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Author Topic: Unicode support  (Read 5739 times)

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mRax

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Unicode support
« on: October 26, 2006, 02:58:18 PM »

What's about unicode? Can I read lines from wide-character format file (.txt) and display it with true type font for actor.Talk()?
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Mnemonic

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Re: Unicode support
« Reply #1 on: October 26, 2006, 03:49:33 PM »

WME string tables can be saved in UTF-8 format. Check the "Localization" chapter in the documentation for more details.
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mRax

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Re: Unicode support
« Reply #2 on: October 27, 2006, 03:54:43 PM »

Can I use one string table only? It's definitely string.tab. Or WME can attach other files?
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Mnemonic

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Re: Unicode support
« Reply #3 on: October 27, 2006, 04:46:12 PM »

There's one primary string table (the one you assign in ProjectMan), but you can load other tables using the Game.LoadStringTable() method.
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mRax

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Re: Unicode support
« Reply #4 on: October 30, 2006, 04:48:25 PM »

When I converted default strings.tab to UTF-8 and ran game, I found actors3d dissapeared in some scenes. "Dissapeared" means actor3d is invisible, but he walked at the floor and did some actions. Active is TRUE. What the matter? :) Huh, when I restored ANSI strings.tab, actor3d became visible. Maybe trouble is in 3dstudio-type programs? Actually, .3ds file... When I moved .3ds file valid scene to each invalid scene, actor became visible in these scenes too. Is problem in Maya?
« Last Edit: October 30, 2006, 05:06:24 PM by mRax »
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Mnemonic

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Re: Unicode support
« Reply #5 on: October 30, 2006, 07:47:01 PM »

Uhhh? So you mean, when the string table is in UTF-8 format, some 3DS files work and some don't? I don't really see any connection between string tables and scene geometries. Could you show me one of those "invalid" 3ds files?
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mRax

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Re: Unicode support
« Reply #6 on: October 31, 2006, 08:56:42 AM »

So you mean, when the string table is in UTF-8 format, some 3DS files work and some don't? I don't really see any connection between string tables and scene geometries. Could you show me one of those "invalid" 3ds files?

I had wrong idea :( "Invalid" .3ds is valid with other scenes! The problem is in scene complete at all.

(temporary file erased)

P.S. Can I attach files to my posts?
« Last Edit: December 11, 2006, 02:37:47 PM by mRax »
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Mnemonic

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Re: Unicode support
« Reply #7 on: October 31, 2006, 10:36:17 AM »

Thanks, I'll look into it later today.

You can't attach files to posts unfortunately, because this server runs PHP in safe-mode and the attachments don't work well.
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Mnemonic

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Re: Unicode support
« Reply #8 on: October 31, 2006, 07:30:44 PM »

Interesting. It should be ok in the latest build.
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mRax

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Re: Unicode support
« Reply #9 on: November 01, 2006, 08:41:45 AM »

Yeah, interesting :) So it's really worked! :) Thanks.
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mRax

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Re: Unicode support
« Reply #10 on: December 12, 2006, 04:15:04 PM »

Well, let's continue this topic! :)

The project contains of two scenes. To arrive to second scene you'll need to go to region entity between two upper 3d-blocks (.ShowGeometry is TRUE, of course). So if I started the game from WME Project Manager, there was alright. But if I started the game from package folder (game.exe file), the second scene didn't appear!

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« Last Edit: December 13, 2006, 08:51:42 AM by mRax »
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Mnemonic

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Re: Unicode support
« Reply #11 on: December 12, 2006, 06:24:59 PM »

The scene_init.script in "1" scene is referenced by wrong path (data\scenes\bas\...), it should be just "scenes\bas\...". Try re-assigning the script in SceneEdit.
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mRax

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Re: Unicode support
« Reply #12 on: December 13, 2006, 08:51:05 AM »

Uhhh... Thanks. I'm sorry, I wasn't punctual :) I checked the project, there was only one file with such oversight.
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