Hello.
I’m working on a Japanese translation for Anomaly (GAMMA), and I’ve noticed some issues with the loading screen tips in ui_st_loadscreen.xml.
Example XML:
<string id="ls_tip_1">
<text>ターゲットに合わせた弾薬の選択が生存を分ける。重装ストーカーには高口径のAP弾(徹甲弾)を、ミュータントにはHP弾(ホローポイント)やバックショットが効果的だ。ただし、ノゾログやエクソスーツを着た強敵に散弾は通用しない。</text>
</string>
When using long Japanese strings like this, I'm seeing three different behaviors:
-
Overflow (No spaces): If the text contains no spaces, the auto-wrapping doesn't work at all. The text displays on a single line and goes off-screen.
-
Infinite Loop / Freeze (With spaces): If I add half-width spaces between words to try and force a wrap, the engine seems to trigger the wrap logic, but it then enters an infinite loop and the game freezes.
-
Crash: If the total number of characters in the tag is simply too long, the engine crashes immediately. I suspect there might be a buffer limit (maybe 512 bytes?) that is being exceeded. (The XML file is encoded in UTF-8.)
It seems the engine treats the entire Japanese sentence as a single "word" because of the lack of spaces, which might be breaking the wrapping logic.
Would it be possible to improve the multi-byte character support for these loading screen tips?
Best regards.
Hello.
I’m working on a Japanese translation for Anomaly (GAMMA), and I’ve noticed some issues with the loading screen tips in ui_st_loadscreen.xml.
Example XML:
When using long Japanese strings like this, I'm seeing three different behaviors:
Overflow (No spaces): If the text contains no spaces, the auto-wrapping doesn't work at all. The text displays on a single line and goes off-screen.
Infinite Loop / Freeze (With spaces): If I add half-width spaces between words to try and force a wrap, the engine seems to trigger the wrap logic, but it then enters an infinite loop and the game freezes.
Crash: If the total number of characters in the tag is simply too long, the engine crashes immediately. I suspect there might be a buffer limit (maybe 512 bytes?) that is being exceeded. (The XML file is encoded in UTF-8.)
It seems the engine treats the entire Japanese sentence as a single "word" because of the lack of spaces, which might be breaking the wrapping logic.
Would it be possible to improve the multi-byte character support for these loading screen tips?
Best regards.