CLIENT CUSTOMIZATIONCheck language and font displayMatch text encoding, language selection, and font coverage so translated characters render correctly.3 minute read·GuideIdentify your client layoutLanguage configuration differs by release. Use the structure already present in the matching patch rather than adding options from a newer client.Legacy Season 6 commonly uses Data\Local\Eng, Por, or Spn and the LangSelection registry value.An XML patch may expose Main CodePage or LangInfo in ServerInfo.xml. Edit its existing setting and regenerate the BMD.Newer clients may use [Language] in config.ini. This is a separate system and does not replace legacy folder selection.Locate your release’s data folderThe current source loads scripts from Data\Scripts and language configuration from Data\Langs\LangBase.xml. In the older Season 6 layout, these are IGCData\Scripts and IGCData\IGC_LangBase.xml. Use the matching paths from your package, and keep the executable and data files together.1. Match encoding and code pageChoose a sample containing the target language’s characters and keep an untouched source copy.Open the file with its original encoding, then save the translated copy using the intended encoding in the BMD/text editor. Do not reinterpret already-corrupted text.Set the matching code page in the client’s supported configuration. Common values are 1252 for Western European text, 1251 for Cyrillic, and 1257 for Baltic text. See Microsoft code page identifiers for other values.Use UTF-8/65001 only if this client and editor support it. Saving a legacy file as UTF-8 does not add Unicode support to the executable.If you edited ServerInfo.xml, encode it, replace the BMD, and restart the client.2. Match language selectionFor legacy Season 6, inspect LangSelection under HKEY_CURRENT_USER\Software\Webzen\Mu\Config. Export the key, then ensure its value names the intended Data\Local folder.Ensure the folder contains the complete required BMD set, not just the translated file.In Data\Langs\LangBase.xml, confirm the enabled language’s FileName exists and its Codepage matches that file.Test client text and server notices separately. Correct item names with broken server notices point to server message encoding, not Item.bmd.3. Check font coverageThe code page converts bytes to characters; the font draws those characters. Fix encoding first.If text looks correct in the editor but shows boxes in game, use a supported font covering those characters and available on the player PC.Only if your release includes Data\Interface\GFx\fontconfig.txt, change its existing $NormalFont mapping. Preserve section names and font-library references. This Scaleform setting is not universal to Season 6.Without that file, use the release’s supplied font configuration. If none is documented, send Support the client version, sample text, encoding, and screenshot rather than adding unsupported config.ini keys.Verify on another PCCheck chat, login text, NPC messages, and tooltips.Confirm a second Windows PC renders the same sample without relying on a font installed only on the developer machine.Check long translations for clipping and intact formatting placeholders.Distribute a font only with appropriate redistribution rights and the installation instructions required by your release.ContinueNext: Continue translation.Reference: IGCN — Language and fonts. These instructions use the Season 6 file layout; keep configuration files and tools from the same release.Was this guide helpful?Sign in to leave feedbackStill need a hand?