π£οΈ Localizations
Slot games, the GoldLine lobby, and table games ship English UI strings in each resourceβs locales/en.json. You edit those JSON files on the server β no React/NUI rebuild is required for string changes.
Translations use ox_lib locales (lib.locale). Keep keys identical across language files; only change the values.
Where the files are
| Resource | What it covers |
|---|---|
tgg-slots-server | Lobby UI, catalog names/descriptions (game_*_name / game_*_desc) |
tgg-slots-golden-frog, tgg-slots-sweet-spin, tgg-slots-ore-mining, tgg-slots-orbit, tgg-slots-plinko, tgg-slots-crash, tgg-slots-fruit-cocktail, tgg-slots-lucky-fruits | In-game UI for that title |
tgg-slots-custom | Shared custom-slot engine UI (generic keys β see below) |
tgg-casino-tables | Table-game UI (Blackjack, Poker, Roulette, etc.) |
Each resource includes locales/*.json via its fxmanifest. After editing, restart the affected resource (or the server) so clients pick up the new files.
Editing English (or your active language)
- Open
locales/en.jsonin the resource you want to change. - Update the string values. Keys must stay the same.
- Restart the resource.
Adding another language
- Copy
locales/en.jsonto a new file named for the locale ox_lib / your server uses (for examplede.json). - Translate the values only β keep every key identical.
- Ensure the server/player locale matches that file name (ox_lib locale setting).
- Restart the resource.
Lobby vs in-game strings
- Lobby catalog (game titles and short descriptions in the GoldLine lobby) live in
tgg-slots-server/locales/β typicallygame_*_nameandgame_*_desc. - In-game UI (buttons, messages, help text while playing) lives in that gameβs own
locales/folder (ortgg-casino-tablesfor table games).
Change both if you want the catalog and the play screen to match in another language.
Custom slots
tgg-slots-custom uses generic keys such as game_name and loading_logo_alt so one engine can power many themed games. Override those values in tgg-slots-custom/locales/ per deployment. Lobby listing text for custom titles still follows the lobby / admin naming flow; see Custom games.