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Author
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Topic: Problem: /comm font doesn't recognize non-English characters (Read 2451 times)
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Arael
Zebranky food
Offline
Posts: 39
Utwig wearing a mask of Spiky Featherness
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Recently I've decided to pick up the long-abandoned Polish translation project and finally complete the damn thing. One of the necessary things I need to do is add the Polish characters (ąćęłńóśźż).
As far as I know, the procedure is as follows:
- find out the codes of the non-English characters - make necessary modifications to the English characters (e.g. o -> ó) and save them under the appropriate file name (243.png in this case) - translate or modify the dialogue text to include the newly-made characters, save it in UTF-8, check for BOM - put the finished characters and dialogue into the appropriate directories of the content.uqm file
This is how I did it back in the 0.5.0 version, and it worked perfectly.
Fast forward fo 0.6.2: using the above procedure to: translate slides/intro/intro.txt - OK, does not display new characters (as expected) slides/slides.fon - OK, tested, displays perfectly lbm/starcon.fon - OK, displays perfectly - all new characters are displayed in both fonts
The problems start: added new characters to comm/urquan/urquan.fon: modified comm/urquan/urquan.txt to include new characters ("Attention ąćęłńóśźż, heed this...") game crashes at the beginning of this text restored urquan.txt - works, nothing broken with English characters changed urquan.txt minimally ("Attention interlóper...") game works, but the new character isn't recognized ("Attention interl" displayed) Oh yes, and I have made the character anew, double-checking everything. No change.
So what am I doing wrong? The procedure seems to work (as evidenced by the 2 previous fonts), it used to work in 0.5.0 (on the Kzer-Za font), so what's the problem? Are the fonts handled differently in 0.6.2 or what?
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« Last Edit: March 28, 2007, 11:13:57 pm by Arael »
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