How the TGB support UNICODE??
by Tim Kin Chu · in Torque Game Builder · 03/13/2007 (4:05 am) · 2 replies
Is it just save all my script to unicode??
And the game can read all the character that is not english??
I have define the unicode MACRO in engine source but it seem that the
characters cannot be read correctly.
And the game can read all the character that is not english??
I have define the unicode MACRO in engine source but it seem that the
characters cannot be read correctly.
#2
The TGB can display the Deutsch now!
THANK YOU!
03/13/2007 (8:50 pm)
Thank you back. It work perfectly!The TGB can display the Deutsch now!
THANK YOU!
Associate Fyodor -bank- Osokin
Dedicated Logic
1. All files (.gui & .cs) should be saved in UTF-8 codepage
2. While saving, it should not contain the BOM (unicode header).
The Akelpad have an option in "save-as" dialog where you can switch off adding the BOM while saving.
As for myself, I use CodeWeaver - it's Torque-safe in a question of Unicode characters. You can use this IDE for scripting, editing GUIs, etc.
As you mentioned in other thread - the problem of displaying characters as squares - it's because it's not unicode. I really recommend you to get your hands on CodeWeaver.
And, btw, while in Gui Editor (F10) you can type text there and save the file - it should work fine.