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				 ScenEdit_MsgBox(...) returns values in non-English languages?
				Posted: Mon Sep 13, 2021 8:15 pm
				by musurca
				 Does anyone know the return value of ScenEdit_MsgBox(...) in non-English languages? 
 
 For example: in English, ScenEdit_MsgBox(msg, 4) will return either 'Yes,' 'No,' or 'Cancel.' ScenEdit_MsgBox(msg, 2) will return 'Abort,' 'Retry,' and 'Ignore.' 
 
 Are those values localized, or are they always the same strings?
 
 Thanks!
			 
			
					
				 RE: ScenEdit_MsgBox(...) returns values in non-English languages?
				Posted: Tue Sep 14, 2021 12:37 am
				by KnightHawk75
				 idk for sure, but I don't think they are localized (by the game anyway).
 
			 
			
					
				 RE: ScenEdit_MsgBox(...) returns values in non-English languages?
				Posted: Tue Sep 14, 2021 3:09 pm
				by musurca
				 Thanks, that would be very convenient if true! But the actual UI buttons are localized, right? They will, for example, appear to say “Oui” and “Non” in French for the user instead of “Yes” and “No”?
 
 (And as an aside, is there an easier way to test this than mucking about with one’s Windows locale?)
			 
			
					
				 RE: ScenEdit_MsgBox(...) returns values in non-English languages?
				Posted: Wed Sep 15, 2021 12:40 am
				by KnightHawk75
				 Yeah the button labels themselves will typically be localized (or if .net language packs for the language in use are installed they will be).  As for the response though per the code you should always get the result of enum.tostring() being called on a system.windows.forms.DialogResult enum value.  The idk for sure part comes into play because I don't know if a .net language pack is installed for the local language if it also includes translations for dialogresult enum names (the packs are more aimed at error messages and standard\default dialog text), if not installed I'm pretty sure you'll get the default English in the response code, but if one is installed and it is part of what's translated then you could in theory get a translated version.  I'm not in a position atm where I can easily test that for you.  It could be my internet-search-fu is lacking, but trying to find detailed information on just what is translated in the packs and what isn't didn't turn up an definitive answer. 
 
 
 I don't know an easier way to test what's specifically at play here. Perhaps a one of the devs or users here who have non-english windows systems could shed light on what the results are when they run print(ScenEdit_MsgBox('Hello World.',3)) in the lua console and indicate along with the result if they have a .net language pack installed for their non-English windows language.