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v0.58.0 จะฟรีสำหรับทุกคนในวันที่ 2026-09-09
รับรุ่นฟรีปัจจุบัน (v0.56.7)SHA-512: d1yHF7OcJBo8e7b2apnNiWH19FaK7+S2PHNsVD1ob/q9IIdm+StQ1YgSq8InjzJMtn2M+a/FnLvWlj9qRJXQRw==
ไบนารีตัวติดตั้งเก่าถูกตัดออกเพื่อประหยัดดิสก์ บันทึกรุ่นยังอยู่ที่นี่เพื่อประวัติ ผู้ใช้ที่แอ็กทีฟอัปเดตอัตโนมัติ
ดูบันทึกการเปลี่ยนแปลงทั้งหมดUnity games built on the Utage engine kept their whole scenario in a container the reader could not open, so only menus came out. Fixed: 443 → 1,654 strings on the test game, with the dialogue, choices and per-scene voice lines all reachable. The same repair helps any Unity game whose text lives in a list-of-strings field, not just Utage.
Utage sheets are converted spreadsheets, and most of what is in them is not dialogue — background, music and sound names, character keys. Those are now marked as excluded so a translation cannot break the game's artwork or audio, and a speaker name that doubles as a character lookup is translated through the display-name column instead.
A few Unity games draw every letter as a small hand-drawn image instead of using a font. On those, a CJK translation showed as blank space no matter which font was embedded, because there is no font to swap. RuneTranslate now draws the missing characters itself and bakes them into the game, so the translation actually appears. Confirmed working in game.
This is on by default, but it only ever runs on a game detected as drawing text this way — every other game is untouched. It can be switched off in Settings → App.
Unity games that use the older text system got no fallback font at all, so a translation into Thai, Arabic or CJK could render as boxes. They now get one.
And when a game genuinely cannot show your target language, the export says so plainly and tells you how much of the translation is affected, instead of reporting success.
A glossary entry of one or two characters could match inside a longer word and cut it in half, so レベル came back as a mix of the original and the translation. Lines looked half-untranslated as a result. Short entries are now only used where they are a word on their own; everything else is unchanged.
<param=…> are protected from the translator.Minor bug fixes and improvements.
Wolf RPG never wraps text itself, so a long translated line keeps drawing past the message box and off the screen.
Some TyranoBuilder games arrive with their files in a plain folder instead of packed into an archive, which is also what a fan-translation patcher leaves behind after it applies a patch. RuneTranslate did not recognise that layout at all, so those games reported no supported engine and could not be opened.
A game can ship a small launcher that starts the real game from a second archive beside it. RuneTranslate only ever read the first one, correctly found no dialogue in it, and reported that the game had no translatable text.
The "Translatable strings" line in the New Project dialog was counted as though every game were Japanese, whatever you had chosen. An English game therefore reported "None found — no Japanese text detected" and looked unsupported.
Games that keep their text in Japanese Shift-JIS cannot hold letters like é, ã, ç, ł or ế. They are now folded to the closest letter the game can display, so the line stays readable instead of losing characters. This was never one language: 22 of the 24 Latin-script targets were affected, with Polish, Czech, Turkish and Vietnamese hit hardest.
csv/Some RPG Maker games load their whole script from CSV files beside the game exe, and the map data holds only the call that fetches each line — so a project found the menus and none of the story. Those tables are now read, translated and written back.
Unity — games that hide their script in encrypted StreamingAssets archives.
Some Unity games are only a shell around an in-house visual-novel engine, and keep
every line of dialogue in custom encrypted .bin/.idx archives that no Unity
reader can open. RuneTranslate now reads those archives, and rebuilds them on
export. On the game this was built against that is **33,505 lines of dialogue and
1,250 choices** where the app previously found almost nothing. Character names that
the game uses as internal lookup keys are left alone, so artwork keeps loading.
Verified in game.
Image Studio — Up and Down arrow keys step through your images.
They now open the previous and next picture instead of just scrolling the list, so
you can flip through a gallery without clicking every row. With a text box selected
the arrows still nudge it — press Escape to go back to browsing.
Wolf RPG: fixed games that keep their archives in the Data folder being rebuilt in the wrong format, so the exported game refused to start with a Japanese "unknown encrypted data version" error — the format is now read from the game's own archives.
Wolf RPG: an export that rebuilds archives the game cannot read is now caught and shipped as loose files instead of a build that will not launch.
Wolf RPG: Diagnose export now sees archives inside the Data folder, so it reports on these games instead of finding nothing.
Fixes a startup crash reported against 0.56.4.
Fixes for two problems reported against 0.56.3.
begin — a provider that could not be reached, a game folder that had been moved or renamed — the
editor could be left showing a progress bar for a run that did not exist. Translate stayed
disabled, Cancel did nothing, and the only way out was to close the app and open it again.
Starting a translation from the file list, from a right-click, or from the selection bar could
also fail with nothing on screen at all. All five ways of starting a translation now say what
went wrong and hand the editor straight back to you.
Show controls added in 0.56.0 appeared in English in every language except English — as did
the rest of the text that shipped with them. They now read correctly in all eighteen languages,
and a few other screens picked up wording fixes along the way.
Nothing you have already translated is affected, and there is nothing to redo.
---
Coming from an older version? Everything between your build and this one is listed at
runetranslate.com/changelog.
Image Studio
Engines
An export that has to keep a few of the game's own lines now tells you, instead of finishing silently.
That's right. rather than That's right. Translation providers cannot read that: they returned it unchanged, or worse, garbled it into a mix of the original and an unrelated word. On one 60,000-line game that was 53,844 lines, none of which could be translated. Those lines are now converted to normal letters on the way to the provider. Your project and the game's own files are left exactly as they are, so nothing needs re-scanning or re-creating — open an existing project and translate.?????. The text is now written using spare character codes the game never uses, and a matching font is included with the export.patch_append10.xp3, are no longer skipped as if they were our own output — their text and images are now translated.Gemini Nano — free translation that runs on your own PC. A new provider under Settings → Providers → Free. No API key, no account and no monthly quota: it drives Google Chrome's built-in on-device translator, so nothing you translate leaves your machine. Chrome has to be installed — start it once in Settings and it appears in the project's engine dropdown.
Thai text no longer overlaps. Thai stacks a vowel and a tone mark above the same letter, and the two were being drawn in the same place. RPG Maker word-wrap no longer splits a letter away from the marks that belong to it. Kirikiri now raises each tone mark by the height of the vowel underneath it instead of by a fixed amount. Unity no longer lets an injected font inherit glyph spacing from an unrelated typeface. The Image Studio lays Thai out correctly when baking text into artwork.
Image Studio: "Detect and translate all text boxes". One button that finds every text area on the image, reads it and translates it in one go, instead of drawing each box by hand.
notes, the dialog grew taller than the window — the heading sat above the top of the screen and
the OK button below the bottom of it, so the only way out was the Enter key. The notice now
scrolls, and its button always stays in view. Every other dialog in the app got the same floor
under it.
a thicker outline than 1, always in black, and forgot the colour you had picked on the way
past. 0 now draws nothing, 1 really is the thinnest line, and your outline colour is kept for
when you turn the outline back on. Images you had already set to 0 come back correct on their
own — there is nothing to redo.
Thanks to the two people who reported these, both with screenshots.
---
Coming from an older version? Everything between your build and this one is listed at
runetranslate.com/changelog.
The free Google provider had stopped returning anything for a lot of people, and on some runs
it silently produced blank lines instead of an error.
RuneTranslate had always identified itself to Google the same way — the same single value every
tool and tutorial uses — and Google's limits are applied to that value as well as to your
connection. Being one of the many made us one of the first to be cut off.
The app now identifies itself differently from run to run, and switches again if it's turned
away mid-job. Alongside that:
line in the batch failed instantly on its first attempt. Now it backs off, tries another way
in, and only gives up when there's genuinely nothing left to try.
finished translation, so the line shipped into your game empty. That can no longer happen.
Google HTTP 429 on every row, you get one sentence telling you to wait a few minutes or switch provider — free DeepL is
right there in the list.
If a job has been sitting on failed rows, select them and translate again; nothing needs to be
re-extracted.
There's now a small notice bar for the rare occasions when something needs saying while you're
working — a provider having a bad day, planned server downtime, a bad build to avoid.
It's a thin strip at the top of the window, never a popup, and you can close it. It appears only
tl/ filesIf you're preparing a translation to send back to a game's developers, RuneTranslate can now
fill in the game's own translation files instead of building a patch.
Pick it in the New Project dialog — it appears only when the game already ships
launcher-generated translation folders:
game/tl/<language>/, one fileper script, keeping every translation identifier exactly as the Ren'Py launcher wrote it.
In this mode RuneTranslate reads the untranslated lines straight out of those files, writes your
translations back into the same place, and adds nothing else — no runtime files, and no change to
the game's language. The game's own language menu keeps working, so you can switch between
languages to proof-read. The result is the folder you hand to the developers.
A translation folder that's already partly done is picked up as-is: finished lines come in
already translated, so nothing gets re-translated or overwritten.
Existing projects are completely unaffected — they keep producing the same playable patch as
before.
Infrastructure and reliability, mostly behind the scenes.
Cloud translation memory is faster and steadier. Compacting a large memory used to slow to a crawl once a library got big, and now finishes quickly whatever its size. If your connection drops mid-run, the app backs off and retries gently instead of immediately — and it keeps its pending queue bounded, so a long outage can no longer quietly build up memory while you keep working.
Server endpoints have been strengthened and rate-limited on our side.
Everything else is internal maintenance. Existing projects, translations and settings are unaffected — nothing to do on your end.
Fixed: some Wolf RPG games crashed at launch after export. A few bytes of a game's own script data could be mistaken for text and translated, which desynced the script and ended in a crash before the title screen. Those lines are now refused and marked in red so you can see what was skipped. Re-export from this version for a working build.
Find & replace
$ or a similar pattern with Regex on could freeze the window. Fixed.Also
?.Regex exclusions now live with your account, not just one project. Save a pattern once and re-apply it to your next project in a click — useful when a game updates and you start over. Supporters sync them across every PC they sign in on, and can manage them at runetranslate.com/account/regex-rules.
No window closes on a stray click any more. Every dialog keeps what you typed; Escape still closes, and asks first if you have unsaved edits.
New in the RT Coins shop — Moondew, a quiet night-sky theme with a slow shooting star. Built to a supporter's brief: easy on the eyes over long sessions.
Fixes
If you closed RuneTranslate, reopened a project you had already translated, and exported it, the exported build could come out with none of your translations in it — and on some games with translated lines written into the wrong place instead. The export still reported success, which is why it looked like the game simply wasn't supported.
Your translations were never lost. They were only mis-addressed on the way out, so re-exporting with this version is all that is needed to get a correct build.
Which projects were affected
Which engines were affected
Unity, Godot, Electron visual novels and TyranoBuilder. Every other engine addressed its translations differently and was never affected.
If you have an exported build that never picked up your Thai, Chinese, Korean or any other translation, export it again from this version.
เปิดเอนจินใดก็ได้เพื่อดูว่ามีอะไรเปลี่ยนไปสำหรับมันบ้าง และเปลี่ยนในเวอร์ชันไหน
Both Electron VN and TyranoBuilder projects included rows that are code rather than dialogue. These are now marked as skipped and shown as opt-in rows, so they no longer count towards your work or your translation costs — and if one is marked wrongly you can still translate it.
iscript blocks, tag lines whose settings are file names, and lists of image file names.---
Coming from an older version? Everything between your build and this one is listed at
runetranslate.com/changelog.