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|ID||Project||Category||View Status||Date Submitted||Last Update|
|0000085||TADS 3||Library - Adv3||public||2010-09-18 17:18||2010-10-20 02:13|
|Assigned To||Michael Roberts|
|Summary||0000085: StringComparator char. mappings don't work in PreinitObject|
|Description||During my localization project I've probably found a bug. I'm trying to supply character map table to StringComparator to allow typing without accents, but table is sometimes ignored.|
|Steps To Reproduce||Consider following modification of en_us.t on line 98:|
new StringComparator(gameMain.parserTruncLength, nil, [['o', 'q', 0, 0]]));
When a very simple game is compiled with -d flag, mapping works, one for example can type "examine window" and "examine windqw" both producing same result. But it works only until position is saved and loaded back, then it stops working.
When same game is compiled without debug info, mappings don't work at all, saying windqw is unnecessary word.
|Additional Information||It seems to work flawlessly, when I setup comparator in game itself (ie. in gameMain::showIntro) rather then in library localization file, where it is called in preinit phase during compilation. Thanks.|
|Tags||No tags attached.|
|Fixed In Version||3.0.19|
Michael Roberts (administrator)
Confirmed - the problem was that the code that saved the character equivalence mappings to the .t3 file (for preinit creation of the StringComparator) or the saved game file (for run-time creation) wasn't storing the source character code properly, so the mappings were being reassigned to other characters.
I've fixed this for the next update.
|2010-09-18 17:18||tomasb||New Issue|
|2010-10-20 02:13||Michael Roberts||Fixed In Version||=> 3.0.19|
|2010-10-20 02:13||Michael Roberts||Note Added: 0000161|
|2010-10-20 02:13||Michael Roberts||Assigned To||=> Michael Roberts|
|2010-10-20 02:13||Michael Roberts||Status||new => resolved|
|2010-10-20 02:13||Michael Roberts||Resolution||open => fixed|
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