resource/GameUI_*.txt
, containing game UI stringsresource/<modfoldername>_*.txt
, containing in-game strings (partly superseding titles.txt
)valve/resource
folder into your mod's equivalent, and change as necessary. Be sure to preserve all the curly braces in the files or else it'll fail to parse!gfx/shell/kb_act.lst
. Opening the one from valve
folder, you'll see something like this:
"blank" "=========================="
"blank" "#Valve_Movement_Title"
"blank" "=========================="
"+forward" "#Valve_Move_Forward"
"+back" "#Valve_Move_Back"
"+left" "#Valve_Turn_Left"
"+right" "#Valve_Turn_Right"
"+moveleft" "#Valve_Move_Left"
"+moveright" "#Valve_Move_Right"
The first string on each line is the console command that would be associated with a key, and the second is the string displayed in the UI list. Here you can see the Steam UI string system at work; instead of a literal string, the value is instead a "#" sign followed by a string token ID. This token ID would be the same one found in the files covered in the previous section. In-game, the appropriate strings from the resource files will be filled in (except when the token is missing, of course.)
Other places where you can use UI tokens instead of literal strings include:
resource/*.res
)user.scr
and settings.scr
.resource/BackgroundLoadingLayout.txt
but it is seldom utilized, usually being the exact same as resource/BackgroundLayout.txt
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