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REDbridge 0.10.0

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@CyberbuildsAI CyberbuildsAI released this 16 Oct 23:21

Windows x64 build of REDbridge 0.10.0. It is framework dependent, so it needs the .NET 10 runtime (winget install Microsoft.DotNet.Runtime.10).

Unzip it anywhere and point REDcode (redcode.bridgePath) or REDdeck (reddeck.bridgePath) at REDbridge.exe, or let REDcode's Install REDbridge or REDdeck's Get REDbridge fetch it.

New in 0.10.0: loc.*, the game's on-screen texts (LocKeys), read offline from each language's onscreens.json in the base game and Phantom Liberty. REDcode's LocKeys view and its loc_* MCP tools use them.

  • loc.languages lists the 19 languages the game has text for, and which of the base game and Phantom Liberty have each.
  • loc.search finds entries by LocKey#123 or a number, a secondary key, or words that must all be in the text.
  • loc.get looks entries up by key, for hovers and for showing the text beside a LocKey#... value.
  • Every entry carries its onscreens file and its row in that file, so a client can open it there.
  • With a project folder, the project's own onscreens files win over the game's, as ArchiveXL makes them do in game. These are the files its .xl files name under localization: onscreens:, and any under source/archive in a <language>\onscreens folder.
  • loc.projectFiles lists a project's onscreens files for a language.
  • loc.newFile makes one when there is none. It writes source/archive/<mod>/localization/<language>.json and names it in the project's .xl, adding lines without rewriting the rest of the file.

Everything in 0.9.0 and earlier is included.

Built with WolvenKit 9.1.0 from its NuGet packages. WolvenKit's source is https://github.com/WolvenKit/WolvenKit/tree/9.1.0 (GPL-3.0), and the bridge's source is this repository.