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Now either delete the .txt file or move it from the folder in case you want to change more stuff.
Also, this process only works in this order. If you try to compile your captions from any other location, nothing will happen. Also also, this only functions when integrated with the actual game folders, it doesn't seem to work when used as an addon for whatever reason.
I'm still convinced there's a way around this but haven't actually taken the time to fully test it. Wouldn't be a bad idea to try to test this further if you're motivated but I wouldn't dump too much time into it since there's no proof this will actually ever work 'properly'.
Edit: Not for L4D1&2 characters.
I.E.: captions of CJ/CEDA agents from Dead Before Dawn, RedemptionII
It is curious that there seems to be no physical files or anything embedded in the bsp, the file does need to be present in some manner to function. Are the captions actual closed captions or is there some sort of work around happening?
It's possible they used a script to print messages to the chatbox to simulate captions, this method wouldn't require any extra files.
This would look something like this:
Function OnGameEvent_round_start_post_nav( params )
{
local player = GetPlayerFromUserID( params["userid"] );
if(player.GetZombieType() == 9 && player.IsValid())
{
ClientPrint(player, DirectorScript.HUD_PRINTTALK, "\x04" + "CEDA:" + "\x01" + " 'We need help' " )
}
}
This is untested but in theory it should print - CEDA: (orange color) 'We Need Help' (default color).
In resource/subtitles_language.txt at very bottom.