You're storing wide-character data in a normal Lua string, correct? To be honest, I'm not sure why that was displaying properly in the beta! I'll fix this up for the next build though, I don't think there's any reason Decoda wouldn't be able to handle that.
You're storing wide-character data in a normal Lua string, correct? To be honest, I'm not sure why that was displaying properly in the beta! I'll fix this up for the next build though, I don't think there's any reason Decoda wouldn't be able to handle that.
Yes. All of our scripting is done this way. It's necessary for foreign languages like Chinese and Korean.
Thanks for looking into it!
I have a few errors in the output widow about missing symbols not matching dlls for msvcp71 and msvcr71. If fixing this at the moment.
I'll verify the older build properly displays the strings. I may have a previous build still around here somewhere. I remember it worked, but maybe something changed on our side.
Comments
Technical Director, Unknown Worlds Entertainment
Yes. All of our scripting is done this way. It's necessary for foreign languages like Chinese and Korean.
Thanks for looking into it!
I have a few errors in the output widow about missing symbols not matching dlls for msvcp71 and msvcr71. If fixing this at the moment.
I'll verify the older build properly displays the strings. I may have a previous build still around here somewhere. I remember it worked, but maybe something changed on our side.
Erik
Technical Director, Unknown Worlds Entertainment
Hm... I upgraded to the latest, but it's still happening.
Any ideas?
Technical Director, Unknown Worlds Entertainment
Looks like we use:
typedef wchar_t lua_WChar
lua_pushwstring( lua_State *, const lua_WChar* )
typedef wchar_t lua_WChar
lua_pushwstring( lua_State *, const lua_WChar* )
Our game is compiler setting :
Character Set: Use Multi-Byte Character Set
Technical Director, Unknown Worlds Entertainment
Erik