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v0.45.1 จะฟรีสำหรับทุกคนในวันที่ 2026-07-24
รับรุ่นฟรีปัจจุบัน (v0.44.9)Bakin: fixed an export failure on games whose engine build doesn't ship Bakin's localization plugin — those games now export through direct text replacement instead of stopping with an error. Games on the other Bakin build are unaffected and export exactly as before. Also corrected how Bakin support is described in-app: an exported Bakin build always opens already translated — the language is applied for you, not offered as an in-game choice.
SHA-512: U3MDK8gULc3kdi1RLuYFOcMI9rb3iwAPPRL16Zuy+NlReQ3t8BV//qmfMlp6s+eqV/SrN4+xR+QIBZpp4j1tGg==
ไบนารีตัวติดตั้งเก่าถูกตัดออกเพื่อประหยัดดิสก์ บันทึกรุ่นยังอยู่ที่นี่เพื่อประวัติ ผู้ใช้ที่แอ็กทีฟอัปเดตอัตโนมัติ
Unreal Engine: fixed games where menus translated but in-game dialogue stayed in the original language - dialogue text baked into cooked assets (widget Blueprints) is now translated too. Extraction also stays responsive while scanning large Unreal games (no more freeze).
Unity: fixed games with array-based dialogue where only one line per section translated - now every line translates. Added automatic non-Latin font embedding for Unity (TextMeshPro) games, so Thai, Arabic, Chinese, Japanese and Korean render instead of empty boxes.
Reliability: translation requests now use sensible timeouts, so a slow or unresponsive model fails fast instead of hanging or looping. New controls in Settings > Translation let you set the request timeout and how many retry passes to make. DeepL: Arabic is now supported on all engines; Thai works with a paid DeepL API key.
Godot: fixed exporting translations for Godot 4.4+ games (new GDPC v3 pack format). Godot 4.0-4.3 games are unaffected.
• Kirikiri / KAG visual novels: fixed exported translations not appearing in-game on titles that use a non-standard override hook (some games rename the loading hook). The translation now loads correctly on these games.
• Unreal Engine: much better AES-key auto-detection — recovers keys that games build from split 32-bit constants in the executable (previously undetectable), so more encrypted UE4/UE5 games open without pasting a key. • As an optional last resort, if the key is nowhere in the game files, RuneTranslate can (only with your explicit permission) launch your game once and read the key from its memory — it never modifies the game and leaves it running.
• Developer tier: new "Dump & localize your own game" tool — extract every translatable string from your own game (any supported engine) to CSV/JSON/PO/XLIFF, translate, and rebuild the localized game. Now supports multiple target languages in one pass. • Unreal Engine: broader export compatibility — more games now export their translated text even when the game's package container can't be rebuilt.
### Native-encrypted RPG Maker MZ support This one fought us every step of the way—and became one of the hardest RPG Maker compatibility fixes we have shipped. The game's modified `nw.dll` encrypted all 73 `data/*.json` files, rejected normal Node/Electron hooks, depended on preserved NTFS metadata and even short path lengths, and produced misleading `Failed to load Actors.json` / `Animations.json` errors when approached conventionally. RuneTranslate now recognizes this protection automatically, visibly launches the game to capture the plaintext JSON at runtime, reports progress to the user, hash-restores every temporary manifest/plugin change, and exports through a transient safe overlay without ever overwriting the encrypted originals. Real-game verified: all 73 JSON files were recovered, and the translated `[RuneTranslate Test] House` build launched and ran without errors.
Fixed Korean text rendering as boxes in Ren'Py character logs by adding additive font fallback aliases for custom UI fonts. Existing Latin/Cyrillic export behavior is unchanged.
Ren'Py: menus, screens, item descriptions and character logs now translate on games that ship their own languages — and a lot more on-screen text is picked up. Non-Latin translations (Korean, Japanese, Chinese, Thai, Arabic) now render on every screen instead of showing boxes. Developer projects: smoother importing of CSV, JSON (including flat key/value files), PO and XLIFF, and exports now preserve your file's original structure. Various fixes and polish.
**Developer projects — bring your own strings.** The Developer tab is reworked: import your own CSV / JSON / PO / XLIFF strings, pick a source language and one or more target languages, and RuneTranslate creates a project per language and translates them automatically with your chosen provider. Each opens in the normal editor and exports back to the same format — for any engine, on your own text. Also fixes the tier badge for Developer accounts.
**New: Developer tier** — adds a Developer tab that exports any project's text to CSV, JSON, PO (gettext), or XLIFF for every supported engine, so you can work with translators, CAT tools (Poedit, memoQ, Trados, Weblate), or your own pipeline — then re-import the edited file straight back into your project. Includes everything in Pro.
Save Editor now supports RPG Maker XP / VX / VX Ace (.rvdata2 etc.) and RPG Maker 2000/2003 (.lsd) saves — edit gold, variables, and switches.
Early-access release dates now show in your local timezone with a small countdown (e.g. 2 days 15 hours).
RPG Maker: games with encrypted data files now show a clear explanation instead of a confusing error when creating a project.
RPG Maker (MV/MZ): event comments now appear as opt-in rows so nothing is hidden, and choice-branch text is fully translated for more complete map coverage.
New Project is smoother: every engine now shows a live progress bar while it reads a game's text, and the app stays responsive during extraction (no more freezing on large games).
- Collaborative projects: clearer message when you try to join a project you already host
- Unreal Engine: fixes some IoStore games failing to export (auto-detects the right engine version to repack) - Collaborative projects: a stale shared project can always be deleted; you can no longer join a project you host
- New: DeepL Classic / Next-gen translation option — free, no API key, with an explicit Classic vs Next-gen model choice - Provider picker now shows brand logos and is sorted alphabetically
- The upgrade, early-access and update screens are now translated into all supported languages (they previously showed in English) - Korean FAQ text fix on the website
- New RuneTranslate logo across the app — window, taskbar, and installer - Cleaner header spacing
Unreal Engine — major improvements: • Translates UE games that keep their text inside cooked assets / Blueprints (no .locres needed) — applied at runtime so the game stays stable. • Much broader automatic AES-key detection for encrypted UE games (scans all game files + more key formats), now with a progress bar and no UI freeze. Plus stability fixes across engines.
**Unreal Engine games now open correctly.** Creating a project from a modern Unreal Engine game (UE 4.23 and newer, including UE5) failed with an error claiming no localization files could be found. The archive reader was misreading the game's file table, so it never got as far as the text. That's fixed — Unreal games are now read properly. **Clearer answers when a game can't be translated** Some Unreal games don't store their text as localization files at all — it's compiled into the game's assets. RuneTranslate now tells you that plainly, instead of giving a confusing error. If your game's text *is* there and we fail to read it, the app now says so and offers to send a report. **Also** - Error messages across the whole app no longer show the raw "Error invoking remote method..." prefix.
**Bug fix.** The note shown on the export-complete screen was only appearing once a day instead of on every export. It now shows every time you finish exporting a translated game. The **Open game folder** button is unchanged — it stays the main action and always takes you straight to your game.
**Readability fix for the Light theme.** Several pieces of text were rendered in a shade meant for dark backgrounds, which made them very hard to read on the Light theme. Fixed throughout: - The run summary shown after every translation. - The free-tier and support notices. - The refiner progress badge. - The account page. All of them now adapt properly to whichever theme you're using.
**Your game is translated — now go play it.** Exporting a finished translation used to end with a small toast showing a file path. It now ends with a proper completion panel: how many lines shipped, which images were re-baked, and a one-click **Open game folder** button so you can launch straight into the game you just made playable. **Also in this release** - Faster Google Translate throughput on full-speed (Supporter / Pro) runs. - Fewer rate-limit failures when translating with DeepL (Free, unofficial). - Clearer, friendlier wording throughout the app — refreshed in all 18 languages.
**OpenAI-Compatible API: custom request parameters.** The OpenAI-Compatible provider now has a Request parameters section in Settings → Providers — a temperature field and an Advanced parameters (JSON) box that gets merged into every request.
This lets you send whatever your provider or self-hosted server needs, for example:
{ "top_p": 0.9, "max_tokens": 512,
"chat_template_kwargs": { "enable_thinking": false } }
That last one is useful for reasoning models — turning thinking off keeps their internal monologue out of the translation (and makes them a lot faster). The required fields (model, messages) are always protected, so nothing you put here can break a request.
Nothing changes unless you fill these in — every other provider, including Local Model, behaves exactly as before.**Artemis engine: multilingual games now fully translate.** Games that ship several languages side by side (for example NinNinDays 2) previously extracted only a handful of lines. RuneTranslate now reads their dialogue, speaker names and choices in full. Your translation replaces the Japanese text, so run the exported game with Japanese selected — any official English/Chinese text the game ships is left untouched. **Artemis patch archives are now handled correctly.** Numbered archives (.pfs.000, .pfs.040, …) are read in the engine's own priority order, so text that a game's patch archive adds or replaces gets translated too — and the exported patch is numbered to load after every archive the game ships. Note for existing Artemis projects: create a NEW project for these games rather than using 'Re-scan source for new lines'. The newly-found lines are inserted mid-file, which a re-scan cannot align.