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

PostPosted: Sun Apr 28, 2019 11:26 am
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?

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

PostPosted: Sun Apr 28, 2019 11:47 am
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 allExpand view
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.

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

PostPosted: Sun Apr 28, 2019 12:25 pm
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.

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

PostPosted: Sun May 05, 2019 2:06 am
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.