LANGUAGE lump not changing DoorLockedRaise key required messages

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Fat_Angus
Posts: 75
Joined: Mon Jun 12, 2017 5:52 pm

LANGUAGE lump not changing DoorLockedRaise key required messages

Post by Fat_Angus »

I've changed the LANGUAGE lump file to change the default message you get when trying to open a door that requires a key to one that says that it is a door, and not an object, as well as creating a custom color, where the body of text is white, except for the color name of the required key (like in Supplice). But it ALWAYS reverts to the hardcoded version. Below is what I have added to the LANGUAGE lump:

Code: Select all

PD_BLUEC = "\ccA \chBLUE \cckeycard is required to open this door."
PD_REDC = "\ccA \cgRED \cckeycard is required to open this door."
PD_YELLOWC = "\ccA \ckYELLOW \cckeycard is required to open this door."

PD_BLUEO = "\ccA \chBLUE \cckeycard is required to open this object."
PD_REDO = "\ccA \cgRED \cckeycard is required to open this object."
PD_YELLOWO = "\ccA \ckYELLOW \cckeycard is required to open this object."
No matter what I do, it ALWAYS reverts to the default "You need a (color) keycard to activate this object." Even though it is a door!

I can't use a Locked Execute script as the linedef must also activate another script upon first activation, and regardless of whether or not I use a Door_LockedRaise linedef type or implement it in ACS it reverts to that same default message.

I'm stumped. Please help!
Gez
 
 
Posts: 17901
Joined: Fri Jul 06, 2007 3:22 pm

Re: LANGUAGE lump not changing DoorLockedRaise key required messages

Post by Gez »

Have you tried changing the PD_colorK messages as well just to check?
Fat_Angus
Posts: 75
Joined: Mon Jun 12, 2017 5:52 pm

Re: LANGUAGE lump not changing DoorLockedRaise key required messages

Post by Fat_Angus »

Gez wrote: Fri Jun 16, 2023 1:22 am Have you tried changing the PD_colorK messages as well just to check?
Yep, still does it.
Gez
 
 
Posts: 17901
Joined: Fri Jul 06, 2007 3:22 pm

Re: LANGUAGE lump not changing DoorLockedRaise key required messages

Post by Gez »

Alrighty then, I tested this file on Doom II MAP02:

Code: Select all

[enu default]
PD_BLUEC = "\ccA \chBLUE \cckeycard is required to open this door.";
PD_REDC = "\ccA \cgRED \cckeycard is required to open this door.";
PD_YELLOWC = "\ccA \ckYELLOW \cckeycard is required to open this door.";

PD_BLUEO = "\ccA \chBLUE \cckeycard is required to open this object.";
PD_REDO = "\ccA \cgRED \cckeycard is required to open this object.";
PD_YELLOWO = "\ccA \ckYELLOW \cckeycard is required to open this object.";

PD_BLUEK = "\ccA \chBLUE \cckey is required to open this door.";
PD_REDK = "\ccA \cgRED \cckey is required to open this door.";
PD_YELLOWK = "\ccA \ckYELLOW \cckey is required to open this door.";

PD_BLUES = "\ccA \chBLUE \ccskull key is required to open this door.";
PD_REDS = "\ccA \cgRED \ccskull key is required to open this door.";
PD_YELLOWS = "\ccA \ckYELLOW \ccskull key is required to open this door.";
I added the [enu default] line at the start so that it knows to override the English language strings and the default strings. I also completed the set with the keys and the skull keys strings. Then I added semi-colons at the end of every line because GZDoom refused to load the file otherwise (I forgot semi-colons were needed and just copied your stuff at first).

The red bars at the start print the PD_REDO string correctly, with "RED" being in red. The blue door at the exit properly prints the PD_BLUEK string, with "BLUE" being in blue. Since vanilla levels don't use card-only or skull-only checks, I didn't test the *C and *S versions of the message, but I assume they work.

You get the *O version for any sort of remote locked doors, meaning doors that are opened based on a sector tag. Local doors are those that work on the line's back sector. A remote door is remote even if its tagged sector is its back sector, as long as the line is tag based it's remote.
Fat_Angus
Posts: 75
Joined: Mon Jun 12, 2017 5:52 pm

Re: LANGUAGE lump not changing DoorLockedRaise key required messages

Post by Fat_Angus »

Gez wrote: Fri Jun 16, 2023 5:01 am Alrighty then, I tested this file on Doom II MAP02:

Code: Select all

[enu default]
PD_BLUEC = "\ccA \chBLUE \cckeycard is required to open this door.";
PD_REDC = "\ccA \cgRED \cckeycard is required to open this door.";
PD_YELLOWC = "\ccA \ckYELLOW \cckeycard is required to open this door.";

PD_BLUEO = "\ccA \chBLUE \cckeycard is required to open this object.";
PD_REDO = "\ccA \cgRED \cckeycard is required to open this object.";
PD_YELLOWO = "\ccA \ckYELLOW \cckeycard is required to open this object.";

PD_BLUEK = "\ccA \chBLUE \cckey is required to open this door.";
PD_REDK = "\ccA \cgRED \cckey is required to open this door.";
PD_YELLOWK = "\ccA \ckYELLOW \cckey is required to open this door.";

PD_BLUES = "\ccA \chBLUE \ccskull key is required to open this door.";
PD_REDS = "\ccA \cgRED \ccskull key is required to open this door.";
PD_YELLOWS = "\ccA \ckYELLOW \ccskull key is required to open this door.";
I added the [enu default] line at the start so that it knows to override the English language strings and the default strings. I also completed the set with the keys and the skull keys strings. Then I added semi-colons at the end of every line because GZDoom refused to load the file otherwise (I forgot semi-colons were needed and just copied your stuff at first).

The red bars at the start print the PD_REDO string correctly, with "RED" being in red. The blue door at the exit properly prints the PD_BLUEK string, with "BLUE" being in blue. Since vanilla levels don't use card-only or skull-only checks, I didn't test the *C and *S versions of the message, but I assume they work.

You get the *O version for any sort of remote locked doors, meaning doors that are opened based on a sector tag. Local doors are those that work on the line's back sector. A remote door is remote even if its tagged sector is its back sector, as long as the line is tag based it's remote.
You're right, I forgot to add the semicolon at the end. Now it works!

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