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Old October 4, 2011, 07:44   #1
Nick
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Utf-8

UTF-8 character handling has now come to the nightlies, as described here.

Is there any adjustment that has to be made to this site to accommodate that? Pav, do you have any recommendations for how things like screenshots and character dumps should be coded?
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Old October 4, 2011, 10:12   #2
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As existing iso-8859-1 encoding is forward compatible with Utf-8, it sounds easiest for everyone if everything is in regular Utf-8.

Do you have a sample dump for me to play with?
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Old October 4, 2011, 10:32   #3
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I think this one is - check out Nar, Khim etc in the history section.
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Old October 4, 2011, 11:00   #4
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Aha. Should be fine for the dump content now. Should I expect utf-8 to ever appear in character class, race and name fields? (Also it's funny that this bb software is not utf-8 enabled. When I flipped the charset on it, Timo lost his ä...)
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Old October 4, 2011, 11:14   #5
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Quote:
Originally Posted by Nick View Post
UTF-8 character handling has now come to the nightlies, as described here.

Is there any adjustment that has to be made to this site to accommodate that? Pav, do you have any recommendations for how things like screenshots and character dumps should be coded?
More importantly, what are the new monster types being added?

å∑€œ®†¥
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Old October 4, 2011, 14:26   #6
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Quote:
Originally Posted by pav View Post
Aha. Should be fine for the dump content now. Should I expect utf-8 to ever appear in character class, race and name fields? (Also it's funny that this bb software is not utf-8 enabled. When I flipped the charset on it, Timo lost his ä...)
Dúnedain in NPP have been accented in NPP for years. Not sure about Vanilla. I am sure you will be seeing it more and more with utf-8.
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Old October 4, 2011, 16:40   #7
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More importantly, what are the new monster types being added?

å∑€œ®†¥
Clearly Morgoth should be Ω.
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Old October 4, 2011, 23:28   #8
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Any otherworldly horrors should be greek letters. Which, incidentally, is implied Banishment immunity.
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Old October 5, 2011, 04:05   #9
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More importantly, what are the new monster types being added?

å∑€œ®†¥
Isn't that last one the amulet of yendor? not that I ever found it.
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Old October 12, 2011, 03:24   #10
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I saw the notes on the wiki page regarding adapting these changes to Android. I've got a few alternative ideas.

a) Because the characters on the canvas are stored as wchar_t, Android only allows one byte per character for storage. Potentially we could use the overloaded Term_mbstowcs to translate from UTF-8 to ISO8859-1 so that we can still use the wchar_t for storage on Android.

b) We could change all the existing wchar_t types to term_wchar_t and then do something like

#ifdef USE_AND
typedef unsigned short term_wchar_t;
#else
typedef wchar_t term_wchar_t;
#endif

This would allow us to use all characters in the BMP (basic multilingual plane) range and not just ISO8859-1.

Option A is probably a lot less work, but might not support all the weird characters that someone might throw into the edit files.
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