Heyya Yarn, thanks for this reply.
but i am not sure if you get my problem.
I do not have problems to use these special characters in the game. I already use the german release of this game and i do not have problems to create translation of campaigns, that does not use any newer feature.
For example i translated near the complete FreeSpace: Port with Silent Threat: Reborn without a problem (not finished it yet, unfortunately), because this campaign does not use any special features, only the (t)strings.tbl. There i can translate it with the use of special characters that are showed ingame.
But there are not showed in user-created things like the Fiction Viewer, Starmap, Subtitle-SEXPs and HUD Gauges.
Actually i discovered the use of special characters leads to a crash of the game if they are used in the Subtitle-SEXP:
Token "DrÃ¬cke Feuer zum Ã¬berspringen..."
( false )
( false )
( key-reset-multiple "Spacebar" )
( hud-disable 1 )
( script-eval "scam_inact()" )
( script-eval "CutsceneKeyLock()" )
+Repeat Count: 1
$Formula: ( when
[ This info is in the clipboard so you can paste it somewhere now ]
Use Ok to break into Debugger, Cancel to exit.
Actually it should be "Drücke Feuer zum überspringen..." (=Press fire to skip...).
So there is also a coding problem in the character set there. Interestingly it cause a crash and not a simple invisible or wrong character.
What i mean in the HUD Gauges is this from my current "Between the Ashes" translation:
You see, there are many Umlauts in the HUD, but the "Ladungen übrig" in the right hand side of the upper HUD misses it, it does not show the ü.
Can this be a problem in the behavior FSO uses its font file?
So that a text have to be marked as "german" to get the additional characters?
Because all the other text you see in this screenshot is stored in the (t)strings.tbl under the #german flag for multi-language (and safe mission updates) use.
But this HUD Gauge is only in the hud_gauges.tbl itself, aswell the text for the subtitle-sexp is in the .fs2 file.
So, there is a question, is it possible to create ids for this kind of text to translate it in a string file in FSO?
Because i think that this would work, then...
If not... that would need a build where this kind of things are possible, unfortunately.
So it seems, that i have the same problem if i use the expanded german font without any changes in retail with the english language setting which mess up the HUD completely.
Actually i thought that was fixed in FSO during the last couple of years?