I forgot to answer your question, there were no #'s in the file.  A
sample line looks like this:

"HL2_Crowbar"           "CROWBAR"

>
> 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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> >
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> >
> >
>

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