Forums » Bugs

cant copy and paste spanish accents to letters

Mar 22, 2024 biretak link
when posting in 100 I can't copy and paste spanish letters with the accent symbol. I always verify what I paste.
Mar 22, 2024 Luxen link
That's correct; Vendetta Online's got a limited support for what characters it can render, and accented characters aren't supported YET. It's been a while, but I think I'd mentioned it in passing to Incarnate before?
Mar 23, 2024 storm_titty link
Ü Ä and Ö, my favorite German vowels could use some love as well. no haste though, since i guess most German players on here can speak/write English sufficiently enough.
Mar 24, 2024 Lord~spidey link
Before I start know that everything contained herein is nothing more than pure speculation on my part.

Localization update kinda went on the backburner but it's in the pipe afaik the chat system isn't too far from getting updated to support much larger character maps.

Translating the rest of the game/missions is a relatively big task that hopefully will be done in large part my the community, so until there's tools inplace to make contributing easy/organized enough that it can actually be useful it's going to take a lil while.
Mar 24, 2024 biretak link
those of us that speak some Spanish might like accents in chat... I'd prefer the accented character remain without the accent in the meantime so others can read it and just know the accent was not there instead of the character just disappearing.
Apr 04, 2024 Xeha link
yes, its limited to ASCII, from what i've seen.
this has nothing to do with localization of missions, but with econding of text.
until VO chat supports UTF-8 (or alike) for unicode/multibyte chars, this won't be possible.
Apr 04, 2024 incarnate link
Basically, the protocol itself defines what character sets may be transmitted over the network. At the moment, that is pretty limited. It has nothing to do with the display limitations of the game, and is all about the encoding-limitations of the chat system.

However, there's also a set of "secondary layer concerns":

- One is that character-entry for complex font sets becomes a pretty big user interface and design problem. A few accented characters aren't too bad (copy/paste can be hacked in, as mentioned here), but it quickly goes into, say, Cyrillic characters, and then you begin looking at Hangul, the 20,000 unique pictograms that make up the Korean language. This starts to get scary. And while one might say "but just use the OS's text-entry something-something" this can vary pretty widely across platforms, and is often unfriendly to full-screen games.

- Two is the challenge where basically we can only administratively manage "reports" on English-language chat. So, while we are localizing game text of interfaces and missions into a variety of other languages, with complex fonts like those mentioned above, we're considering only officially supporting English as a game-chat language, just to limit the scope of chat-content that we have to administratively handle. While one can make various contentions about using machine-translation administratively and so on, there are problems with nuance and context and understanding what is considered "extremely inappropriate" in like.. 22 languages and god-knows-how-many varied cultures. It's difficult enough to keep up with English alone.

To be clear, this isn't something I want. I'd rather just support all the language cases and all the chatting and all the text-entry and so on. But, these are challenging realities I have to try and figure out how to manage with limited resources, which then leaves me with difficult choices.

The fact that different platforms and governments keep shifting their expectations and requirements placed on developers is also, well, difficult to predict and manage. There are some semi-automated "services" out there, used by Xbox and Call of Duty and such, but those services can also be pretty expensive.