 
This should already happen. If you make a mod that has nothing but a Localization.txt file in it, and put it on your server, then the server should push those localizations to the clients.

To replace the vanilla text, use the same key that vanilla uses. Your changes should override them.

You'll have to restart the server after installing the mod though (like you do after installing any mod).

 
This should already happen. If you make a mod that has nothing but a Localization.txt file in it, and put it on your server, then the server should push those localizations to the clients.


You mentioned that before in another discussion. (I forget which one.)

It doesn't my observation unless it changed in a recent release; perhaps 1.2? What I've seen is a POI modlet's entries in Localization.txt NOT showing up in the Danger Meter unless the modlet was installed locally. Is my observation wrong? Out of date? Or perhaps there's a bug?

If I'm out of date then my installation instructions and advice to players/server operators is also out of date and I'd rather not be pushing incorrect information.

 
You mentioned that before in another discussion. (I forget which one.)

It doesn't my observation unless it changed in a recent release; perhaps 1.2? What I've seen is a POI modlet's entries in Localization.txt NOT showing up in the Danger Meter unless the modlet was installed locally. Is my observation wrong? Out of date? Or perhaps there's a bug?

If I'm out of date then my installation instructions and advice to players/server operators is also out of date and I'd rather not be pushing incorrect information.
POI data is not pushed from the server, so any POI mod is going to need to be installed on both sides. Just like asset mods.

 
This should already happen. If you make a mod that has nothing but a Localization.txt file in it, and put it on your server, then the server should push those localizations to the clients.

To replace the vanilla text, use the same key that vanilla uses. Your changes should override them.

You'll have to restart the server after installing the mod though (like you do after installing any mod).
I have no idea how people get idea that THIS was what Im asking for. Is there some extra text between rows or something?

I want for client to be able to override 'server-side only' mod localization.

 
I have no idea how people get idea that THIS was what Im asking for. Is there some extra text between rows or something?

I want for client to be able to override 'server-side only' mod localization.
Yeah, and that is not going to happen because it allows you to exploit the server by pushing malicious data or allowing you to override server functions. 

This ability existed in the past. It was used to override server settings to enable creative mode on non-creative mode servers, or to exploit other similar loopholes.

The game client needs to be on the same setup as the server, so the server sends the xml and localization data to the client when the client is joining.

What you are requesting is not likely to ever happen because it is a massive security breach.

 
You mentioned that before in another discussion. (I forget which one.)

It doesn't my observation unless it changed in a recent release; perhaps 1.2? What I've seen is a POI modlet's entries in Localization.txt NOT showing up in the Danger Meter unless the modlet was installed locally. Is my observation wrong? Out of date? Or perhaps there's a bug?

If I'm out of date then my installation instructions and advice to players/server operators is also out of date and I'd rather not be pushing incorrect information.


As SylenThunder said, I don't think that has to do with the Localization.txt file not being pushed to clients. If the clients don't have the POIs installed locally, then they don't have anything to translate.

I have seen for myself that localization changes are pushed to clients with the XML files, it's how things like new items (if they use vanilla icons) can be server-side.

I have no idea how people get idea that THIS was what Im asking for. Is there some extra text between rows or something?

I want for client to be able to override 'server-side only' mod localization.


You're right, I didn't understand that, sorry. I'm pretty sure that server-pushed Localization.txt and XML files are already stored on the client filesystem (or else the game couldn't load them), and I missed that you were asking for the ability to edit them after they were pushed.

 
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