[Resolved] TXT_YES instead of "Yes" in my mod?

Is there something that doesn't work right in the latest GZDoom? Post about it here.

Moderator: GZDoom Developers

Forum rules
Please construct and post a simple demo whenever possible for all bug reports. Please provide links to everything.

If you can include a wad demonstrating the problem, please do so. Bug reports that include fully-constructed demos have a much better chance of being investigated in a timely manner than those that don't.

Please make a new topic for every bug. Don't combine multiple bugs into a single topic. Thanks!
User avatar
Armaetus
Posts: 1255
Joined: Fri Mar 13, 2009 3:55 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10 Home
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: New York State
Contact:

[Resolved] TXT_YES instead of "Yes" in my mod?

Post by Armaetus »

It's a weird thing for my RDND mod. In base 4.1.0, it's fine but loading Random Deaths & Decorations up shows TXT_YES instead of Yes for Yes/No prompts. And for the record, I do have a LANGUAGE lump inside the PK3 replacing multiple things.

What could I do to resolve my mod's issue?
Last edited by Armaetus on Sun Apr 28, 2019 11:25 am, edited 1 time in total.
User avatar
Enjay
 
 
Posts: 26535
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Re: TXT_YES instead of "Yes" in my mod?

Post by Enjay »

Glaice wrote:What could I do to resolve my mod's issue?
Adding a TXT_YES entry below your TXT_NO entry in your language lump seems to do it

Code: Select all

TXT_NO = "No!";
TXT_YES = "Yes.";
I don't know if you'll need to do it for all languages in the lump or not.
User avatar
Armaetus
Posts: 1255
Joined: Fri Mar 13, 2009 3:55 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10 Home
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: New York State
Contact:

Re: TXT_YES instead of "Yes" in my mod?

Post by Armaetus »

It seemed lacking a TXT_YES in LANGUAGE caused this after copying it over, things were fine and dandy. Pretty strange but minor oversight if you ask me. I didn't really want to add it but I will so it won't look weird because of the mod.

This really could be a problem in older mods that change TXT_NO but not TXT_YES and vice versa.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49073
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: [Resolved] TXT_YES instead of "Yes" in my mod?

Post by Graf Zahl »

I haven't checked yet, but I think the problem comes from the Dutch TXT_YES in that file. I haven't thoroughly tested the text substitution with language lumps containing multiple languages yet so this may remove the original TXT_YES.

Regarding language codes in general, it is advisable to use two-letter codes, not 3-letter, otherwise it will not pick up on other language variations, unless you really have multiple variations of a language - the third letter is considered a wildcard with a two-letter code.

Moved to Bugs because this is clearly unintended behavior.
Post Reply

Return to “Bugs [GZDoom]”