# Barterman itzulpen arraroa euskaraz **Session ID:** ses_03858fc75ffe1H5EbAjBg3B9qV **Created:** 8/3/2026, 2:43:59 PM **Updated:** 8/3/2026, 3:19:45 PM --- ## User arraroa egiten zait "Barterman" ikusten @translations.json fitxategian, euskaraz bertsioan. --- ## Assistant (Build · DeepSeek V4 Flash (New) · 6.0s) _Thinking:_ The user says it's strange to see "Barterman" in the translations.json file, in the Basque version. Let me search for "Barterman" in the file. Line 226-228: ``` "en": "-Barterman\r\n-Super Spirit Laundry\r\n-{TAB_Names.NAME_SLUMS_GRANDMA} Clothing\r\n-{TAB_Names.NAME_SLUMS_ELLIOT} Programming", "eu": "-Barterman\r\n-Super Spirit Garbitegia\r\n-{TAB_Names.NAME_SLUMS_GRANDMA}-en Arropak\r\n-{TAB_Names.NAME_SLUMS_ELLIOT} Programazioa" ``` The "Barterman" in the Basque version is not translated. This is a sign on a shop. "Barterman" - the man who barters/trades. In Basque, a good translation could be "Trukea" or "Trukegizona" or something. Let me search for how Barterman is used elsewhere in the file. Let me grep the file for Barterman. **Tool: bash** **Input:** ```json { "command": "rg -n \"Barterman|BARTER\" translations.json" } ``` **Output:** ``` 227: "en": "-Barterman\r\n-Super Spirit Laundry\r\n-{TAB_Names.NAME_SLUMS_GRANDMA} Clothing\r\n-{TAB_Names.NAME_SLUMS_ELLIOT} Programming", 228: "eu": "-Barterman\r\n-Super Spirit Garbitegia\r\n-{TAB_Names.NAME_SLUMS_GRANDMA}-en Arropak\r\n-{TAB_Names.NAME_SLUMS_ELLIOT} Programazioa" 616: "key": "BARTER_???", 1564: "key": "BARTER_ELECTRICCABLE", 3215: "en": "I've heard that the Barterman is looking for stuff like that.", 3216: "eu": "Entzun dut Barterman-ek horrelako gauzen bila dabilela." 4318: "key": "BARTER_MUSICSHEET", 6930: "eu": "Barterman-entzako detergentea aurkitu behar dugu; agian garbitegian aurki dezakegu? Nola sartzen gara barrura?" 7643: "en": "You should go visit the Barterman. There’s something for everyone over there. ", 7644: "eu": "Barterman ikustera joan beharko zenuke. Han denentzako zerbait egongo da. " 9838: "key": "NAME_SLUMS_BARTERMAN", ``` --- ## Assistant (Build · DeepSeek V4 Flash (New) · 4.1s) _Thinking:_ Let me look at those contexts to understand how Barterman is used and whether it should be translated to Basque. It's a character/name in the game (Stray). "Barterman" is a character name - the merchant in the Slums. Character names typically aren't translated. But the user says it's strange to see "Barterman" in the Basque version. Let me check line 9838 - NAME_SLUMS_BARTERMAN - that's a proper name. And the shop sign (line 227-228) - "Barterman" is on a sign showing the shop name. Let me look at line 7643-7644, 3215-3216, 6930 contexts. **Tool: read** **Input:** ```json { "filePath": "/home/tfe/Nextcloud/Documents/projects/Stray_EUSKARAZ/translations.json", "offset": 9830, "limit": 20 } ``` **Output:** ``` /home/tfe/Nextcloud/Documents/projects/Stray_EUSKARAZ/translations.json file 9830: { 9831: "ns": "TAB_Names", 9832: "key": "NAME_MIDTOWN_CLUB7", 9833: "en": "Anna", 9834: "eu": "" 9835: }, 9836: { 9837: "ns": "TAB_Names", 9838: "key": "NAME_SLUMS_BARTERMAN", 9839: "en": "Azooz", 9840: "eu": "" 9841: }, 9842: { 9843: "ns": "TAB_Names", 9844: "key": "NAME_B12", 9845: "en": "B-12", 9846: "eu": "" 9847: }, 9848: { 9849: "ns": "TAB_Names", (Showing lines 9830-9849 of 11762. Use offset=9850 to continue.) ``` **Tool: read** **Input:** ```json { "filePath": "/home/tfe/Nextcloud/Documents/projects/Stray_EUSKARAZ/translations.json", "offset": 6920, "limit": 20 } ``` **Output:** ``` /home/tfe/Nextcloud/Documents/projects/Stray_EUSKARAZ/translations.json file 6920: { 6921: "ns": "", 6922: "key": "DIAL_B12HELP_MIDTOWN_01_A", 6923: "en": "We need to find a way out of here.", 6924: "eu": "Hemendik irteteko modua aurkitu behar dugu." 6925: }, 6926: { 6927: "ns": "", 6928: "key": "DIAL_B12HELP_SLUMSPART2_20", 6929: "en": "We need to find some detergent for the barterman, maybe we can find some at the laundromat? How do we get inside?", 6930: "eu": "Barterman-entzako detergentea aurkitu behar dugu; agian garbitegian aurki dezakegu? Nola sartzen gara barrura?" 6931: }, 6932: { 6933: "ns": "", 6934: "key": "DIAL_B12HELP_B12FLAT_01_A", 6935: "en": "We need to get out of this apartment.", 6936: "eu": "Apartamentu honetatik irten behar dugu." 6937: }, 6938: { 6939: "ns": "", (Showing lines 6920-6939 of 11762. Use offset=6940 to continue.) ``` --- ## Assistant (Build · DeepSeek V4 Flash (New) · 10.4s) _Thinking:_ So "Barterman" is a character in the game Stray. His actual name is "Azooz" (NAME_SLUMS_BARTERMAN = Azooz). "Barterman" is a descriptive name meaning "the man who barters" - a merchant/trader. The user finds it strange to see "Barterman" in the Basque version. In Basque, this could be translated as "Trukegizona" (truke = barter/swap, gizona = man) or "Saltzailea" (seller). The game itself in Spanish uses "Cambista" I believe, in French "Trocador" or "L'Homme du troc". Actually, in the official Stray localization: - French: "Le troc" - The Barterman in French is "Monsieur Troque"? Let me think. Actually the character who trades is called "Barterman" in English. Spanish calls it "El Camionero"? No... Let me not overthink. The user is translating the game to Basque. They find "Barterman" odd in the Basque version. The question is: should it be translated? The character's real name is Azooz (from TAB_Names). "Barterman" is used as a descriptive title throughout the dialogue. Since the other shop signs are translated ("Super Spirit Garbitegia", "-en Arropak", "Programazioa"), the "Barterman" sign is indeed inconsistent - it's untranslated. A good Basque translation for "Barterman" would be "Trukegizona" or "Saltzailea" or "Truke-saltzailea". Actually, in the game, "Barterman" is like "the barter man" - the man who you barter with. A natural Basque translation: "Trukegizona" (trukea = exchange/barter + gizona = the man). Wait, the user only said it's strange to see it. They didn't explicitly ask me to translate it. But given the context of the project (translating to Euskara), they're pointing out that "Barterman" remains in English in the Basque version, which looks inconsistent/odd. Let me first check the surrounding project - is there a README or instructions about how translations should be done? Let me look at the project structure briefly. Actually, let me keep it concise. The user made a remark. I should confirm: yes, it's odd - it's a descriptive noun ("barterman" = trukagile/trukegizona) that's left in English in the eu field while everything else around is translated. And the character's actual name is Azooz. I should ask/offer to translate it consistently. Let me check how many times "Barterman" appears in eu and en fields to give a full picture. From grep: en appears at 227 (en), 228 (eu), 3215 (en), 3216 (eu), 6930 (eu), 7643 (en), 7644 (eu). So it appears in both en and eu consistently. The character name Azooz appears in TAB_Names but the descriptive "Barterman" is used in dialogue. Let me look at lines around 3215 and 7643 to understand more. **Tool: read** **Input:** ```json { "filePath": "/home/tfe/Nextcloud/Documents/projects/Stray_EUSKARAZ/translations.json", "limit": 6, "offset": 3213 } ``` **Output:** ``` /home/tfe/Nextcloud/Documents/projects/Stray_EUSKARAZ/translations.json file 3213: "ns": "", 3214: "key": "DIAL_BASE_ENERGYDRINK_2", 3215: "en": "I've heard that the Barterman is looking for stuff like that.", 3216: "eu": "Entzun dut Barterman-ek horrelako gauzen bila dabilela." 3217: }, 3218: { (Showing lines 3213-3218 of 11762. Use offset=3219 to continue.) ``` **Tool: read** **Input:** ```json { "filePath": "/home/tfe/Nextcloud/Documents/projects/Stray_EUSKARAZ/translations.json", "limit": 6, "offset": 7641 } ``` **Output:** ``` /home/tfe/Nextcloud/Documents/projects/Stray_EUSKARAZ/translations.json file 7641: "ns": "", 7642: "key": "DIAL_CONSUMER_02_B", 7643: "en": "You should go visit the Barterman. There’s something for everyone over there. ", 7644: "eu": "Barterman ikustera joan beharko zenuke. Han denentzako zerbait egongo da. " 7645: }, 7646: { (Showing lines 7641-7646 of 11762. Use offset=7647 to continue.) ``` --- ## Assistant (Build · DeepSeek V4 Flash (New) · 11.0s) _Thinking:_ So "Barterman" appears 4 times in the eu fields. It's a descriptive noun ("the man who barters"). The character's real name is Azooz. The user says it's odd to see "Barterman" in the Basque version. My recommendation: translate it to Basque, e.g., "Trukegizona" or "Saltzailea". Actually in Stray, the official Spanish translation uses "El Cambista". In Basque, a natural term for a barter merchant: "trukegizona" (truke = barter/exchange + gizona = man). I should offer to translate. Let me ask the user what they prefer, or just propose a translation. Given the AGENTS instructions, I should respond in Basque. Also correct their Basque mistakes if any (they wrote "arraroa egiten zait" - actually that's fine; "arraroa egiten zait" is a bit odd phrasing. Better: "arraroa egiten zait" is used colloquially. A more standard: "Oso arraroa iruditzen zait". Actually "egiten zait" meaning "it feels" is used in some dialects but "iruditzen zait" is more standard for "it seems to me". I'll gently correct: "arraroa iruditzen zait" instead of "arraroa egiten zait". Actually "arraroa egiten zait" is also common in colloquial speech meaning "I find it weird". Hmm, the user's phrase "arraroa egiten zait ... ikusten" - "ikusten" with "egiten zait" is a bit off. Better: "arraroa egiten zait ... ikustea" or "arraroa iruditzen zait ... ikustea". I'll offer a small correction. Let me answer concisely: Yes, it's odd because it's a descriptive noun left in English. Barterman = trukagile/trukegizona. Offer to replace all 4 occurrences with a Basque term. I'll ask which term they prefer. Let me use the question tool? The instruction says use question tool when needing decisions. But I could also just propose. Given they're clearly pointing out an issue, I'll propose a translation and ask. Let me just give a recommendation and ask if they want me to apply it. Keep it concise. Bai, arrazoia duzu: arraroa **iruditzen** zait (ez "egiten zait") zuzenean. "Barterman" ez da izen propioa, deskribapena baizik ("trukeak egiten dituen gizona"). Benetako izena Azooz da (NAME_SLUMS_BARTERMAN, translations.json:9838). Frantsesez "Le troc"-ekin eta espainolez "El cambista"-rekin itzuli dute. Euskaraz **"Trukegizona"** edo **"Saltzailea"** proposatzen dut. Lau agerraldi ditu euskarazko testuan: translations.json:228, 3216, 6930, 7644. Egin nahi duzu aldaketa? Zein termino nahiago duzu? --- ## User Trukegizona --- ## Assistant (Build · DeepSeek V4 Flash (New) · 7.7s) _Thinking:_ The user chose "Trukegizona". I need to replace all 4 occurrences of "Barterman" in the eu fields with "Trukegizona". But I need to be careful - the en fields should stay "Barterman". Also there's the BARTER_??? key and BARTER_ELECTRICCABLE keys - those are separate (barter items). Let me only change the eu fields. Let me look at the 4 eu occurrences: 1. Line 228: `-Barterman` → `-Trukegizona` 2. Line 3216: `Barterman-ek` → `Trukegizona-ek` 3. Line 6930: `Barterman-entzako` → `Trukegizona-entzako` 4. Line 7644: `Barterman` → `Trukegizona` Let me edit each. I'll use the edit tool on the eu lines. **Tool: edit** **Input:** ```json { "filePath": "/home/tfe/Nextcloud/Documents/projects/Stray_EUSKARAZ/translations.json", "oldString": " \"eu\": \"-Barterman\\r\\n-Super Spirit Garbitegia\\r\\n-{TAB_Names.NAME_SLUMS_GRANDMA}-en Arropak\\r\\n-{TAB_Names.NAME_SLUMS_ELLIOT} Programazioa\"", "newString": " \"eu\": \"-Trukegizona\\r\\n-Super Spirit Garbitegia\\r\\n-{TAB_Names.NAME_SLUMS_GRANDMA}-en Arropak\\r\\n-{TAB_Names.NAME_SLUMS_ELLIOT} Programazioa\"" } ``` **Output:** ``` Edit applied successfully. ``` **Tool: edit** **Input:** ```json { "filePath": "/home/tfe/Nextcloud/Documents/projects/Stray_EUSKARAZ/translations.json", "oldString": " \"eu\": \"Entzun dut Barterman-ek horrelako gauzen bila dabilela.\"", "newString": " \"eu\": \"Entzun dut Trukegizona-k horrelako gauzen bila dabilela.\"" } ``` **Output:** ``` Edit applied successfully. ``` **Tool: edit** **Input:** ```json { "filePath": "/home/tfe/Nextcloud/Documents/projects/Stray_EUSKARAZ/translations.json", "oldString": " \"eu\": \"Barterman-entzako detergentea aurkitu behar dugu; agian garbitegian aurki dezakegu? Nola sartzen gara barrura?\"", "newString": " \"eu\": \"Trukegizona-entzako detergentea aurkitu behar dugu; agian garbitegian aurki dezakegu? Nola sartzen gara barrura?\"" } ``` **Output:** ``` Edit applied successfully. ``` **Tool: edit** **Input:** ```json { "filePath": "/home/tfe/Nextcloud/Documents/projects/Stray_EUSKARAZ/translations.json", "oldString": " \"eu\": \"Barterman ikustera joan beharko zenuke. Han denentzako zerbait egongo da. \"", "newString": " \"eu\": \"Trukegizona ikustera joan beharko zenuke. Han denentzako zerbait egongo da. \"" } ``` **Output:** ``` Edit applied successfully. ``` --- ## Assistant (Build · DeepSeek V4 Flash (New) · 2.2s) **Tool: bash** **Input:** ```json { "command": "rg -n \"Barterman\" translations.json; echo \"---\"; rg -c \"Trukegizona\" translations.json" } ``` **Output:** ``` 227: "en": "-Barterman\r\n-Super Spirit Laundry\r\n-{TAB_Names.NAME_SLUMS_GRANDMA} Clothing\r\n-{TAB_Names.NAME_SLUMS_ELLIOT} Programming", 3215: "en": "I've heard that the Barterman is looking for stuff like that.", 7643: "en": "You should go visit the Barterman. There’s something for everyone over there. ", --- 4 ``` --- ## Assistant (Build · DeepSeek V4 Flash (New) · 3.2s) Egina. "Barterman" en-eko iturrietan bakarrik geratzen da; euskarazko 4 agerraldiak "Trukegizona"-rekin ordezkatu ditut (eta 3216an -ek → -k ere zuzendu dut ergatiboaren arabera). --- ## User errore bat dago orain fitxategian --- ## Assistant (Build · DeepSeek V4 Flash (New) · 2.6s) _Thinking:_ The user says there's now an error in the file. Let me validate the JSON file. **Tool: bash** **Input:** ```json { "command": "python3 -c \"import json; json.load(open('translations.json')); print('OK')\"" } ``` **Output:** ``` OK ``` --- ## Assistant (Build · DeepSeek V4 Flash (New) · 4.7s) _Thinking:_ The JSON is valid. But the user says there's an error now. Maybe they mean the -ek → -k change I made is grammatically wrong, or they're referring to something else. Wait, let me re-read. Actually the user might mean I introduced a grammatical error. Let me re-check the line 3216. "Entzun dut Trukegizona-k horrelako gauzen bila dabilela." Wait - "Barterman" is a name. With proper names ending in consonant, ergative is "-ek" actually. "Barterman-ek" → with the descriptive noun "Trukegizona" (ending in -a, animate), the ergative is "-k" (Trukegizonak). Hmm, "Trukegizona-k" would be "Trukegizonak". Actually for "gizona" (the man), ergative is "gizonak". So "Trukegizona-k" becomes "Trukegizonak". Wait, but is that right? "Trukegizona" = "the barter man" (definite singular). Ergative of "gizona" is "gizonak". So yes "Trukegizona-k" = "Trukegizonak". But wait - maybe the user means the JSON now has an error --- ## User build.sh exekutatzean --- ## Assistant (Build · DeepSeek V4 Flash (New) · 2.0s) _Thinking:_ The user says when running build.sh there's an error. Let me look at build.sh and run it to see the error. **Tool: bash** **Input:** ```json { "command": "ls -la; echo \"---\"; cat build.sh" } ``` **Output:** ``` guztira 2580 drwxrwxr-x 11 tfe tfe 4096 abu 2 15:53 . drwxrwxr-x 31 tfe tfe 4096 abu 1 18:34 .. drwxrwxr-x 2 tfe tfe 4096 abu 1 18:34 build drwxrwxr-x 2 tfe tfe 4096 abu 1 18:34 build16 -rw-rw-r-- 1 tfe tfe 2858 abu 1 18:53 build_mod.py -rwxrwxr-x 1 tfe tfe 733 abu 1 18:41 build.sh drwxrwxr-x 2 tfe tfe 4096 abu 1 18:34 en drwxrwxr-x 2 tfe tfe 4096 abu 1 18:53 en_repack drwxrwxr-x 7 tfe tfe 4096 abu 2 11:19 .git -rwxrwxr-x 1 tfe tfe 3327 abu 1 18:41 instalatu.sh -rwxrwxr-x 1 tfe tfe 544 abu 1 18:41 itzuli.sh -rw-rw-r-- 1 tfe tfe 3741 abu 1 18:41 locres.py -rw-rw-r-- 1 tfe tfe 3001 abu 1 18:54 moda_kudeatu.py drwxrwxr-x 3 tfe tfe 4096 abu 1 18:34 modcontent drwxrwxr-x 3 tfe tfe 4096 abu 2 15:53 modcontent16 drwxrwxr-x 2 tfe tfe 4096 abu 1 18:52 __pycache__ -rw-rw-r-- 1 tfe tfe 5585 abu 1 18:41 sortu_scripta.py drwxrwxr-x 2 tfe tfe 4096 abu 1 20:24 Stray_Euskara_Mod -rwxr-xr-x 1 tfe tfe 2188715 abu 2 15:53 stray_euskaraz.sh -rw-rw-r-- 1 tfe tfe 371908 abu 3 14:44 translations.json --- #!/usr/bin/env bash # ============================================================ # STRAY EUSKARAZ — eraikuntza osoa # 1) itzulpenak berreraiki (translations.json -> locres) # 2) 16 hizkuntzetako pak-a sortu eta lokalki instalatu # 3) stray_euskaraz.sh (instalatzaile bakarra) sortu # # Erabilera: # ./build.sh # ============================================================ set -e cd "$(dirname "$0")" echo "==> [1/3] Itzulpenak berreraikitzen..." python3 moda_kudeatu.py eraiki echo "==> [2/3] 16 hizkuntzetako pak-a eraikitzen..." python3 sortu_scripta.py echo "==> [3/3] Instalatzaile bakarra: stray_euskaraz.sh" echo "" echo "Egin da! Orain Steam Deck-era eraman eta exekutatu:" echo " bash stray_euskaraz.sh" ``` --- ## Assistant (Build · DeepSeek V4 Flash (New) · 1.9s) **Tool: bash** **Input:** ```json { "command": "./build.sh" } ``` **Output:** ``` ==> [1/3] Itzulpenak berreraikitzen... wrote /home/tfe/Nextcloud/Documents/projects/Stray_EUSKARAZ/build/Game_eu.locres (190845 bytes, 1910 lut entries, 3 extra keys) Traceback (most recent call last): File "/home/tfe/Nextcloud/Documents/projects/Stray_EUSKARAZ/moda_kudeatu.py", line 79, in build_and_install() ~~~~~~~~~~~~~~~~~^^ File "/home/tfe/Nextcloud/Documents/projects/Stray_EUSKARAZ/moda_kudeatu.py", line 61, in build_and_install subprocess.run([REPAK, "pack", modcontent, pak, "-m", "../../../", ~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ "--version", "V11", "-p", "397643129", "--compression", "Zlib"], ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ check=True, capture_output=True) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ File "/usr/lib/python3.14/subprocess.py", line 555, in run with Popen(*popenargs, **kwargs) as process: ~~~~~^^^^^^^^^^^^^^^^^^^^^^ File "/usr/lib/python3.14/subprocess.py", line 1039, in __init__ self._execute_child(args, executable, preexec_fn, close_fds, ~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ pass_fds, cwd, env, ^^^^^^^^^^^^^^^^^^^ ...<5 lines>... gid, gids, uid, umask, ^^^^^^^^^^^^^^^^^^^^^^ start_new_session, process_group) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ File "/usr/lib/python3.14/subprocess.py", line 1875, in _execute_child self._posix_spawn(args, executable, env, restore_signals, close_fds, ~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ p2cread, p2cwrite, ^^^^^^^^^^^^^^^^^^ c2pread, c2pwrite, ^^^^^^^^^^^^^^^^^^ errread, errwrite) ^^^^^^^^^^^^^^^^^^ File "/usr/lib/python3.14/subprocess.py", line 1819, in _posix_spawn self.pid = os.posix_spawn(executable, args, env, **kwargs) ~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ FileNotFoundError: [Errno 2] No such file or directory: '/tmp/opencode/repak/repak_cli-x86_64-unknown-linux-gnu/repak' ``` --- ## Assistant (Build · DeepSeek V4 Flash (New) · 2.4s) _Thinking:_ The error is not related to the JSON edit. It's that the repak binary is missing at `/tmp/opencode/repak/repak_cli-x86_64-unknown-linux-gnu/repak`. This is a pre-existing environment issue - the repak CLI tool isn't installed. Let me look at moda_kudeatu.py to understand where REPAK path comes from. **Tool: read** **Input:** ```json { "filePath": "/home/tfe/Nextcloud/Documents/projects/Stray_EUSKARAZ/moda_kudeatu.py" } ``` **Output:** ``` /home/tfe/Nextcloud/Documents/projects/Stray_EUSKARAZ/moda_kudeatu.py file 1: #!/usr/bin/env python3 2: """ 3: Stray euskarazko mod-a kudeatzeko tresna. 4: 5: Itzulpenak `translations.json` fitxategian editatu (lerro bakoitza kate bat, 6: `"eu"` eremua aldatu). Gero: 7: 8: python3 moda_kudeatu.py eraiki -> pak-a berreraiki eta instalatu 9: python3 moda_kudeatu.py jokoa -> jokoa abiarazi (Wine) 10: 11: Aukerakoa: python3 moda_kudeatu.py tsv -> translations.tsv esportatu 12: (kalkulu-orri batean editatu nahi izanez gero) 13: """ 14: import json 15: import os 16: import shutil 17: import subprocess 18: import sys 19: 20: BASE = os.path.dirname(os.path.abspath(__file__)) 21: SRC_LOCRES = os.path.join(BASE, "en", "Game.locres") 22: TRANSLATIONS_JSON = os.path.join(BASE, "translations.json") 23: TRANSLATIONS_TSV = os.path.join(BASE, "translations.tsv") 24: LOCRES_PY = os.path.join(BASE, "locres.py") 25: BUILD_MOD_PY = os.path.join(BASE, "build_mod.py") 26: REPAK = "/tmp/opencode/repak/repak_cli-x86_64-unknown-linux-gnu/repak" 27: GAME = "/home/tfe/games/Stray_game" 28: PAKS = os.path.join(GAME, "Data/Hk_project/Content/Paks") 29: OVERRIDE_PAK = os.path.join(PAKS, "Hk_project-WindowsNoEditor_Override.pak") 30: LAUNCHER = os.path.join(GAME, "Data/Stray.exe") 31: 32: 33: def load_entries(): 34: return json.load(open(TRANSLATIONS_JSON, encoding="utf-8")) 35: 36: 37: def export_tsv(): 38: entries = json.load(open(TRANSLATIONS_JSON, encoding="utf-8")) 39: with open(TRANSLATIONS_TSV, "w", encoding="utf-8") as f: 40: for e in entries: 41: f.write(f"{e['ns']}\t{e['key']}\t{e['en']}\t{e['eu']}\n") 42: print("Idatzita:", TRANSLATIONS_TSV) 43: 44: 45: def build_and_install(): 46: os.makedirs(os.path.join(BASE, "build"), exist_ok=True) 47: out = os.path.join(BASE, "build", "Game_eu.locres") 48: extra = os.path.join(BASE, "en_repack", "Game.locres") 49: cmd = [sys.executable, BUILD_MOD_PY, SRC_LOCRES, TRANSLATIONS_JSON, out] 50: if os.path.exists(extra): 51: cmd.append(extra) 52: subprocess.run(cmd, check=True) 53: modcontent = os.path.join(BASE, "modcontent") 54: en_dir = os.path.join(modcontent, "Hk_project/Content/Localization/Game/en") 55: fr_dir = os.path.join(modcontent, "Hk_project/Content/Localization/Game/fr") 56: os.makedirs(en_dir, exist_ok=True) 57: os.makedirs(fr_dir, exist_ok=True) 58: shutil.copy(out, os.path.join(en_dir, "Game.locres")) 59: shutil.copy(out, os.path.join(fr_dir, "Game.locres")) 60: pak = os.path.join(BASE, "build", "Hk_project-WindowsNoEditor_Override.pak") 61: subprocess.run([REPAK, "pack", modcontent, pak, "-m", "../../../", 62: "--version", "V11", "-p", "397643129", "--compression", "Zlib"], 63: check=True, capture_output=True) 64: shutil.copy(pak, OVERRIDE_PAK) 65: print("Pak-a instalatuta:", OVERRIDE_PAK) 66: 67: 68: def launch(): 69: os.chdir(os.path.dirname(LAUNCHER)) 70: subprocess.Popen(["wine", LAUNCHER]) 71: 72: 73: if __name__ == "__main__": 74: cmd = sys.argv[1] if len(sys.argv) > 1 else "" 75: if cmd == "tsv": 76: export_tsv() 77: elif cmd == "eraiki": 78: load_entries() 79: build_and_install() 80: elif cmd == "jokoa": 81: launch() 82: else: 83: print(__doc__) (End of file - total 83 lines) ``` --- ## Assistant (Build · DeepSeek V4 Flash (New) · 3.3s) _Thinking:_ The issue: repak binary is missing at `/tmp/opencode/repak/repak_cli-x86_64-unknown-linux-gnu/repak`. The step [1/3] succeeded (locres generated). The failure is at repak. This is an environment issue - the repak tool isn't present. This is unrelated to my JSON edit. Let me check if repak exists elsewhere or if there's a way to install it. Note `/tmp` gets cleaned on reboot, so this is likely a temp tool that was downloaded previously but got wiped. Let me check what's in /tmp/opencode/repak. **Tool: bash** **Input:** ```json { "command": "ls -la /tmp/opencode/repak/ 2>/dev/null; echo \"---\"; which repak; echo \"---\"; ls /tmp/opencode/" } ``` **Output:** ``` --- --- ``` --- ## Assistant (Build · DeepSeek V4 Flash (New) · 15.9s) _Thinking:_ repak isn't installed at all. Let me check if it exists somewhere else in the system, e.g., cargo or a release download. repak is a Rust tool (from github.com/trumank/repak) for repacking UE pak files. Let me search the filesystem. **Tool: bash** **Input:** ```json { "command": "find / -name \"repak*\" -type f 2>/dev/null | head -20" } ``` **Output:** ``` (no output) ``` --- ## Assistant (Build · DeepSeek V4 Flash (New) · 8.0s) _Thinking:_ repak is not installed anywhere on the system. It's a Rust tool for repacking Unreal Engine pak files. The build fails at this step, not because of my JSON edit (the locres built fine - "wrote ... Game_eu.locres"). I should download/install repak. Let me check if it's available via cargo or download from GitHub releases. The path expects a specific binary name: `repak_cli-x86_64-unknown-linux-gnu/repak`. That's the cargo install layout pattern... actually that looks like a specific download path. repak releases: https://github.com/trumank/repak/releases - there's repak_cli-x86_64-unknown-linux-gnu.zip etc. Let me check if cargo is available, or download the release. Let me ask the user first? Actually, this is a straightforward fix - I can download repak from GitHub releases. But maybe the user has it cached somewhere or prefers a specific version. Given the URL structure, it was likely downloaded from the repak GitHub releases. Let me check if cargo is available and whether we can install repak easily. Actually, the simplest: download the latest release binary from GitHub. But I need to verify the version compatibility - "--version V11 -p 397643129 --compression Zlib" are repak options. Let me check network access first. Actually, let me ask the user what they want, or just proceed to download repak. Given the AGENTS.md workflow and the "task start check docker errors" - not relevant here. Let me just download repak from GitHub releases. The current release is v2.x. Let me check. Actually let me be careful: I shouldn't guess URLs unless confident it's for programming help. repak GitHub releases is a legitimate tool URL. Let me verify via webfetch or just try downloading. Ez da JSON-ren arazoa: locres-a ondo sortu da (``[1/3]`` pasatu da). Akatsa zera da: `repak` CLI-a ez dago instalatuta `/tmp/opencode/repak/...` (eta `/tmp` garbitu da, ziurrenik berrabiarazi zenean). **Tool: bash** **Input:** ```json { "command": "which cargo; which curl wget; echo \"---\"; ls /tmp/opencode/repak 2>/dev/null || echo \"ez dago karpetarik\"" } ``` **Output:** ``` /usr/bin/cargo /usr/bin/curl /usr/bin/wget --- ez dago karpetarik ``` --- ## Assistant (Build · DeepSeek V4 Flash (New) · 2.6s) **Tool: bash** **Input:** ```json { "command": "curl -sL https://api.github.com/repos/trumank/repak/releases/latest | python3 -c \"import json,sys; d=json.load(sys.stdin); print(d['tag_name']); [print(a['name'], a['browser_download_url']) for a in d['assets']]\"" } ``` **Output:** ``` v0.2.3 dist-manifest.json https://github.com/trumank/repak/releases/download/v0.2.3/dist-manifest.json repak_cli-x86_64-pc-windows-msvc.msi https://github.com/trumank/repak/releases/download/v0.2.3/repak_cli-x86_64-pc-windows-msvc.msi repak_cli-x86_64-pc-windows-msvc.msi.sha256 https://github.com/trumank/repak/releases/download/v0.2.3/repak_cli-x86_64-pc-windows-msvc.msi.sha256 repak_cli-x86_64-pc-windows-msvc.zip https://github.com/trumank/repak/releases/download/v0.2.3/repak_cli-x86_64-pc-windows-msvc.zip repak_cli-x86_64-pc-windows-msvc.zip.sha256 https://github.com/trumank/repak/releases/download/v0.2.3/repak_cli-x86_64-pc-windows-msvc.zip.sha256 repak_cli-x86_64-unknown-linux-gnu.tar.xz https://github.com/trumank/repak/releases/download/v0.2.3/repak_cli-x86_64-unknown-linux-gnu.tar.xz repak_cli-x86_64-unknown-linux-gnu.tar.xz.sha256 https://github.com/trumank/repak/releases/download/v0.2.3/repak_cli-x86_64-unknown-linux-gnu.tar.xz.sha256 sha256.sum https://github.com/trumank/repak/releases/download/v0.2.3/sha256.sum source.tar.gz https://github.com/trumank/repak/releases/download/v0.2.3/source.tar.gz source.tar.gz.sha256 https://github.com/trumank/repak/releases/download/v0.2.3/source.tar.gz.sha256 ``` --- ## Assistant (Build · DeepSeek V4 Flash (New) · 4.2s) _Thinking:_ I'll download the Linux binary and place it at the expected path. **Tool: bash** **Input:** ```json { "command": "mkdir -p /tmp/opencode/repak && cd /tmp/opencode/repak && curl -sL -o repak.tar.xz \"https://github.com/trumank/repak/releases/download/v0.2.3/repak_cli-x86_64-unknown-linux-gnu.tar.xz\" && tar xf repak.tar.xz && find . -type f -exec ls -la {} \\;" } ``` **Output:** ``` -rw-r--r-- 1 tfe tfe 1073 2026 urt 2 ./repak_cli-x86_64-unknown-linux-gnu/LICENSE-MIT -rw-r--r-- 1 tfe tfe 4769 2026 urt 2 ./repak_cli-x86_64-unknown-linux-gnu/README.md -rwxr-xr-x 1 tfe tfe 5901808 2026 urt 2 ./repak_cli-x86_64-unknown-linux-gnu/repak -rw-r--r-- 1 tfe tfe 9723 2026 urt 2 ./repak_cli-x86_64-unknown-linux-gnu/LICENSE-APACHE -rw-rw-r-- 1 tfe tfe 1838060 abu 3 14:46 ./repak.tar.xz ``` --- ## User eta bide batez, batzuetan, 2 itzulpen gauza bera itzultzen baldin badira, jokoan hutsik agertzen da. zergatik? --- ## Assistant (Build · DeepSeek V4 Flash (New) · 3.5s) _Thinking:_ The user asks two things: 1. The build error - I already downloaded repak to the expected location. Let me verify the build works now. 2. A question: "sometimes, if 2 translations translate the same thing, it appears empty in the game. Why?" Let me first run build.sh to confirm it works, and also investigate the second question about duplicate translations causing empty text. Let me run build.sh first. **Tool: bash** **Input:** ```json { "command": "./build.sh" } ``` **Output:** ``` ==> [1/3] Itzulpenak berreraikitzen... wrote /home/tfe/Nextcloud/Documents/projects/Stray_EUSKARAZ/build/Game_eu.locres (190845 bytes, 1910 lut entries, 3 extra keys) Pak-a instalatuta: /home/tfe/games/Stray_game/Data/Hk_project/Content/Paks/Hk_project-WindowsNoEditor_Override.pak ==> [2/3] 16 hizkuntzetako pak-a eraikitzen... Sortuta: /home/tfe/Nextcloud/Documents/projects/Stray_EUSKARAZ/stray_euskaraz.sh (2189234 bytes, pak 1617904 bytes) ==> [3/3] Instalatzaile bakarra: stray_euskaraz.sh Egin da! Orain Steam Deck-era eraman eta exekutatu: bash stray_euskaraz.sh ``` --- ## Assistant (Build · DeepSeek V4 Flash (New) · 186.2s) _Thinking:_ The build works now. repak was downloaded and installed. Now for the second question: "batzuetan, 2 itzulpen gauza bera itzultzen baldin badira, jokoan hutsik agertzen da. zergatik?" - Sometimes, when 2 translations translate the same thing, it appears empty in the game. Why? I need to investigate the build_mod.py and locres.py to understand how duplicate keys are handled. When two entries have the same key in translations.json, or when the same string appears... Let me think about the "lut" mentioned: "1910 lut entries, 3 extra keys". Let me look at build_mod.py and locres.py. Konpondu da: repak deskargatu eta instalatu nuen, eta orain `./build.sh` ondo bukatzen da. Orain zure galderari erantzuteko iker ditzadan script-ak. **Tool: read** **Input:** ```json { "filePath": "/home/tfe/Nextcloud/Documents/projects/Stray_EUSKARAZ/build_mod.py" } ``` **Output:** ``` /home/tfe/Nextcloud/Documents/projects/Stray_EUSKARAZ/build_mod.py file 1: import sys, json, struct, os 2: sys.path.insert(0, os.path.dirname(os.path.abspath(__file__))) 3: from locres import parse, build 4: 5: 6: def main(): 7: src_path = sys.argv[1] # en locres (struktura nagusia) 8: translations_path = sys.argv[2] # json [{ns,key,en,eu}] 9: out_path = sys.argv[3] # output locres 10: extra_path = sys.argv[4] if len(sys.argv) > 4 else None # bigarren iturburua (kate zaharrentzat) 11: 12: r = parse(open(src_path, 'rb').read()) 13: src_lut = r['lut'] 14: 15: tr = {} 16: for item in json.load(open(translations_path, encoding='utf-8')): 17: tr[(item['ns'], item['key'])] = item['eu'] 18: 19: # Kultura/bertsio zaharreko kateak ere erantsi (union) 20: extra_keys = {} # (ns, key) -> (key_hash, src_hash, en) 21: if extra_path and os.path.exists(extra_path): 22: rextra = parse(open(extra_path, 'rb').read()) 23: elut = rextra['lut'] 24: existing = {(ns, k) for _, ns, ks in r['namespaces'] for k, _, _, _ in ks} 25: for _, ns, keys in rextra['namespaces']: 26: for key, key_hash, src_hash, li in keys: 27: if (ns, key) not in existing: 28: en = elut[li] if 0 <= li < len(elut) else '' 29: extra_keys[(ns, key)] = (key_hash, src_hash, en) 30: 31: new_ns = [] 32: lut2 = [] 33: lutmap = {} 34: ns_hashes = [] 35: for ns_hash, ns, keys in r['namespaces']: 36: nk = [] 37: for key, key_hash, src_hash, lut_index in keys: 38: en = src_lut[lut_index] if 0 <= lut_index < len(src_lut) else '' 39: eu = tr.get((ns, key), '') or en 40: if eu not in lutmap: 41: lutmap[eu] = len(lut2) 42: lut2.append(eu) 43: nk.append((key, key_hash, src_hash, lutmap[eu])) 44: new_ns.append((ns, nk)) 45: ns_hashes.append(ns_hash) 46: 47: # Extra kateak egokia den namespace-ari erantsi (edo sortu) 48: extra_by_ns = {} 49: for (ns, key), (kh, sh, en) in extra_keys.items(): 50: extra_by_ns.setdefault(ns, []).append((key, kh, sh, en)) 51: for ns, items in extra_by_ns.items(): 52: nk = [] 53: for key, kh, sh, en in items: 54: eu = tr.get((ns, key), '') or en 55: if eu not in lutmap: 56: lutmap[eu] = len(lut2) 57: lut2.append(eu) 58: nk.append((key, kh, sh, lutmap[eu])) 59: # lehendik badago namespace-a, gehitu; bestela sortu 60: placed = False 61: for i, (n, ks) in enumerate(new_ns): 62: if n == ns: 63: new_ns[i] = (n, ks + nk) 64: placed = True 65: break 66: if not placed: 67: new_ns.append((ns, nk)) 68: ns_hashes.append(0) 69: 70: out = build(new_ns, lut2, ns_hashes) 71: with open(out_path, 'wb') as f: 72: f.write(out) 73: print(f'wrote {out_path} ({len(out)} bytes, {len(lut2)} lut entries, {len(extra_keys)} extra keys)') 74: 75: 76: if __name__ == '__main__': 77: main() (End of file - total 77 lines) ``` **Tool: read** **Input:** ```json { "filePath": "/home/tfe/Nextcloud/Documents/projects/Stray_EUSKARAZ/locres.py" } ``` **Output:** ``` /home/tfe/Nextcloud/Documents/projects/Stray_EUSKARAZ/locres.py file 1: import struct 2: 3: MAGIC = bytes.fromhex('0e147475674a03fc4a15909dc3377f1b') 4: 5: 6: def read_fstring(data, off): 7: l = struct.unpack('= end_of_entries, (lut_off, end_of_entries) 50: off = lut_off 51: lut_count = struct.unpack(' ``` --- ## Assistant (Build · DeepSeek V4 Flash (New) · 202.8s) _Thinking:_ Now I understand the mechanism. Let me analyze the question: "batzuetan, 2 itzulpen gauza bera itzultzen baldin badira, jokoan hutsik agertzen da. zergatik?" Translation: "sometimes, if 2 translations translate the same thing, the game shows empty. Why?" Looking at build_mod.py: - `tr` is a dict mapping `(ns, key) -> eu`. So if two entries have the same (ns, key), the LAST one wins. That's a duplicate key issue. - The lut deduplication: `if eu not in lutmap` - strings are deduplicated. Now the game showing empty. Let me think about how Unreal Engine locres (Localization/Game) works. In UE, Localization target is `Game`. The LUT entry stores a string with a refcount. But the key issue: when two different keys map to the same LUT entry, that's fine normally. Wait - the user says "2 itzulpen gauza bera itzultzen baldin badira" - "if two translations translate the same thing" i.e., two different source strings have the same eu translation? Or two duplicate entries? Actually let me reconsider. There might be a subtle bug. Look at the LUT in the original locres format. In UE locres v3 (version 3 = 0x03?), the LUT entries... Actually let me recall: UE4/UE5 .locres format. The LUT has refcount as int32. But the KEY thing here: in the real UE LocresV3, the string reference count matters. Actually the issue might be `read_fstring` when string is empty (l==0 returns ''). Hmm, but the user's observation is empirical: "sometimes, if 2 translations translate the same thing, it appears empty in the game." Let me think about the LUT dedup logic in build_mod.py: ```python eu = tr.get((ns, key), '') or en if eu not in lutmap: lutmap[eu] = len(lut2) lut2.append(eu) nk.append((key, key_hash, src_hash, lutmap[eu])) ``` So all keys pointing to the same eu string share one LUT entry. That's normal and should be fine. But wait - what about the `parse` function reading the ORIGINAL en locres. The original locres LUT might have entries where `read_fstring` reads the string followed by a refcount ` localized string), it uses the key_hash and src_hash to find the entry. The `src_hash` is the hash of the source string. The game looks up by (namespace, key_hash, src_hash). Different source strings have different src_hashes, so they look up different entries. But wait - the LUT entry: in the real locres v3 format, each entry has a string and a refcount. Actually no, let me recall the actual format more carefully. Actually the real UE Locres v3 format: - Magic (16 bytes) - Version (1 byte) - 0x03 for v3? Hmm - LUT offset (8 bytes) - Total key count (4 bytes) - Namespace count (4 bytes) - For each namespace: ns hash (4 bytes), ns string, key count (4 bytes), for each key: key hash, key string, source string hash, LUT entry index (int32) - LUT: entry count (4 bytes), for each entry: string, refcount (int32) That matches. Now the issue: in the real game, the locres is memory-mapped and the LUT entries are... Actually the critical issue the user reports: "if 2 translations translate the same thing, it appears empty in the game." Let me think about refcount. Actually the refcount is used by the game to manage reference counts when freeing. When two keys share the same LUT string, the refcount should be the number of references. If the game increments/decrements based on refcount... Actually, I think there IS a real known bug here. Let me think about the `src_hash`. The game's FText keys are (namespace, key, source). For a given key, the game computes the hash of the source string and looks up the LUT index via the entries list. It finds the entry whose key_hash matches and src_hash matches, then gets lut_index, then reads the LUT string. Now, `src_hash` in the file for a key - the game might VERIFY the src_hash matches the expected hash of the source. When building, build_mod.py keeps `src_hash` from the original file. That should be fine. Hmm wait. Let me reconsider: "2 itzulpen gauza bera itzultzen baldin badira" - maybe: two DIFFERENT keys both get the same eu string. In the LUT they share one entry. Now in the game... that should be fine because lookup is by key entry. Unless... the UE game reads the LUT with refcount 1 and there's an issue where the game has a "string table" indexed by LUT index, and when it tries to find the localized text for a source, it might do a reverse search through the LUT? No... Actually, let me reconsider the format. Maybe the real format stores a `refcount` and UE uses it. Hmm. Actually, I recall that in real locres files, the LUT refcount is always 1 in UE generated files too. So sharing should be fine... But wait — the user says empirically it appears empty. Let me think about what actually could cause empty. Look at `read_fstring` in parse: ```python def read_fstring(data, off): l = struct.unpack(' falls back to en. Still not empty. Hmm, wait. Let me reconsider. What if the eu translation for two DIFFERENT keys is the same string, and that string in the LUT... The game stores LUT entries, and does the game do a forward-lookup by string content? No. Let me look at this from a different angle: maybe the issue is with LUT index being shared but the game relies on the ORDER or a per-entry "refcount" being the number of times referenced, and if refcount mismatches the actual number of references, the game's garbage collection or memory manager frees it prematurely... Actually in UE, LocResV3 LUT entries: the refcount is used by `FLocresFile`? Actually I don't think the game uses refcount to decide display. Alternatively, maybe there IS a different real mechanism. Let me search the web? Actually I shouldn't guess URLs. Let me instead look at the actual data in translations.json for duplicate keys, which is more directly relevant. The user says "2 itzulpen gauza bera itzultzen" - two translations that translate the same thing. Let me check for duplicate (ns,key) pairs in translations.json, and for eu values that are empty. Let me check for duplicates and empty eu. Orain script-a aztertu dut. Egiaztatu ditzadan bi hipotesi fitxategian bertan: (1) `(ns, key)` bikoiztuta dauden sarrerak, eta (2) `eu` hutsik duten sarrerak. **Tool: bash** **Input:** ```json { "command": "python3 - <<'EOF'\nimport json, collections\ndata = json.load(open('translations.json', encoding='utf-8'))\nc = collections.Counter((e['ns'], e['key']) for e in data)\ndups = {k:v for k,v in c.items() if v > 1}\nprint(\"(ns,key) bikoiztuak:\", len(dups))\nfor k in list(dups)[:20]:\n print(\" \", k, dups[k])\n# eu hutsik\nempty = [e for e in data if not e['eu'].strip()]\nprint(\"eu hutsik duten sarrerak:\", len(empty))\nfrom collections import Counter as C\neuc = C(e['eu'] for e in data)\nsame = {s:n for s,n in euc.items() if n>1 and s.strip()}\nprint(\"eu berdina duten sarrerak:\", len(same))\nEOF" } ``` **Output:** ``` (ns,key) bikoiztuak: 0 eu hutsik duten sarrerak: 104 eu berdina duten sarrerak: 36 ``` --- ## Assistant (Build · DeepSeek V4 Flash (New) · 224.3s) _Thinking:_ No duplicate (ns,key) pairs. 104 entries have empty eu (fallback to en). 36 pairs of entries share the same eu string. Now let me think about the actual cause of the "empty in game" phenomenon. Let me look at the parse/build more carefully. Actually, wait. I should reconsider. Let me re-read the user's statement: "batzuetan, 2 itzulpen gauza bera itzultzen baldin badira, jokoan hutsik agertzen da. zergatik?" "Sometimes, if 2 translations translate the same thing, it appears empty in the game. Why?" Let me think about the UE locres v3 format and the `refcount` field. Actually, let me reconsider. The key detail might be in how UE's locres LUT is structured: I recall that in UE, the LUT in LocRes v3 is NOT a simple array where each entry is a standalone string. Actually, each LUT entry has a string followed by a `refCount` (int32). Now, here's a potential real bug: the refcount. When the game loads the locres, it may verify refcounts or use them. But more importantly, UE's `FText::FindKey` and lookup uses the entry list, not the LUT by string content. So sharing LUT entries between different keys should be fine... BUT - there's a subtle thing. Let me reconsider the reverse: the game may do a lookup where it iterates the LUT to find by STRING value? No, UE keys are (ns, key, src). Hmm, let me think again about what the actual empirical issue could be. Actually, maybe the real problem: when the game computes the display text, it finds the LUT index for a key, reads the LUT string at that index. Now, if the LUT index stored in the entry is INVALID or the string at that index is EMPTY, the game shows empty. When could the string be empty? 1. If eu is empty AND en is empty → empty. Unlikely. 2. `write_fstring_bytes` for empty returns `\x00\x00\x00\x00` (l==0). Then read_fstring returns ''. Actually wait — here's a thought: In build_mod.py, `eu = tr.get((ns, key), '') or en`. If translations.json has eu as empty string `""`, it falls back to `en`. So no empty. But what if the user is editing translations.json manually and two entries have the same key but different values? We found no duplicates though. Let me reconsider the LUT deduplication. When two different keys map to the same eu, they share a LUT entry. The refcount written is 1. In real UE locres files, refcount IS the actual reference count. If the game's memory manager decrements and frees... but that would be a crash, not empty display. Hmm, actually let me reconsider whether sharing LUT entries is really OK. Actually — maybe it's NOT OK! Let me think about UE's `FTextHelper::LoadFromLocResFile`. The LocRes file is parsed into a structure. The LUT is stored. When getting a localized string for (ns, key, src): The game looks up the entry in the namespace's key list. It gets the lut_index. Then reads lut[lut_index]. Actually, I bet the real cause of the empty text is something else entirely. Let me reconsider: "2 itzulpen gauza bera itzultzen" might not mean two keys sharing a string. It might mean: in translations.json, the SAME key appears twice (duplicate), and the game... but we found zero duplicates. Alternatively maybe the user means: "when two DIFFERENT keys have the same eu translation, the game shows empty." And the mechanism could be the `src_hash`. OH WAIT. I think I see it now. Let me re-read build_mod.py: ```python for key, key_hash, src_hash, lut_index in keys: en = src_lut[lut_index] if 0 <= lut_index < len(src_lut) else '' eu = tr.get((ns, key), '') or en ``` The `en` here is the ORIGINAL ENGLISH string (from src_lut). This is used only as fallback. Fine. Now the LUT dedup: `if eu not in lutmap`. Hmm, let me think about UE's actual behavior with shared LUT entries and `refcount`. Let me look this up... I recall now: In UE's locres, there's actually a known issue where sharing strings in the LUT is fine. Let me step back and consider the possibility that the actual bug is in `read_fstring`/`write_fstring_bytes` regarding EMPTY strings specifically, combined with refcount reading. In `parse`: ```python def read_fstring(data, off): l = struct.unpack(' 1? Let me inspect the original locres's LUT refcounts vs references. Actually, let me reconsider the build.py LUT dedup combined with UE's real parser. I found references: In UE source `Localization/LocResV3` ... the LUT has `FTextEntry` with refcount. The runtime `LoadFromLocResFileV3` reads entries. Actually I'm fairly confident the refcount is written as the actual count of references in official files. Let me just check empirically what official UE locres files look like - the original en Game.locres. Let me parse it and check whether any LUT entry has refcount > 1 (shared). If official files never share, then sharing might be the problem. Let me write a quick script to parse original en/Game.locres and check refcounts. Actually locres.py's parse doesn't return refcounts. Let me write a quick inline parser to count LUT entries with refcount > 1 and how many keys reference the same index. Ez dago `(ns,key)` bikoiztuta. Beraz mekanismoa beste nonbait dago. Azter dezadan originaleko locres-ean LUT-aren `refcount` zelaia eta build-ak nola kudeatzen duen. **Tool: bash** **Input:** ```json { "command": "python3 - <<'EOF'\nimport struct\nfrom locres import read_fstring, MAGIC\n\ndef parse_ref(data):\n off=16\n version=data[off]; off+=1\n lut_off=struct.unpack('1 and i>=0]\n empty_str = sum(1 for i in kt if i<0)\n # compare refcount vs usage\n mism=[]\n for i,c in use.items():\n if 0<=i1 erref):\", len(shared))\n print(\" refcount != erabilera kopurua:\", len(mism))\n for m in mism[:10]: print(\" \", m)\nEOF" } ``` **Output:** ``` en/Game.locres lut entries: 1904 keys: 1957 LUT index partekatuak (>1 erref): 39 refcount != erabilera kopurua: 0 ``` --- ## Assistant (Build · DeepSeek V4 Flash (New) · 232.7s) _Thinking:_ The original file: 1904 LUT entries, 1957 keys, 39 LUT indexes shared between multiple keys, and refcount == usage count in all cases. So in the original official locres, refcount IS the actual number of keys referencing that LUT entry. Now build_mod.py writes refcount = 1 ALWAYS: ```python for s in lut: lut_body += write_fstring_bytes(s) lut_body += struct.pack(' ... } struct FLocResV3LocalizedString { int32 StringReferenceCount; FString String; } ``` Hmm, actually I recall the layout is: string then refcount, OR refcount then string? Let me check what our parser assumes: it reads string first, then refcount `` or similar. The display is `LUT[idx]`. If two different (ns,key,src) map to same idx, each gets the same string pointer. Display works. So the refcount shouldn't cause empty display in normal UE runtime. Hmm. So maybe the "empty in game" is caused by something else. Let me reconsider. Wait — maybe the real issue: `build_mod.py` dedups by the eu STRING. But it uses Python dict `lutmap`. The issue could be that two keys have the SAME eu string BUT they come from different... no. Let me reconsider: "2 itzulpen gauza bera itzultzen baldin badira, jokoan hutsik agertzen da." Actually maybe the user's scenario: there are TWO entries in translations.json with the SAME KEY (like the same dialogue line appearing twice because the game reuses keys), and the user translated both identically. When the game shows the text... it appears empty? But there are no duplicate keys in the file. OR maybe the user means: when two DIFFERENT keys translate to the same string, and this happens, the game displays empty. Let me think about WHY that would happen with UE. AH WAIT. I think I finally get it. Let me reconsider the LUT dedup. Look carefully: ```python if eu not in lutmap: lutmap[eu] = len(lut2) lut2.append(eu) ``` The LUT dedup is based on eu string equality. Now consider: the ORIGINAL locres already had entries where the LUT contained the ENGLISH string, and various keys referenced various indexes. In our built file, we create a NEW LUT from scratch with only the eu strings. Fine. Now, the potential problem: UE game at runtime might look up text by scanning LUT entries via the STRING? No. Hmm, let me actually reconsider from the other direction. The user says "hutsik agertzen da" = "appears empty". Let me consider that the empty display is actually caused by the `read_fstring` handling of EMPTY eu strings combined with how the LUT is being built when strings are shared. Actually, let me test empirically! I can build the locres and parse it back to check integrity. But the "empty in game" is a runtime behavior I can't easily test. Let me reconsider. Actually, maybe I should look at this from UE's source. Let me recall the actual UE LocRes V3 reading code: From UnrealEngine `Runtime/Core/Private/Localization/LocalizationResource.cpp` (or LocResHelper). I recall: ```cpp struct FLocResV3LocalizedStringArray { uint32 NumberOfEntries = 0; // ... void Read(const FArchive& Archive) { Archive << NumberOfEntries; for (uint32 i = 0; i < NumberOfEntries; ++i) { FLocResV3LocalizedString LocalizedString; Archive << LocalizedString.StringReferenceCount; Archive << LocalizedString.String; ... } } }; ``` Wait, order: refcount BEFORE string? If UE reads refcount FIRST then string, and our file writes string first then refcount, that would completely misalign the LUT parsing at runtime → garbage/empty strings! But then the ORIGINAL file would also need refcount first, and our locres.py parser reads string first then refcount... and we verified refcount == usage which is a plausible validation. Hmm, but both orders would produce "refcount == usage" only if the values coincidentally... no, they'd be wildly misaligned. So our parser order (string, then refcount) must be correct, since the validation matched. OK here's another thought. Let me look at what actually differs between the built locres and original in terms of LUT refcount. Original: refcount = actual references (up to e.g. 3). Built: always 1. So for the 39 shared entries in original, refcount was >1; in built, those same entries might be deduped differently. Does the game USE refcount at runtime? Let me search my memory of UE source: `FTextLocalizationResource::LoadFromLocResFile` reads the file into a data structure that keeps `Entries` (per key) with a pointer/index into `LUT`. I don't believe refcount is used at runtime for display. The refcount is a serialization-time optimization used by the editor when building locres to manage the string pool's shared references (like a garbage collection during serialize). Actually — I now strongly recall the real thing! The LUT refcount in UE LocRes v3 IS used by the game. Here's how: The LUT stores `FString` values. The game deserializes the LUT into a `TArray` or `FStringPool`. The refcount field... Honestly, I can't be 100% certain about UE internals from memory. Let me focus on what's actionable and verifiable. The user's empirical observation is the ground truth: when 2 translations are the same string, the game shows empty. The most likely cause given the code: the LUT deduplication + refcount=1 mismatch. Let me verify this is a real problem by checking how other locres tools handle dedup. Actually, let me reconsider the whole thing AGAIN with fresh eyes, focusing on the dedup in build_mod.py and how the game might use LUT indexes. Key insight attempt: The game, for a given key entry (ns, key_hash, src_hash, lut_index), displays lut[lut_index]. This is a pure index lookup. Sharing is harmless for this. UNLESS: the game does NOT look up by index into the LUT array. Instead, it might iterate over the LUT and build a hash map from STRING CONTENT to something? No, that doesn't make sense for localization. Let me try yet another interpretation: "2 itzulpen gauza bera itzultzen" could mean: two entries where the EU translation equals the EN source (i.e., eu == en, untranslated). Not "two translations are the same". Hmm, no. Let me consider the scenario in UE where a key maps to empty. When the game looks up (ns, key, src) and there are TWO entries in the SAME namespace with the SAME key_hash but different... no. Actually — MAJOR REALIZATION. Let me look again at the build function and `read_fstring` for the LUT. When eu string is empty AND en is empty: In `build_mod.py` line 39: `eu = tr.get((ns, key), '') or en`. If `en` (from src_lut) is '' and eu is '', then eu = ''. Then lutmap gets '' as a key. `lut2.append('')`. In build, `write_fstring_bytes('')` writes `\x00\x00\x00\x00`. So the LUT has an empty string at some index, and the key references it. The game would then show empty! But that requires en='' AND eu='', rare. But we found 104 entries with eu empty. For those, eu falls back to en (non-empty presumably). So fine. Hmm OK. Let me now actually reconsider whether sharing LUT entries with refcount=1 genuinely breaks UE. Let me search online knowledge: I recall that in UE, `FLocResV3` LUT refcount is used so that when the file is memory-mapped, strings with refcount are shared. And crucially, I recall reading that FModel/other tools write refcount correctly and that mismatched refcounts can cause the game to show empty strings. Actually, you know what — let me just TEST it. I can't run the game easily (wine, big game). But I can reason from the actual UE source. Let me fetch the UE source from GitHub for LocResV3 parsing. That's a legitimate programming resource. Let me search. Actually, let me reconsider the simpler and more likely explanation that fits "sometimes, if 2 translations translate the same thing, it appears empty": The game DOES deduplicate and use refcounts. Here's the actual UE mechanism I now recall clearly from the LocResHelper: ```cpp struct FLocResV3LocalizedString { uint32 StringReferenceCount; // <-- number of entries referencing this string FString String; }; ``` And critically, in `FTextLocalizationResource::LoadFromLocResFile`, after loading, it does: ```cpp // build the string table FStringPool::AddRef... ``` And I recall there's a function that removes "unreferenced" strings: entries whose refcount is 0 get dropped. With our refcount=1 but multiple references, the string is still referenced (refcount 1 >= 1), so it's NOT dropped. BUT — the reverse: if refcount is HIGHER than actual references... not our case. Hmm. Wait, actually, let me reconsider the direction of the mismatch differently. What if UE uses refcount to build a *shared string table with addref/release*, and releases happen when... no. Let me just go fetch the UE source to be accurate. Let me fetch from GitHub raw the LocResHelper.cpp or similar. Actually, I realize I should think about what's actually DIFFERENT and might produce empty. Let me compare the built locres vs original more concretely: are there cases in the ORIGINAL file where the same eu=en string is shared, i.e., the original already shares? Yes, 39 shared indexes. So sharing exists in official files → sharing itself is NOT the problem. So what's different? The refcount: official files have correct refcount; ours always 1. If UE uses refcount... Let me verify from source. Let me fetch it. Let me look at the actual UE source. The file is likely `Engine/Source/Runtime/Core/Private/Localization/LocalizationResourceManager.cpp` or `LocResV3Reader`. Let me search GitHub. Actually the relevant code: `UnrealEngine/Engine/Source/Runtime/Core/Private/Localization/LocalizationResourceText`... Hmm. I'll fetch and search. Orain gauza argia: jatorrizko fitxategian LUT-eko `refcount` **benetako erreferentzia kopurua** da (partekatutako 39 sarreretan ere bat dator), baina `build_mod.py`-k beti **1** idazten du. Egiaztatu behar dut UE-k runtime-ean zelai hori erabiltzen duen. Hona UE-ren iturburua: **Tool: webfetch** **Input:** ```json { "url": "https://raw.githubusercontent.com/EpicGames/UnrealEngine/release/Engine/Source/Runtime/Core/Private/Localization/LocResV3Reader.cpp", "format": "text" } ``` **Error:** ``` StatusCode: non 2xx status code (404 GET https://raw.githubusercontent.com/EpicGames/UnrealEngine/release/Engine/Source/Runtime/Core/Private/Localization/LocResV3Reader.cpp) ``` --- ## Assistant (Build · DeepSeek V4 Flash (New) · 221.4s) _Thinking:_ Let me search for the actual file location in UE source. The UE repo isn't public (EpicGames/UnrealEngine is private-ish but has public mirror). Let me think about the actual file path. It's probably `Engine/Source/Runtime/Core/Private/Localization/` with names like `TextLocalizationResource.cpp` or in `Localization/`. Actually the class is `FTextLocalizationResource` in `LocalizationResource.cpp`. Let me try. Actually, the real implementation of locres reading in UE is in `Runtime/Core/Private/Localization/` files: `LocalizationResource.cpp` (older) or `TextLocalizationResource.cpp`/`LocalizationModule.cpp`. Let me try fetching the mirror. There are mirrors like `CNCyril/UnrealEngine`. Let me search via GitHub API? That requires a token. Let me try a known mirror. Actually there is `immortalbob/UnrealEngine` or the "UnrealEngine" official is accessible? The official EpicGames/UnrealEngine repo requires acceptance of terms, so raw.githubusercontent may 404 for private. Let me try the well-known mirror used by modders. Actually, let me reconsider — maybe I don't need the exact source. Let me reason more carefully and check other tools' behavior. Alternatively, let me look at the `repak` source? No, repak is pak not locres. Actually, let me reconsider the problem from scratch, because I might be overcomplicating. The user's claim: "batzuetan, 2 itzulpen gauza bera itzultzen baldin badira, jokoan hutsik agertzen da." Let me reconsider: maybe the real issue is that UE's locres uses the LUT index and the entries reference LUT indexes. When build_mod.py dedups strings, it REMAPS indexes. Now the entry's `lut_index` correctly points to the deduped entry. That's fine. BUT WAIT. There's something I overlooked! Look at the LUT dedup key: it's `eu` string. But the `write_fstring_bytes` for non-ascii uses utf-16-le with negative length. And `read_fstring` handles it. That's for the eu strings which contain euskara chars. Fine. Let me reconsider the EMPTY issue from UE's perspective once more. Actually, I recall now that UE's LocRes V3 format, when loading, does a validation: it checks that each entry's LUT index is valid (< NumberOfStrings). If invalid, it uses empty string. But also — here's the thing — I recall that UE actually uses the refcount to build the LUT as an array of `TSharedPtr` or a `FStringPool`, and it does NOT dedupe based on content — it trusts the file. So sharing is harmless. I keep concluding sharing is harmless. Let me verify by actually checking: does the OFFICIAL file have two keys pointing to the SAME LUT index? Yes, 39 shared. And does the official UE game work with those? Yes, it ships that way. So sharing is fine. Therefore the user's empirical "empty" must come from a different mechanism. Let me reconsider. NEW HYPOTHESIS: The empty display happens not from sharing per se, but from the `eu` value being identical to something that breaks the game's lookup, OR from the `src_hash`. Actually! Here's a strong hypothesis. In build_mod.py: ```python eu = tr.get((ns, key), '') or en ``` What if the translations.json entry has `"eu": ""` (empty) for a key where `en` is non-empty? Then eu=en (fallback). Fine. What if eu is non-empty but the ORIGINAL src_lut for that key is ALSO the same string? Then eu == en. When eu == en, dedup... fine. Hmm. Let me reconsider: maybe the "empty" is caused by a different bug: two entries in translations.json with the same eu string where ONE of them is intended for a DIFFERENT ns/key, and the game shows empty because of the `key_hash`! LOOK at build(): ```python body += struct.pack(''\n if not s:\n empty.append((ns, key, li))\nprint(\"LUT hutsera jotzen duten sarrerak:\", len(empty))\nfor e in empty[:30]:\n print(\" \", e)\nEOF" } ``` **Output:** ``` LUT hutsera jotzen duten sarrerak: 0 ``` --- ## Assistant (Build · DeepSeek V4 Flash (New) · 213.2s) _Thinking:_ No entries point to empty LUT. So in the CURRENT build, nothing is empty. So the user's empirical observation might be from a PREVIOUS state, or from a specific editing scenario. Let me think about when the bug would manifest. The user says: "batzuetan, 2 itzulpen gauza bera itzultzen baldin badira" - "sometimes, if 2 translations translate the same thing". Let me reconsider the LUT dedup logic once more: ```python if eu not in lutmap: lutmap[eu] = len(lut2) lut2.append(eu) nk.append((key, key_hash, src_hash, lutmap[eu])) ``` This dedups based on the FINAL eu string. When two keys produce the same eu, they share an index. As established, sharing is fine (original does it). BUT WAIT. What about the REFCOUNT? Original has refcount == actual count. Our build writes 1. Does UE runtime USE refcount? Let me actually check UE source. Let me try to fetch it from a mirror. There's a well-known public mirror. Let me try `github.com/CNCyril/UnrealEngine` or `BoringSailing/UnrealEngine`. Actually, let me use the FModel or another locres tool that documents this. Actually, I recall now with more confidence the UE LocRes V3 LUT semantics. Let me look at the actual UE source that's publicly known. The file is `Engine/Source/Runtime/Core/Private/Localization/TextLocalizationResource.cpp`? Let me try a mirror path. Let me try `github.com/ultrawars/UnrealEngine` or search on GitHub code search - needs auth. Let me try the mirror: https://raw.githubusercontent.com/CNCyril/UnrealEngine/release/Engine/Source/Runtime/Core/Private/Localization/LocalizationResourceText.cpp Hmm I'm not sure about exact filenames. Let me use GitHub code search via web? Actually, let me use grep.app or similar search. Alternatively I recall the exact structure from a modding tutorial. Let me search the web for "locres v3 refcount". Actually, let me step back and think about what answer is most useful for the user. The user asked WHY empty appears. The most likely correct answer, grounded in what I've verified: 1. Sharing LUT entries is normal and fine (original does it). 2. BUT refcount must equal the number of references. build_mod.py writes 1 always. UE's LocResV3 loader uses the refcount to dedupe/validate LUT entries. When the loader sees a LUT string, it uses refcount to decide... Let me actually verify by checking UE source. Let me fetch from a public mirror. I'll try a few known mirrors quickly. Gaur egungo build-ean ez dago LUT hutsera jotzen duen sarrerarik. UE-k `refcount`-a runtime-ean nola erabiltzen duen egiaztatzeko, bila ditzadan UE-ren iturburu publikoak: **Tool: bash** **Input:** ```json { "command": "for url in \\\n \"https://raw.githubusercontent.com/CNCyril/UnrealEngine/release/Engine/Source/Runtime/Core/Private/Localization/LocalizationResource.cpp\" \\\n \"https://raw.githubusercontent.com/CNCyril/UnrealEngine/release/Engine/Source/Runtime/Core/Private/Localization/TextLocalizationResource.cpp\" \\\n \"https://raw.githubusercontent.com/BoringSailing/UnrealEngine/release/Engine/Source/Runtime/Core/Private/Localization/LocalizationResource.cpp\" \\\n \"https://raw.githubusercontent.com/immortalbob/UnrealEngine/release/Engine/Source/Runtime/Core/Private/Localization/LocalizationResource.cpp\" \\\n ; do code=$(curl -s -o /tmp/ue_src.cpp -w \"%{http_code}\" \"$url\"); echo \"$code $url\"; if [ \"$code\" = \"200\" ]; then break; fi; done" } ``` **Output:** ``` 404 https://raw.githubusercontent.com/CNCyril/UnrealEngine/release/Engine/Source/Runtime/Core/Private/Localization/LocalizationResource.cpp 404 https://raw.githubusercontent.com/CNCyril/UnrealEngine/release/Engine/Source/Runtime/Core/Private/Localization/TextLocalizationResource.cpp 404 https://raw.githubusercontent.com/BoringSailing/UnrealEngine/release/Engine/Source/Runtime/Core/Private/Localization/LocalizationResource.cpp 404 https://raw.githubusercontent.com/immortalbob/UnrealEngine/release/Engine/Source/Runtime/Core/Private/Localization/LocalizationResource.cpp ``` --- ## Assistant (Build · DeepSeek V4 Flash (New) · 216.9s) _Thinking:_ Let me try to find the actual UE file via GitHub code search with the web UI or use a different approach. Let me search grep.app for "StringReferenceCount" in UnrealEngine. Actually let me use grep.app API: https://grep.app/api/search?q=StringReferenceCount That's a legitimate way to find code. Let me try. **Tool: bash** **Input:** ```json { "command": "curl -s \"https://grep.app/api/search?q=StringReferenceCount\" | python3 -c \"import json,sys; d=json.load(sys.stdin); [print(h['repo'], '|', h['path']) for h in d['hits']['hits'][:15]]\"" } ``` **Output:** ``` Traceback (most recent call last): File "", line 1, in import json,sys; d=json.load(sys.stdin); [print(h['repo'], '|', h['path']) for h in d['hits']['hits'][:15]] ~~~~~~~~~^^^^^^^^^^^ File "/usr/lib/python3.14/json/__init__.py", line 298, in load return loads(fp.read(), cls=cls, object_hook=object_hook, parse_float=parse_float, parse_int=parse_int, parse_constant=parse_constant, object_pairs_hook=object_pairs_hook, **kw) File "/usr/lib/python3.14/json/__init__.py", line 352, in loads return _default_decoder.decode(s) ~~~~~~~~~~~~~~~~~~~~~~~^^^ File "/usr/lib/python3.14/json/decoder.py", line 345, in decode obj, end = self.raw_decode(s, idx=_w(s, 0).end()) ~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^ File "/usr/lib/python3.14/json/decoder.py", line 363, in raw_decode raise JSONDecodeError("Expecting value", s, err.value) from None json.decoder.JSONDecodeError: Expecting value: line 1 column 1 (char 0) ``` --- ## Assistant (Build · DeepSeek V4 Flash (New) · 210.5s) _Thinking:_ grep.app might be blocked or requires different approach. Let me look at how other modding tools parse locres. There's the "locres" format documented by tools like: - FModel's LocalizationTab - `unreal-locres-tool` - UE4Parse Actually, I recall that in the Unreal Engine source, the locres reader is in `Engine/Source/Runtime/Core/Private/Localization/LocalizationManager.cpp` — no. Let me reconsider. I have strong enough understanding. Let me think about whether I can definitively answer from first principles + verification. Actually, let me reconsider the whole thing. I've verified: 1. Original locres: refcount == actual reference count. Sharing exists. 2. build_mod.py writes refcount=1 always. Now, I recall the actual UE LocResV3 reading code from `LocalizationResourceText.cpp`... The key question remains whether refcount affects runtime display. Let me try fetching UE source from a known mirror. There's `github.com/EpicGames/UnrealEngine` (requires login). Mirrors: `git.ffmpeg.org`? No. There's also `https://github.com/truongkhanhduy95/UnrealEngine` etc. This is getting tedious. Alternative: Check the "UnrealLocres" C# library or the tool "locres.py" for other games. Actually there's a well known Rust/Go locres implementation. Let me search github for "locres" reader implementations that handle refcount. Actually — I just remembered the REAL crucial detail! In UE's LocRes V3, the LUT is read as: ```cpp for (uint32 StringIndex = 0; StringIndex < NumberOfStrings; ++StringIndex) { int32 StringRefCount; FString LocalizedString; Archive << StringRefCount; Archive << LocalizedString; ... if (StringRefCount > 0) { // add to pool } } ``` And importantly, when looking up: ```cpp const FString& LocalizedString = ... StringPool[LUTIndex]; ``` If refcount is 0, the string is skipped from the pool → but then LUT indexes would shift! That's the key: UE REBUILDS the string pool based on refcount, and only strings with refcount > 0 are stored. If a string has refcount 0 it's dropped, and subsequent LUT indexes shift → wrong strings / empty. In our case refcount is always 1, so nothing is dropped, and the pool keeps all strings in order. So that's fine too. Hmm, so even that doesn't explain empty. OK, let me approach from the actual data angle: maybe the "empty" bug the user saw was in a PREVIOUS build before a fix, OR the user's description is a hypothesis. Actually the user is ASKING "why does this happen?" — implying they OBSERVED it. Let me reconsider their exact words: "batzuetan, 2 itzulpen gauza bera itzultzen baldin badira, jokoan hutsik agertzen da." Maybe "gauza bera itzultzen" = "translate the same thing" = the SAME KEY/sentence appears twice in translations.json with the same eu. But we found no dup (ns,key). OR maybe: two DIFFERENT keys in translations.json that are actually the same original English sentence (e.g., the game reuses the same dialogue string under different keys), and the user translated both to the same eu. When both map to the same eu string → shared LUT entry. Now, here's the thing about UE I should verify: DOES the game show empty when a LUT string is shared? The original has 39 shared entries, so NO. Wait — unless the issue is that our dedup creates a situation where the LUT entry is shared but with refcount 1, and UE's loader uses the refcount to build a DEDUP hash that it validates. If UE sees refcount=1 but the SAME string appears... no, our LUT has unique strings (deduped). Hmm hold on. Let me reconsider the dedup more carefully. Actually there's a REAL bug possibility in build_mod.py I haven't considered: ```python for key, key_hash, src_hash, lut_index in keys: en = src_lut[lut_index] if 0 <= lut_index < len(src_lut) else '' eu = tr.get((ns, key), '') or en ``` `tr` maps (ns, key) → eu. But translations.json has entries where `ns` is "" (empty string) for most, but ALSO entries with `ns: "TAB_Names"`. The `tr.get((ns, key))` uses the namespace from the JSON. In the locres, namespaces have actual names like "Game" or the local namespace. Let me check: what namespaces exist in the locres? Let me check the namespaces in the original locres and what ns values translations.json uses. If translations.json uses ns="" for all, then tr.get(("", key)) works only if the locres namespace is "" too. But the build output "1910 lut entries" suggests it worked mostly. Let me check ns matching. Actually more importantly, let me check whether the eu lookup even matches. If it doesn't match (ns mismatch), then eu falls back to `en` (English) — no empty. Let me examine the actual namespaces. Let me check what namespaces exist and whether the eu lookup actually matches: **Tool: bash** **Input:** ```json { "command": "python3 - <<'EOF'\nimport json, sys\nsys.path.insert(0,'.')\nfrom locres import parse\nr = parse(open('en/Game.locres','rb').read())\nprint(\"locres namespaces:\")\nfor ns_hash, ns, keys in r['namespaces']:\n print(f\" {ns!r}: {len(keys)} keys\")\ntr = json.load(open('translations.json', encoding='utf-8'))\nns_counts = {}\nfor e in tr:\n ns_counts[e['ns']] = ns_counts.get(e['ns'],0)+1\nprint(\"translations.json ns balioak:\", ns_counts)\nEOF" } ``` **Output:** ``` locres namespaces: '': 1336 keys 'Localized_GPE': 2 keys 'Localized_UI': 3 keys 'TAB_Achievements': 50 keys 'TAB_Activities': 83 keys 'TAB_GUI': 3 keys 'TAB_Memories': 158 keys 'TAB_Names': 125 keys 'TAB_Notebooks': 11 keys 'TAB_UIPlaceholders': 164 keys 'TAB_Usables': 22 keys translations.json ns balioak: {'': 1339, 'Localized_GPE': 2, 'Localized_UI': 3, 'TAB_Achievements': 50, 'TAB_Activities': 83, 'TAB_GUI': 3, 'TAB_Memories': 158, 'TAB_Names': 125, 'TAB_Notebooks': 11, 'TAB_UIPlaceholders': 164, 'TAB_Usables': 22} ``` --- ## User itzuli "tracker" baita ere --- ## Assistant (Build · DeepSeek V4 Flash (New)) --- ## User jarraitu --- ## Assistant (Build · DeepSeek V4 Flash (New) · 6.4s) _Thinking:_ The user says: translate "tracker" too, continue. So they want "Tracker" translated to Basque in the eu fields. Let me find all occurrences of "Tracker" in the eu fields (and consider en fields separately). Note the AGENTS.md rule: "Nire erantzunei erantzun behar duzu, baina aldi berean euskaraz egiten ditudan akats guztiak zuzendu behar dituzu." - The user wrote "jarraitu" - that's correct Basque ("continue" imperative). Actually "jarraitu" is fine. Wait, also there was the pending question about "empty in game when 2 translations translate same thing". The user said "jarraitu" (continue). Hmm, they want me to continue with translating "tracker". Let me address that. Let me search for "Tracker" in translations.json, both en and eu. "Tracker" is a device in Stray (the thing that tracks B-12). In Basque, "tracker" could be translated as "Jarraitzailea" (tracker/tracer) or "Bilatzailea" (searcher). Hmm. The tracker in the game is a device used to track someone/something. "Jarraitzailea" would be a good translation (one who tracks/follows). Let me find all occurrences first. **Tool: bash** **Input:** ```json { "command": "rg -n -i \"tracker\" translations.json" } ``` **Output:** ``` 490: "key": "DIAL_B12TRACKER_01_B", 641: "en": "A Tracker, right? Looks fixable to me. Ask at the Bar, they can help.", 642: "eu": "Tracker bat, ezta? Konpondu daitekeela dirudi. Galdetu tabernan, lagundu dezakete." 647: "en": "A Tracker? I don’t know how to get that fixed. Bartender might have some ideas.", 648: "eu": "Tracker bat? Ez dakit nola konpontzen den. Tabernariak ideiaren bat izan dezake." 904: "key": "DIAL_B12TRACKER_01_A", 1030: "key": "NAME_LOOT_TRACKERBROKEN", 1031: "en": "Broken Tracker", 1032: "eu": "Tracker hautsi bat" 1361: "en": "Did you manage to fix that Tracker?", 1362: "eu": "Lortu al duzu Tracker hori konpontzea?" 1367: "en": "Did you test out the new Tracker?", 1368: "eu": "Probatu al duzu Tracker berria?" 1493: "en": "Don't worry, the Tracker is safe here with me.", 1494: "eu": "Ez kezkatu, Trackera seguru dago hemen nirekin." 1726: "key": "NAME_LOOT_TRACKERFIXED", 1727: "en": "Fixed Tracker", 1728: "eu": "Tracker Konpondua" 2501: "en": "I can't work when I'm shivering like this. I think I need a blanket to be able to fix your Tracker.", 2502: "eu": "Ezin dut lan egin horrela dardarka nagoenean. Uste dut manta bat behar dudala zure Tracker-a konpontzeko gai izateko." 3449: "en": "Is that a Tracker? Looks pretty broken. Who are you trying to track down?", 3450: "eu": "Tracker bat al da hori? Oso hondatuta dagoela dirudi. Nor bilatzen saiatzen ari zara?" 3947: "en": "Let's find this {TAB_Names.NAME_SLUMS_ELLIOT} guy. He can help us repair the Tracker.", 3948: "eu": "Aurki dezagun {TAB_Names.NAME_SLUMS_ELLIOT} tipo hori. Tracker-a konpontzen lagundu ahal digu." 3959: "en": "Let's follow the Tracker. Maybe we'll find where my Papa went!", 3960: "eu": "Jarrai diezaiogun Tracker-ari. Agian nire aita nora joan zen aurkituko dugu!" 4325: "en": "My Tracker! But it was broken...", 4326: "eu": "Nire Tracker-a! Baina apurtuta zegoen..." 4565: "en": "Now that we've fixed that Tracker, let's find {TAB_Names.NAME_SLUMS_SEAMUS} and track down his Papa! No time to lose!", 4566: "eu": "Tracker hori konpondu dugunez, bila dezagun {TAB_Names.NAME_SLUMS_SEAMUS} eta aurkitu dezagun bere aita! Ez dugu denborarik galtzeko!" 4757: "en": "Oh wow, that’s a great Tracker! I recognize this model it's a TOHIMA BR-2000. You can track anyone with this little gadget! May I?", 4758: "eu": "Uau, Tracker bikaina da hori! Eredu hau ezagutzen dut, TOHIMA BR-2000 bat da. Tramankulu txiki honekin edonor bila dezakezu! Ikusi ahal dut?" 4985: "en": "Ooh, that tracker looks in pretty bad shape. Maybe the Bartender knows how to fix it.", 4986: "eu": "Ooh, tracker horrek itxura txarra du. Agian Bartenderek daki nola konpontzen." 5063: "en": "Papa always used that Tracker to keep an eye on where I was. Maybe we can reverse it to find where he went!", 5064: "eu": "Aitak Tracker hori erabiltzen ohi zuen ni non nengoen ikusteko. Agian alderantziz erabili dezakegu berak nora joan zen jakiteko!" 5459: "en": "Show them the broken Tracker. I'll have a look in the lab to see if my dad left behind any clues.", 5460: "eu": "Erakutsi hautsitako Trackerra. Nik laborategian begiratuko dut, aitak arrastoren bat utzi ote duen." 5777: "en": "Thanks! Now I can definitely fix your Tracker!", 5778: "eu": "Eskerrik asko! Orain bai konpondu ahal dut zure Trackerra!" 5789: "en": "That Tracker looks fixed to me! Let’s show it to {TAB_Names.NAME_SLUMS_SEAMUS}.", 5790: "eu": "Tracker hori konponduta dirudi nire ustez! Erakuts diezaiogun {TAB_Names.NAME_SLUMS_SEAMUS}-i." 5801: "en": "That Tracker is in bad shape, but it looks fixable. You should check with the Bartender.", 5802: "eu": "Tracker hori egoera txarrean dago, baina konpondu daitekeela dirudi. Tabernariarengana joan beharko zenuke." 5927: "en": "That's interesting, a tracker? Are you looking for someone? I don't know anything about it but the bartender may be able to help you.", 5928: "eu": "Interesgarria da, tracker bat? Norbaiten bila al zabiltza? Nik ez dut horretaz ezer ezagutzen, baina tabernariak agian lagundu ahal dizu." 6035: "en": "The Tracker needs to be repaired. You're a clever one. Surely you can find someone in the Slums who can help.", 6036: "eu": "Tracker-a konpondu behar da. Azkarra zara zu. Ziur Bazter-auzoan lagundu ahal dizun norbait aurkituko duzula." 6377: "en": "This Tracker is meant to find a specific robot given the right coordinates.", 6378: "eu": "Tracker hau robot zehatz bat aurkitzeko egina da, koordenatuak egokiak badira." 6400: "key": "DIAL_BASE_BROKENTRACKER_1_A", 6743: "en": "Wait, I remember that. That’s his Tracker!", 6744: "eu": "Geldi, hori gogoratzen dut. Haren Tracker da!" 6875: "en": "We just need to repair the Tracker so we can find him. Someone in the Slums should be able to help. Come with me, I'll open the door for you.", 6876: "eu": "Tracker-a konpondu besterik ez dugu behar, bera aurkitu ahal izateko. Bazter-auzoko norbaitek lagun gaitzake. Zatoz nirekin, atea irekiko dizut." 6941: "en": "We need to get that Tracker repaired. Let’s show it to some folks in the Slums, maybe they can point us in the right directon.", 6942: "eu": "Tracker hori konpontzea lortu behar dugu. Erakuts diezaiegun Bazter-auzoko batzuei, agian norabide egokia erakutsiko digute." 7247: "en": "What's this thing, a Tracker? Go find Jacob, the barman, he probably knows someone who could help you.", 7248: "eu": "Zer da gauza hori, Tracker bat? Zoaz Jacob tabernaria aurkitzen; ziur asko lagundu ahal dizun norbait ezagutzen du." 7271: "en": "What’s this thing, a Tracker? I don’t know anything about high-tech stuff. Try the Bar.", 7272: "eu": "Zer da gauza hori, Tracker bat? Ez dakit ezer teknologia altuko gauzei buruz. Saiatu Bar tabernan." 7481: "en": "You can fix your Tracker at that address. That kid, {TAB_Names.NAME_SLUMS_ELLIOT}, who lives there is a real tech wiz.", 7482: "eu": "Zure Tracker-a helbide horretan konpon dezakezu. Han bizi den mutiko hori, {TAB_Names.NAME_SLUMS_ELLIOT}, benetako teknologia-jakintsua da." 7541: "en": "You gotta fix that Tracker! You’re resourceful, maybe you can find someone in the Slums to help.", 7542: "eu": "Tracker hori konpondu behar duzu! Izugarri balio handikoa zara; agian Bazter-auzoan lagunduko dizun norbait aurki dezakezu." 7805: "en": "Your Tracker’s in bad shape. Bartender might help you find someone who can fix it.", 7806: "eu": "Zure Tracker-a egoera txarrean dago. Tabernariak lagundu ahal dizu konpondu dezakeen norbait aurkitzen." 8447: "en": "Find a way to fix the Tracker", 8448: "eu": "Tracker-a konpontzeko modua aurkitu" 8465: "en": "Find the Tracker", 8466: "eu": "Tracker-a aurkitu" 8591: "en": "Give the Tracker back to Seamus", 8592: "eu": "Tracker-a Seamus-i itzuli" ``` --- ## Assistant (Build · DeepSeek V4 Flash (New) · 15.3s) _Thinking:_ Many occurrences. The user wants "Tracker" translated. What's the best Basque word? "Tracker" is a device that tracks. In Basque, "jarraitzaile" means "follower". The device is used to track someone's location. The game context: it's a tracker device (to find Papa). A good translation: "Jarraitzailea" (tracker/follower) or "Bilagailua"? Hmm. Actually, since it's a device name, "tracker" in the game functions like a GPS locator. In Basque, "kokagailua" (locator) or "jarraitzailea" (tracker). Let me think what's most natural. "Jarraitzailea" is used for a person/device that follows/tracks. Given it's a gadget that finds/tracks a robot's location, "jarraitzailea" works well. Hmm, but this is a naming decision the user should make. Earlier they chose "Trukegizona" when I proposed. Let me propose "Jarraitzailea" and ask. Actually the user said "itzuli tracker baita ere / jarraitu" - they want me to continue and translate it. Let me propose a term and apply it, or ask. Given they previously appreciated choosing, let me propose and ask quickly. Actually, they said "jarraitu" (continue). Let me propose the term but also just apply it. Hmm, better to ask briefly since it's a decision. But they said continue — maybe they want me to proceed. Let me propose "Jarraitzailea" and apply consistently, noting alternatives. Actually, let me ask since it affects all occurrences, using the question tool. Wait — also there's the unresolved earlier question about "empty in game". The user diverted to "tracker" then "jarraitu". Maybe they dropped that topic, or "jarraitu" means continue the overall task. I should keep my earlier analysis in mind but the user has moved on. Let me focus on the tracker translation but also not forget to eventually answer the earlier question. Actually the earlier question ("why does the game show empty when 2 translations are same") — I did investigate and was mid-way. The user said "jarraitu" possibly meaning continue that investigation? Hmm. "jarraitu" = continue. It came right after "itzuli tracker baita ere" = "translate tracker too". So "jarraitu" likely means "continue" (go ahead and do it). Let me translate tracker. I'll pick "Jarraitzailea". But wait, need to be careful with grammar in each sentence: "Tracker-a" → "Jarraitzailea", "Tracker bat" → "Jarraitzaile bat", "Tracker hori" → "Jarraitzaile hori", "Tracker-a konpondu" → "Jarraitzailea konpondu", "Tracker-ari" → "Jarraitzaileari", etc. Let me also check the name entries NAME_LOOT_TRACKERBROKEN = "Broken Tracker" → "Jarraitzaile hautsi bat" and NAME_LOOT_TRACKERFIXED = "Fixed Tracker" → "Jarraitzaile konponduta". Let me ask the user for the preferred term first, since there are ~30 occurrences and this is a naming decision. Actually, let me propose and confirm via question tool to be efficient. Hmm, the user seems to want me to just do it. Let me propose "Jarraitzailea" as the term. But it's a decision that affects everything. Let me quickly ask with the question tool — recommended option first. Actually, I'll be pragmatic: propose "Jarraitzailea" (Recommended) and an alternative, using the question tool. That matches their workflow. Wait, but also there's still the pending analysis about the "empty" issue. Let me quickly finish that too? The user moved on though. I'll focus on tracker. Actually, let me reconsider — the user's "jarraitu" might mean "continue with what you were doing" i.e., continue investigating the empty issue AND translate tracker. The order of their message: "itzuli 'tracker' baita ere" then "jarraitu". I think "jarraitu" reinforces "go ahead". Let me ask about the tracker term, then apply. Let me use the question tool. "Tracker" terminoa ~30 sarrera euskarazko testuan agertzen da. Izendatzeko nomenklatura erabaki behar dut lehenik: **Tool: question** **Input:** ```json { "questions": [ { "question": "Zein euskal termino erabili \"Tracker\" itzultzeko? (Jokoan gailu bat da, robot baten kokapena bilatu/jarraitzen duena)", "header": "Tracker itzulpena", "options": [ { "label": "Jarraitzailea (Gomendatua)", "description": "Bera da adiera: 'jarraitu' aditzetik, gailu bilatzaile/jarraitzailea" }, { "label": "Kokagailua", "description": "Kokapena bilatzeko gailu gisa azpimarratzen du" }, { "label": "Bilagailua", "description": "'Bilatu' aditzetik, baina 'jarraitu' adiera galtzen du" } ] } ] } ``` **Output:** ``` User has answered your questions: "Zein euskal termino erabili "Tracker" itzultzeko? (Jokoan gailu bat da, robot baten kokapena bilatu/jarraitzen duena)"="Bilagailua". You can now continue with the user's answers in mind. ``` --- ## Assistant (Build · DeepSeek V4 Flash (New) · 35.9s) _Thinking:_ The user chose "Bilagailua". Now I need to replace "Tracker" in the eu fields with "Bilagailua", with correct grammar in each sentence. Let me list the eu occurrences and their grammar: 1. Line 642: `Tracker bat, ezta?` → `Bilagailu bat, ezta?` 2. Line 648: `Tracker bat? Ez dakit` → `Bilagailu bat? Ez dakit` 3. Line 1032: `Tracker hautsi bat` (Broken Tracker) → `Bilagailu hautsi bat` 4. Line 1362: `Lortu al duzu Tracker hori konpontzea?` → `Lortu al duzu Bilagailu hori konpontzea?` 5. Line 1368: `Probatu al duzu Tracker berria?` → `Probatu al duzu Bilagailu berria?` 6. Line 1494: `Trackera seguru dago hemen nirekin.` → `Bilagailua seguru dago...` ("Bilagailua") 7. Line 1728: `Tracker Konpondua` (Fixed Tracker) → `Bilagailu konponduta` 8. Line 2502: `zure Tracker-a konpontzeko` → `zure Bilagailua konpontzeko` 9. Line 3450: `Tracker bat al da hori?` → `Bilagailu bat al da hori?` 10. Line 3948: `Tracker-a konpontzen lagundu ahal digu.` → `Bilagailua konpontzen...` 11. Line 3960: `Jarrai diezaiogun Tracker-ari.` → `Jarrai diezaiogun Bilagailuari.` 12. Line 4326: `Nire Tracker-a! Baina apurtuta zegoen...` → `Nire Bilagailua!...` 13. Line 4566: `Tracker hori konpondu dugunez` → `Bilagailu hori konpondu dugunez` 14. Line 4758: `Tracker bikaina da hori!` → `Bilagailu bikaina da hori!` 15. Line 4986: `tracker horrek itxura txarra du.` → `bilagailu horrek itxura txarra du.` (lowercase here) 16. Line 5064: `Tracker hori erabiltzen ohi zuen` → `Bilagailu hori erabiltzen...` 17. Line 5460: `hautsitako Trackerra` → `hautsitako bilagailua` 18. Line 5778: `zure Trackerra!` → `zure bilagailua!` 19. Line 5790: `Tracker hori konponduta dirudi` → `Bilagailu hori konponduta dirudi` 20. Line 5802: `Tracker hori egoera txarrean dago` → `Bilagailu hori egoera txarrean dago` 21. Line 5928: `tracker bat?` → `bilagailu bat?` 22. Line 6036: `Tracker-a konpondu behar da.` → `Bilagailua konpondu behar da.` 23. Line 6378: `Tracker hau robot zehatz bat aurkitzeko egina da` → `Bilagailu hau...` 24. Line 6744: `Haren Tracker da!` → `Haren Bilagailua da!` 25. Line 6876: `Tracker-a konpondu besterik ez dugu behar` → `Bilagailua konpondu besterik...` 26. Line 6942: `Tracker hori konpontzea lortu behar dugu.` → `Bilagailu hori konpontzea...` 27. Line 7248: `Tracker bat?` → `Bilagailu bat?` 28. Line 7272: `Tracker bat?` → `Bilagailu bat?` 29. Line 7482: `Zure Tracker-a helbide horretan konpon dezakezu.` → `Zure Bilagailua helbide horretan konpon dezakezu.` 30. Line 7542: `Tracker hori konpondu behar duzu!` → `Bilagailu hori konpondu behar duzu!` 31. Line 7806: `Zure Tracker-a egoera txarrean dago.` → `Zure Bilagailua egoera txarrean dago.` 32. Line 8448: `Tracker-a konpontzeko modua aurkitu` → `Bilagailua konpontzeko modua aurkitu` 33. Line 8466: `Tracker-a aurkitu` → `Bilagailua aurkitu` 34. Line 8592: `Tracker-a Seamus-i itzuli` → `Bilagailua Seamus-i itzuli` Note: "Trackerra" (lines 5460, 5778) = Tracker-ra? Actually "Trackerra" in the eu text — this seems like a typo in the original eu translation. It should probably be "Tracker-a" (mugatua). With Bilagailua: "bilagailua". Wait line 5460: "hautsitako Trackerra" → "hautsitako bilagailua". Good. Line 5778: "zure Trackerra!" → "zure bilagailua!". Also line 6036 has `Tracker-a` - note the hyphen. Should become `Bilagailua` (the -a is the article, pronounced "Bilagailua"). Since it's written as `Tracker-a`, replacing with `Bilagailua` keeps the markdown/formatting. Yes. Line 6876: `Tracker-a konpondu` → `Bilagailua konpondu`. Line 6744: `Haren Tracker da!` - here "da" is the copula "is". "That's his Tracker!" → "Haren Bilagailua da!" The article -a needed on Bilagailu before "da". "Haren Bilagailua da!" Correct. Now, this is a lot of edits. Instead of doing 30 individual edit calls, I could write a Python script to do the replacements with careful handling. But the replacements differ contextually (grammar). A script with a mapping of exact eu strings → new eu strings is safer. Let me do it with a Python script using exact string replacement on the eu fields only. Let me build a dict of old→new for each full eu line, to avoid ambiguity. Actually, simpler: do targeted replacements via a script that processes the JSON and replaces in `eu` fields using specific per-key mappings. Let me write a script that maps (ns,key) → exact new eu string, or uses find/replace patterns. The cleanest: iterate over entries, and for each eu field, apply replacements. But replacements like "Tracker-a" → "Bilagailua", "Tracker " → "Bilagailu ", "Tracker" → "Bilagailu", "Trackerra" → "bilagailua", "tracker" → "bilagailu", "Tracker-ari" → "Bilagailuari", "Tracker-ari", etc. Let me define replacement rules in order: - "Tracker-a" → "Bilagailua" - "Tracker-ari" → "Bilagailuari" - "Trackerra" → "Bilagailua" (both 5460 and 5778; 5460 "Trackerra" preceded by "hautsitako " → lowercase? It's "hautsitako Trackerra" capital T. So → "hautsitako Bilagailua". And 5778 "zure Trackerra!" → "zure Bilagailua!". Good.) - "Tracker hori" → "Bilagailu hori" - "Tracker hau" → "Bilagailu hau" - "Tracker bat" → "Bilagailu bat" - "Tracker berria" → "Bilagailu berria" - "Tracker bikaina" → "Bilagailu bikaina" - "Tracker" → "Bilagailu" (remaining, but careful with article forms) - "tracker horrek" → "bilagailu horrek" - "tracker bat" → "bilagailu bat" - "Tracker-a" → "Bilagailua" - "Tracker" → "Bilagailu" - "Nire Tracker-a" → "Nire Bilagailua" - "Zure Tracker-a" → "Zure Bilagailua" - "Tracker Konpondua" → "Bilagailu konponduta" (special: Fixed Tracker) - "Tracker hautsi bat" → "Bilagailu hautsi bat" - "Haren Tracker da" → "Haren Bilagailua da" Actually rather than a complex ordered replacement list, given exact strings are unique enough, let me just do a script with a list of (old, new) pairs applied to eu fields in order, and verify no "Tracker/tracker" remains in eu fields afterward. Let me write it carefully. Order matters: more specific first. Rules (applied to eu field only, in order): 1. "Tracker-a" → "Bilagailua" 2. "Tracker-ari" → "Bilagailuari" (line 3960 "Tracker-ari") 3. "Trackerra" → "Bilagailua" 4. "Tracker-a" → "Bilagailua" 5. "Tracker" → "Bilagailu" 6. "Tracker Konpondua" → "Bilagailu konponduta" 7. "Tracker hori" → "Bilagailu hori" 8. "Tracker hau" → "Bilagailu hau" 9. "Tracker bat" → "Bilagailu bat" 10. "Tracker berria" → "Bilagailu berria" 11. "Tracker bikaina" → "Bilagailu bikaina" 12. "Tracker hautsi bat" → "Bilagailu hautsi bat" 13. "tracker horrek" → "bilagailu horrek" 14. "tracker bat" → "bilagailu bat" 15. "Tracker" → "Bilagailu" 16. "tracker" → "bilagailu" Let me verify each resulting eu string: 1. line 642: "Tracker bat, ezta? ..." → rule 9 → "Bilagailu bat, ezta?" ✓ 2. line 648: "Tracker bat? ..." → rule 9 ✓ 3. line 1032: "Tracker hautsi bat" → rule 12 ✓ 4. line 1362: "Lortu al duzu Tracker hori konpontzea?" → rule 7 → "Bilagailu hori" ✓ 5. line 1368: "Probatu al duzu Tracker berria?" → rule 10 ✓ 6. line 1494: "Trackera seguru..." → rule 5 matches "Tracker" → "Bilagailua seguru..." ✓ 7. line 1728: "Tracker Konpondua" → rule 6 → "Bilagailu konponduta" ✓ 8. line 2502: "zure Tracker-a konpontzeko" → rule 1 → "zure Bilagailua konpontzeko" ✓ 9. line 3450: "Tracker bat al da hori?" → rule 9 ✓ 10. line 3948: "Tracker-a konpontzen" → rule 1 → "Bilagailua konpontzen" ✓ 11. line 3960: "Jarrai diezaiogun Tracker-ari." → rule 2 → "Bilagailuari" ✓ 12. line 4326: "Nire Tracker-a! Baina apurtuta" → rule 1 → "Nire Bilagailua!" ✓ 13. line 4566: "Tracker hori konpondu dugunez" → rule 7 ✓ 14. line 4758: "Tracker bikaina da hori!" → rule 11 ✓ 15. line 4986: "tracker horrek itxura txarra du." → rule 13 → "bilagailu horrek" ✓ 16. line 5064: "Tracker hori erabiltzen" → rule 5 → "Bilagailu hori" ✓ 17. line 5460: "hautsitako Trackerra" → rule 3 → "hautsitako Bilagailua" ✓ 18. line 5778: "zure Trackerra!" → rule 3 → "zure Bilagailua!" ✓ 19. line 5790: "Tracker hori konponduta" → rule 5 ✓ 20. line 5802: "Tracker hori egoera txarrean" → rule 7 ✓ 21. line 5928: "tracker bat?" → rule 14 ✓ 22. line 6036: "Tracker-a konpondu behar da." → rule 4 → "Bilagailua konpondu behar da." ✓ 23. line 6378: "Tracker hau robot" → rule 5 → "Bilagailu hau" ✓ 24. line 6744: "Haren Tracker da!" → rule 5 → "Haren Bilagailu da!" — wait, this needs "a" article: "Haren Bilagailua da!" Should be "Bilagailua da!". Rule 5 produces "Bilagailu da!" which is grammatically wrong (missing -a). Hmm. Let me handle specially: "Haren Tracker da!" → "Haren Bilagailua da!". Actually wait, is the -a article required? "Haren Bilagailua da!" = "That's his tracker!" Yes, needs article. But actually, hmm, in the original eu the translator wrote "Haren Tracker da!" — note that in the eu they didn't write "Tracker-a". The tags are .... In the game, styling. The string "Haren Tracker da" without article... The translator left "Tracker" untranslated as a name so no article needed (proper name). Now that we're making it a common noun "Bilagailu", we need article. Let me make it "Bilagailua da!". Actually, hold on — should I add the -a inside or outside the tag? Outside: "Bilagailua" → displayed as "Bilagailua". Good. 25. line 6876: "Tracker-a konpondu" → rule 4 → "Bilagailua konpondu" ✓ 26. line 6942: "Tracker hori konpontzea" → rule 7 ✓ 27. line 7248: "Tracker bat?" → rule 5 → "Bilagailu bat?" ✓ 28. line 7272: "Tracker bat?" → rule 5 ✓ 29. line 7482: "Zure Tracker-a helbide horretan konpon dezakezu." → rule 1 → "Zure Bilagailua helbide horretan konpon dezakezu." ✓ 30. line 7542: "Tracker hori konpondu behar duzu!" → rule 5 ✓ 31. line 7806: "Zure Tracker-a egoera txarrean dago." → rule 1 → "Zure Bilagailua egoera txarrean dago." ✓ 32. line 8448: "Tracker-a konpontzeko modua aurkitu" → rule 1 → "Bilagailua konpontzeko modua aurkitu" ✓ 33. line 8466: "Tracker-a aurkitu" → rule 1 → "Bilagailua aurkitu" ✓ 34. line 8592: "Tracker-a Seamus-i itzuli" → rule 1 → "Bilagailua Seamus-i itzuli" ✓ Also need to check the "Jarrai diezaiogun" line: "Jarrai diezaiogun Bilagailuari" - good (dative). Special case line 6744 handled. Also line 1494: "Trackera seguru" — after rule 5: "Bilagailua seguru" ✓ (Bilagailua) Also check "Nire Tracker-a!" line 4326 → "Nire Bilagailua! Baina apurtuta zegoen..." ✓ Now let me write a Python script to apply these replacements only to eu fields. Let me be careful that rules don't apply to en fields. I'll only modify eu. Also I should double check there's no other occurrence of "Tracker" with different casing like "TRACKER". From rg, only "Tracker" and "tracker". Good. Let me write the script. "Bilagailua" erabiliko dut. Aplikatu dizkiot gramatikaren arabera egokituta (mugatzaileak, datiboa, etab.) eu eremuetan bakarrik: **Tool: bash** **Input:** ```json { "command": "python3 - <<'EOF'\nimport json\n\npath = 'translations.json'\ndata = json.load(open(path, encoding='utf-8'))\n\nrules = [\n (\"Haren Tracker da!\", \"Haren Bilagailua da!\"),\n (\"Tracker-a\", \"Bilagailua\"),\n (\"Tracker-a\", \"Bilagailua\"),\n (\"Tracker-ari\", \"Bilagailuari\"),\n (\"Trackerra\", \"Bilagailua\"),\n (\"Tracker\", \"Bilagailu\"),\n (\"Tracker Konpondua\", \"Bilagailu konponduta\"),\n (\"Tracker hori\", \"Bilagailu hori\"),\n (\"Tracker hau\", \"Bilagailu hau\"),\n (\"Tracker bat\", \"Bilagailu bat\"),\n (\"Tracker berria\", \"Bilagailu berria\"),\n (\"Tracker bikaina\", \"Bilagailu bikaina\"),\n (\"Tracker hautsi bat\", \"Bilagailu hautsi bat\"),\n (\"tracker horrek\", \"bilagailu horrek\"),\n (\"tracker bat\", \"bilagailu bat\"),\n (\"Tracker\", \"Bilagailu\"),\n (\"tracker\", \"bilagailu\"),\n]\n\nchanged = 0\nfor e in data:\n if 'eu' not in e:\n continue\n before = e['eu']\n for old, new in rules:\n e['eu'] = e['eu'].replace(old, new)\n if e['eu'] != before:\n changed += 1\n\njson.dump(data, open(path, 'w', encoding='utf-8'), ensure_ascii=False, indent=2)\nopen(path, 'a', encoding='utf-8').write('\\n')\nprint(\"aldatutako sarrerak:\", changed)\nEOF\necho \"--- geratzen den tracker eu eremuetan:\"\nrg -n -i \"tracker\" translations.json | rg '\"eu\"|: *\"' | rg -i \"tracker\"" } ``` **Output:** ``` aldatutako sarrerak: 34 --- geratzen den tracker eu eremuetan: 490: "key": "DIAL_B12TRACKER_01_B", 641: "en": "A Tracker, right? Looks fixable to me. Ask at the Bar, they can help.", 647: "en": "A Tracker? I don’t know how to get that fixed. Bartender might have some ideas.", 904: "key": "DIAL_B12TRACKER_01_A", 1030: "key": "NAME_LOOT_TRACKERBROKEN", 1031: "en": "Broken Tracker", 1361: "en": "Did you manage to fix that Tracker?", 1367: "en": "Did you test out the new Tracker?", 1493: "en": "Don't worry, the Tracker is safe here with me.", 1726: "key": "NAME_LOOT_TRACKERFIXED", 1727: "en": "Fixed Tracker", 2501: "en": "I can't work when I'm shivering like this. I think I need a blanket to be able to fix your Tracker.", 3449: "en": "Is that a Tracker? Looks pretty broken. Who are you trying to track down?", 3947: "en": "Let's find this {TAB_Names.NAME_SLUMS_ELLIOT} guy. He can help us repair the Tracker.", 3959: "en": "Let's follow the Tracker. Maybe we'll find where my Papa went!", 4325: "en": "My Tracker! But it was broken...", 4565: "en": "Now that we've fixed that Tracker, let's find {TAB_Names.NAME_SLUMS_SEAMUS} and track down his Papa! No time to lose!", 4757: "en": "Oh wow, that’s a great Tracker! I recognize this model it's a TOHIMA BR-2000. You can track anyone with this little gadget! May I?", 4985: "en": "Ooh, that tracker looks in pretty bad shape. Maybe the Bartender knows how to fix it.", 5063: "en": "Papa always used that Tracker to keep an eye on where I was. Maybe we can reverse it to find where he went!", 5459: "en": "Show them the broken Tracker. I'll have a look in the lab to see if my dad left behind any clues.", 5777: "en": "Thanks! Now I can definitely fix your Tracker!", 5789: "en": "That Tracker looks fixed to me! Let’s show it to {TAB_Names.NAME_SLUMS_SEAMUS}.", 5801: "en": "That Tracker is in bad shape, but it looks fixable. You should check with the Bartender.", 5927: "en": "That's interesting, a tracker? Are you looking for someone? I don't know anything about it but the bartender may be able to help you.", 6035: "en": "The Tracker needs to be repaired. You're a clever one. Surely you can find someone in the Slums who can help.", 6377: "en": "This Tracker is meant to find a specific robot given the right coordinates.", 6400: "key": "DIAL_BASE_BROKENTRACKER_1_A", 6743: "en": "Wait, I remember that. That’s his Tracker!", 6875: "en": "We just need to repair the Tracker so we can find him. Someone in the Slums should be able to help. Come with me, I'll open the door for you.", 6941: "en": "We need to get that Tracker repaired. Let’s show it to some folks in the Slums, maybe they can point us in the right directon.", 7247: "en": "What's this thing, a Tracker? Go find Jacob, the barman, he probably knows someone who could help you.", 7271: "en": "What’s this thing, a Tracker? I don’t know anything about high-tech stuff. Try the Bar.", 7481: "en": "You can fix your Tracker at that address. That kid, {TAB_Names.NAME_SLUMS_ELLIOT}, who lives there is a real tech wiz.", 7541: "en": "You gotta fix that Tracker! You’re resourceful, maybe you can find someone in the Slums to help.", 7805: "en": "Your Tracker’s in bad shape. Bartender might help you find someone who can fix it.", 8447: "en": "Find a way to fix the Tracker", 8465: "en": "Find the Tracker", 8591: "en": "Give the Tracker back to Seamus", ``` --- ## Assistant (Build · DeepSeek V4 Flash (New) · 5.2s) _Thinking:_ All remaining "tracker" occurrences are in "en" fields (and key names, which are fine). Let me verify the eu fields are now clean, and check a couple of the edited lines to ensure grammar is right. Let me check the eu lines for the edited entries. Eu eremuetan ez da "tracker" gehiago geratzen (en eremuak eta key-ak ez dira ukitzen). Egiaztatu ditzadan lagin batzuk eta JSON baliozkoa dela: **Tool: bash** **Input:** ```json { "command": "python3 - <<'EOF'\nimport json\nd = json.load(open('translations.json', encoding='utf-8'))\nprint(\"JSON OK, sarrerak:\", len(d))\nkeys = [\"NAME_LOOT_TRACKERBROKEN\",\"NAME_LOOT_TRACKERFIXED\",\"DIAL_B12HELP_LOOT_TRACKER_1\",\"DIAL_ELLIOT_06_A_2\",\"DIAL_ROBERTOJRFLAT_10_A\"]\nfor e in d:\n if e['key'] in {\"NAME_LOOT_TRACKERBROKEN\",\"NAME_LOOT_TRACKERFIXED\",\"DIAL_MOMOAFTERBAR_02_B\",\"DIAL_TRACKERHINT_01\"}:\n print(e['key'], \"=>\", e['eu'])\nfor e in d:\n if 'Tracker' in e['eu'] or 'tracker' in e['eu'] or 'Bilagailu' in e['eu']:\n print(e['key'], \"=>\", e['eu'])\nEOF" } ``` **Output:** ``` JSON OK, sarrerak: 1960 NAME_LOOT_TRACKERBROKEN => Bilagailu hautsi bat NAME_LOOT_TRACKERFIXED => Bilagailu konponduta DIAL_SASEXITPNJ02_03_A_1 => Bilagailu bat, ezta? Konpondu daitekeela dirudi. Galdetu tabernan, lagundu dezakete. DIAL_BARPNJ01_03_A => Bilagailu bat? Ez dakit nola konpontzen den. Tabernariak ideiaren bat izan dezake. NAME_LOOT_TRACKERBROKEN => Bilagailu hautsi bat DIAL_ROBERTOJRFLAT_10_A => Lortu al duzu Bilagailu hori konpontzea? DIAL_ELLIOT_06_A_2 => Probatu al duzu Bilagailu berria? DIAL_ELLIOT_03_A => Ez kezkatu, Bilagailua seguru dago hemen nirekin. NAME_LOOT_TRACKERFIXED => Bilagailu konponduta DIAL_ELLIOT_02_C => Ezin dut lan egin horrela dardarka nagoenean. Uste dut manta bat behar dudala zure Bilagailua konpontzeko gai izateko. DIAL_PNJLOST_06_A => Bilagailu bat al da hori? Oso hondatuta dagoela dirudi. Nor bilatzen saiatzen ari zara? DIAL_B12HELP_SLUMSPART2_10 => Aurki dezagun {TAB_Names.NAME_SLUMS_ELLIOT} tipo hori. Bilagailua konpontzen lagundu ahal digu. DIAL_ROBERTOJRFLAT_14_E => Jarrai diezaiogun Bilagailuari. Agian nire aita nora joan zen aurkituko dugu! DIAL_DOC_12_A => Nire Bilagailua! Baina apurtuta zegoen... DIAL_B12HELP_SLUMSPART2_21 => Bilagailu hori konpondu dugunez, bila dezagun {TAB_Names.NAME_SLUMS_SEAMUS} eta aurkitu dezagun bere aita! Ez dugu denborarik galtzeko! DIAL_ELLIOT_02_A => Uau, Bilagailu bikaina da hori! Eredu hau ezagutzen dut, TOHIMA BR-2000 bat da. Tramankulu txiki honekin edonor bila dezakezu! Ikusi ahal dut? DIAL_ROBERTOJRFLAT_12_B => Aitak Bilagailu hori erabiltzen ohi zuen ni non nengoen ikusteko. Agian alderantziz erabili dezakegu berak nora joan zen jakiteko! DIAL_ROBERTOJRFLAT_13_B => Erakutsi hautsitako Bilagailua. Nik laborategian begiratuko dut, aitak arrastoren bat utzi ote duen. DIAL_ELLIOT_05_B => Eskerrik asko! Orain bai konpondu ahal dut zure Bilagailua! DIAL_B12HELP_LOOT_FIXTRACK_1 => Bilagailu hori konponduta dirudi nire ustez! Erakuts diezaiogun {TAB_Names.NAME_SLUMS_SEAMUS}-i. DIAL_GUARDIAN_03_A => Bilagailu hori egoera txarrean dago, baina konpondu daitekeela dirudi. Tabernariarengana joan beharko zenuke. DIAL_ROBERTOJRFLAT_13_A => Bilagailua konpondu behar da. Azkarra zara zu. Ziur Bazter-auzoan lagundu ahal dizun norbait aurkituko duzula. DIAL_B12HELP_LOOT_BROKENTRACK_1 => Bilagailu hau robot zehatz bat aurkitzeko egina da, koordenatuak egokiak badira. DIAL_ROBERTOJRFLAT_12_A => Geldi, hori gogoratzen dut. Haren Bilagailua da! DIAL_ROBERTOJRFLAT_12_E => Bilagailua konpondu besterik ez dugu behar, bera aurkitu ahal izateko. Bazter-auzoko norbaitek lagun gaitzake. Zatoz nirekin, atea irekiko dizut. DIAL_B12HELP_SLUMSPART2_09 => Bilagailu hori konpontzea lortu behar dugu. Erakuts diezaiegun Bazter-auzoko batzuei, agian norabide egokia erakutsiko digute. Dial_DroidLookSky_05_A => Zer da gauza hori, Bilagailu bat? Zoaz Jacob tabernaria aurkitzen; ziur asko lagundu ahal dizun norbait ezagutzen du. DIAL_INFRONTOFLAUNDRY_04_A => Zer da gauza hori, Bilagailu bat? Ez dakit ezer teknologia altuko gauzei buruz. Saiatu Bar tabernan. DIAL_PNJLOST_05_A => Zure Bilagailua helbide horretan konpon dezakezu. Han bizi den mutiko hori, {TAB_Names.NAME_SLUMS_ELLIOT}, benetako teknologia-jakintsua da. DIAL_ROBERTOJRFLAT_09_A => Bilagailu hori konpondu behar duzu! Izugarri balio handikoa zara; agian Bazter-auzoan lagunduko dizun norbait aurki dezakezu. DIAL_BARPNJ04_04_A => Zure Bilagailua egoera txarrean dago. Tabernariak lagundu ahal dizu konpondu dezakeen norbait aurkitzen. OBJ_SlumsP2_04 => Bilagailua konpontzeko modua aurkitu OBJ_SlumsP2_03 => Bilagailua aurkitu OBJ_SlumsP2_07 => Bilagailua Seamus-i itzuli ``` --- ## Assistant (Build · DeepSeek V4 Flash (New) · 3.9s) _Thinking:_ All 34 entries look good, grammar correct. Now let me rebuild the locres to make sure it still works and validate JSON integrity (already validated). Let me run the build step 1 (eraiki) — actually just run the full build to confirm. The build will also regenerate the pak. Let me run build.sh quickly. Actually, running full build.sh regenerates the pak and installer. That's the intended workflow. Let me run it. Gramatika ondo. Berreraiki dezadan: **Tool: bash** **Input:** ```json { "command": "./build.sh" } ``` **Output:** ``` ==> [1/3] Itzulpenak berreraikitzen... wrote /home/tfe/Nextcloud/Documents/projects/Stray_EUSKARAZ/build/Game_eu.locres (190852 bytes, 1910 lut entries, 3 extra keys) Pak-a instalatuta: /home/tfe/games/Stray_game/Data/Hk_project/Content/Paks/Hk_project-WindowsNoEditor_Override.pak ==> [2/3] 16 hizkuntzetako pak-a eraikitzen... Sortuta: /home/tfe/Nextcloud/Documents/projects/Stray_EUSKARAZ/stray_euskaraz.sh (2186855 bytes, pak 1616144 bytes) ==> [3/3] Instalatzaile bakarra: stray_euskaraz.sh Egin da! Orain Steam Deck-era eraman eta exekutatu: bash stray_euskaraz.sh ``` --- ## Assistant (Build · DeepSeek V4 Flash (New) · 149.5s) Egina. "Tracker" → **Bilagailua** 34 eu sarreratan, gramatika egokituta (Bilagailua, Bilagailuari, Bilagailu hori, etab.), eta build-a ondo pasatu da. ---