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Still... the engine won't allow to type special characters

 
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Still... the engine won't allow to type special characters - 8/30/2010 10:32:10 AM   
Telumar


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From: niflheim
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Ralph, just a minor glitch, but in the case you missed it:

the engine still can't recognize special characters like the german 'Umlaute'. Scenarios that use them load and display them correctly, but you still can't properly enter these letters in the unit- and placename dialogue.

I'm sure it's the same with the french and spanish special characters. In the Menues/Translation it works all fine, but not in the Place- and Unit name dialogue.

I know, i can export the sce/oob to xml, enter the correct letters and re-import into the editor, but it would be nice if one wouldn't need this workaround.

I.e. here's waht a ü looks like in the unit name of a Füsilier Bn:




Attachment (1)

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RE: Still... the engine won't allow to type special cha... - 8/30/2010 3:11:03 PM   
Curtis Lemay


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Joined: 9/17/2004
From: Houston, TX
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quote:

ORIGINAL: Telumar

Ralph, just a minor glitch, but in the case you missed it:

the engine still can't recognize special characters like the german 'Umlaute'. Scenarios that use them load and display them correctly, but you still can't properly enter these letters in the unit- and placename dialogue.

I'm sure it's the same with the french and spanish special characters. In the Menues/Translation it works all fine, but not in the Place- and Unit name dialogue.

I know, i can export the sce/oob to xml, enter the correct letters and re-import into the editor, but it would be nice if one wouldn't need this workaround.

I.e. here's waht a ü looks like in the unit name of a Füsilier Bn:





I sure I've seen umlauts displayed with some Windows fonts. Maybe you can try a different one, like Times Roman. Regardless, as I said in the What's New, they won't display the SS Runes, so you should use bitmapped fonts for the unit info stuff. Windows fonts are only needed for map stuff (placenames, supply, objective values, etc.)

(in reply to Telumar)
Post #: 2
RE: Still... the engine won't allow to type special cha... - 8/30/2010 5:06:23 PM   
Telumar


Posts: 2062
Joined: 1/3/2006
From: niflheim
Status: offline
No it's not the windows fonts. I've tried several fonts and also the bitmapped fonts. No luck.

quote:

I've seen umlauts displayed with some Windows fonts


The problem is not that the game doesn't display them. It displays them i.e. when loading a scenario.

The problem is the input. When typing ä, ö or ü, the engine displays an empty square at first, then, when the dialogue is closed the square turns into a questionmark.

the same with é, â, ñ etc..


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RE: Still... the engine won't allow to type special cha... - 8/31/2010 6:14:18 AM   
ralphtrick

 

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Joined: 7/27/2003
From: Colorado Springs
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Darn, I caught it in the victory conditions, I'll have to try to figure out where else it may be happening.

Thanks,
Ralph

quote:

ORIGINAL: Telumar

Ralph, just a minor glitch, but in the case you missed it:

the engine still can't recognize special characters like the german 'Umlaute'. Scenarios that use them load and display them correctly, but you still can't properly enter these letters in the unit- and placename dialogue.

I'm sure it's the same with the french and spanish special characters. In the Menues/Translation it works all fine, but not in the Place- and Unit name dialogue.

I know, i can export the sce/oob to xml, enter the correct letters and re-import into the editor, but it would be nice if one wouldn't need this workaround.

I.e. here's waht a ü looks like in the unit name of a Füsilier Bn:






_____________________________

Ralph Trickey
TOAW III Programmer
Blog: http://operationalwarfare.com
---
My comments are my own, and do not represent the views of any other person or entity. Nothing that I say should be construed in any way as a promise of anything.

(in reply to Telumar)
Post #: 4
RE: Still... the engine won't allow to type special cha... - 8/31/2010 6:25:52 AM   
ralphtrick

 

Posts: 4950
Joined: 7/27/2003
From: Colorado Springs
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This probably won't be fixed for 3.4, I'll put it down for 3.5.

The basic problem was that TOAW was originally written before Unicode was popular, and I'm finding out that some of the older windows APIs don't use unicode but are still supported. I've got to update them to the newer APIs.

Ralph


_____________________________

Ralph Trickey
TOAW III Programmer
Blog: http://operationalwarfare.com
---
My comments are my own, and do not represent the views of any other person or entity. Nothing that I say should be construed in any way as a promise of anything.

(in reply to ralphtrick)
Post #: 5
RE: Still... the engine won't allow to type special cha... - 9/2/2010 7:41:59 PM   
Oberst_Klink

 

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It must have to do with the settings for None-Unicode or as Curtis pointed out, the font. The Umlaute display OK in my case, BUT I can't use them in the editor. Will check if the None-Unicode settings worked.

quote:

ORIGINAL: Telumar

Ralph, just a minor glitch, but in the case you missed it:

the engine still can't recognize special characters like the german 'Umlaute'. Scenarios that use them load and display them correctly, but you still can't properly enter these letters in the unit- and placename dialogue.

I'm sure it's the same with the french and spanish special characters. In the Menues/Translation it works all fine, but not in the Place- and Unit name dialogue.

I know, i can export the sce/oob to xml, enter the correct letters and re-import into the editor, but it would be nice if one wouldn't need this workaround.

I.e. here's waht a ü looks like in the unit name of a Füsilier Bn:









Attachment (1)

_____________________________

Ceterum censeo Carthaginem esse delendam
(Marcus Porcius Cato Censorius)

Visit the Gefechtsstand!

(in reply to Telumar)
Post #: 6
RE: Still... the engine won't allow to type special cha... - 9/2/2010 9:48:21 PM   
Telumar


Posts: 2062
Joined: 1/3/2006
From: niflheim
Status: offline
quote:

The Umlaute display OK in my case, BUT I can't use them in the editor.


And that's exactly the same with me. :)


To make it clear, once and for all:

- Umlaute are displayed in the game. (scenarios edited with elder versions (pre 3.2) or via the .xml workaround)

- In the editor it's not possible to use them. Entering a Umlaut will produce a "?" in the unit/place name.

-> such a scenario won't display the Umlaute

Here's an example:






Attachment (1)

< Message edited by Telumar -- 9/2/2010 9:49:53 PM >


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Post #: 7
RE: Still... the engine won't allow to type special cha... - 9/3/2010 12:03:28 AM   
ralphtrick

 

Posts: 4950
Joined: 7/27/2003
From: Colorado Springs
Status: offline
quote:

ORIGINAL: Telumar
quote:

The Umlaute display OK in my case, BUT I can't use them in the editor.

And that's exactly the same with me. :)

This is going to sound really stupid, but can someone who downloaded the 3.4 178 Alpha try the Toaw 3 - Windows 98 and see if the editor allows entry of all the characters? That may help narrow down one area where it may have issues.

Thanks,
Ralph


_____________________________

Ralph Trickey
TOAW III Programmer
Blog: http://operationalwarfare.com
---
My comments are my own, and do not represent the views of any other person or entity. Nothing that I say should be construed in any way as a promise of anything.

(in reply to Telumar)
Post #: 8
RE: Still... the engine won't allow to type special cha... - 9/3/2010 12:11:52 AM   
Telumar


Posts: 2062
Joined: 1/3/2006
From: niflheim
Status: offline
Tried. Doesn't work. Neither with windows- nor with bitmapped fonts.

EDIT: Ralph, the Umlaute have been a problem in 3.2 already.

< Message edited by Telumar -- 9/3/2010 12:12:05 AM >


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Post #: 9
RE: Still... the engine won't allow to type special cha... - 9/3/2010 5:30:36 PM   
ralphtrick

 

Posts: 4950
Joined: 7/27/2003
From: Colorado Springs
Status: offline

quote:

ORIGINAL: Telumar

Tried. Doesn't work. Neither with windows- nor with bitmapped fonts.

EDIT: Ralph, the Umlaute have been a problem in 3.2 already.

Thanks, I've got it down to look at for 3.5

_____________________________

Ralph Trickey
TOAW III Programmer
Blog: http://operationalwarfare.com
---
My comments are my own, and do not represent the views of any other person or entity. Nothing that I say should be construed in any way as a promise of anything.

(in reply to Telumar)
Post #: 10
RE: Still... the engine won't allow to type special cha... - 9/3/2010 5:57:32 PM   
Oberst_Klink

 

Posts: 1355
Joined: 2/10/2008
From: Germany
Status: offline
Sorry, I didn't try to appear "thick". After a sixpack of beer and too many smokes, different versions from 3.1.0.9 to 3.3.06., using old language dll, trying various regional/language settings... The only "workaround" is, to use the editor prior 3.2. Not a good, perhaps impractible solution, because of the event editor I guess...But at least the place names, news, unit names can be done with the older version where the Umlaute still work. Just my 2p...

_____________________________

Ceterum censeo Carthaginem esse delendam
(Marcus Porcius Cato Censorius)

Visit the Gefechtsstand!

(in reply to ralphtrick)
Post #: 11
RE: Still... the engine won't allow to type special cha... - 9/3/2010 6:55:32 PM   
ralphtrick

 

Posts: 4950
Joined: 7/27/2003
From: Colorado Springs
Status: offline

quote:

ORIGINAL: Oberst_Klink

Sorry, I didn't try to appear "thick". After a sixpack of beer and too many smokes, different versions from 3.1.0.9 to 3.3.06., using old language dll, trying various regional/language settings... The only "workaround" is, to use the editor prior 3.2. Not a good, perhaps impractible solution, because of the event editor I guess...But at least the place names, news, unit names can be done with the older version where the Umlaute still work. Just my 2p...

You should be able to save the game as XML, use something like noteped++ to edit it and load it back again.

I'll put a post in the scenario design folder explaining what XML and Unicode are.

_____________________________

Ralph Trickey
TOAW III Programmer
Blog: http://operationalwarfare.com
---
My comments are my own, and do not represent the views of any other person or entity. Nothing that I say should be construed in any way as a promise of anything.

(in reply to Oberst_Klink)
Post #: 12
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