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?
[Resolved] TXT_YES instead of "Yes" in my mod?
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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!
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[Resolved] TXT_YES instead of "Yes" in my mod?
Last edited by Armaetus on Sun Apr 28, 2019 11:25 am, edited 1 time in total.
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Re: TXT_YES instead of "Yes" in my mod?
Adding a TXT_YES entry below your TXT_NO entry in your language lump seems to do itGlaice wrote:What could I do to resolve my mod's issue?
Code: Select all
TXT_NO = "No!";
TXT_YES = "Yes.";
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Re: TXT_YES instead of "Yes" in my mod?
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.
This really could be a problem in older mods that change TXT_NO but not TXT_YES and vice versa.
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Re: [Resolved] TXT_YES instead of "Yes" in my mod?
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.
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.