The only change I made to the stock file was to the filename, making
it <modname>_english.txt.  I noticed that the "Language" key-value had
"English" as a value, while the rest of the language files used all
lower case for this value, however changing that back and forth from
lower to uppder case didn't help.

Other than that, the contents of the file haven't changed.  I even
loaded up the stock mod that comes with the SDK without making any
changes and it didn't work there either.

On Tue, 7 Dec 2004 22:05:13 -0800, Alfred Reynolds
<[EMAIL PROTECTED]> wrote:
> Have you defined the "HL2_RPG" string (note the lack of the # !) in your
> <modname>_english.txt file? Note that hl2_english.txt will NOT be loaded
> by your mod by default (we may change this behavior). If you need it to
> be loaded you can simply add this to your client.dll:
>
>        vgui::localize()->AddFile( vgui::filesystem(),
> "Resource/hl2_%language%.txt" );
>
> This will cause all of the hl2 strings to be loaded.
>
> - Alfred
>
>
>
> ----Original Message----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Skyler York
> Sent: Tuesday, December 07, 2004 10:00 PM To:
> [EMAIL PROTECTED] Subject: [hlcoders] Localization Files
> Issue
>
> > In regards to the localization files under the /resources directory,
> > I'm having trouble getting Source to read the tokens from any of
> > these language files.  The SDK documentation for VGUI2 states that
> > the filename should be in the format modname_language.txt, which is
> > what I have, however token strings (most notably the weapon names on
> > the HUD) show up as #HL2_RPG, #HL2_Crowbar, etc., instead of their
> > proper names.  I've also tried various combinations of the name of my
> > mod to see if any of the filename combinations worked, which none do.
> > To make sure it wasn't something I changed accidentally, I started up
> > a test map using the base HL2 "mod" (<username>/sourcesdk/sdkcontent)
> > and experienced the same problem.  I've been scoping this out for a
> > while but since the implementation for the localization interface is
> > in the engine I've hit a brick wall.  Any insight would be
> > appreciated!
> >
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