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Under appreciated engine features: Custom Fonts
Posted: 02 Feb 2010, 19:12
by Beherith
Imo many games could use stuff nicer than sans bold, and theres no shortage of options:
You can set your font in springsettings.cfg
Code: Select all
FontCharFirst=32
FontCharLast=255
FontOutlineWeight=25
FontOutlineWidth=3
FontSize=23
SmallFontFile=fonts/chintzy.ttf
SmallFontOutlineWeight=10
SmallFontOutlineWidth=2
SmallFontSize=14
But can this be done mod side?

Re: Under appreciated engine features: Custom Fonts
Posted: 02 Feb 2010, 19:24
by Regret
This topic containing request for forbidden information is relevant to my interests.
Re: Under appreciated engine features: Custom Fonts
Posted: 02 Feb 2010, 19:27
by SinbadEV
I found this awesome font way back when that was basically an old Namco style 8pixel by 8 pixel font except done as a TrueTypeFont with rounded off corners... really excellent fixed width font... I can't seem to find it anymore but it would have been great to use as the small font.
Re: Under appreciated engine features: Custom Fonts
Posted: 02 Feb 2010, 19:28
by Neddie
More specifically, can we put it on a ModOption toggle and/or have it set with lua in game, and can we have custom fonts per side? That could add a lot to our coming 1944 UI.
Re: Under appreciated engine features: Custom Fonts
Posted: 02 Feb 2010, 19:33
by jK
You can change it modside,
BUT
Lua can use custom fonts for a long time now!
And changing the font of gl.Text() would do this for all mods, and it would override the user's decision -> don't want!
Re: Under appreciated engine features: Custom Fonts
Posted: 02 Feb 2010, 19:47
by Argh
I'm with jK. You can do whatever you want with the new font system; for a practical example, see SaveGame, which uses custom fonts throughout.
Re: Under appreciated engine features: Custom Fonts
Posted: 02 Feb 2010, 20:11
by Beherith
Would you be so kind as to post the command needed to override the system fonts in the mod?
Re: Under appreciated engine features: Custom Fonts
Posted: 02 Feb 2010, 20:29
by Caydr
^^^^^^^^^
Combine this:
Argh wrote:I'm with jK. You can do whatever you want with the new font system; for a practical example, see SaveGame, which uses custom fonts throughout.
With tweaks to CA's layout file?
Nice-looking map.
Re: Under appreciated engine features: Custom Fonts
Posted: 02 Feb 2010, 20:57
by Jazcash
Some nice screenies showing your tooltip not expanding there Beh

I was gonna take some screenies to show you myself but you did it before me

Re: Under appreciated engine features: Custom Fonts
Posted: 02 Feb 2010, 21:09
by Argh
Would you be so kind as to post the command needed to override the system fonts in the mod?
You don't do that at all. Instead, you can give every Widget / Gadget one or more fully custom fonts, e.g. like this, where that writing isn't a static bitmap, but is a font that adjusts according to screen resolution for maximum smoothness:

IOW, why just have one font, when your project can have many?
Re: Under appreciated engine features: Custom Fonts
Posted: 02 Feb 2010, 21:17
by Jazcash
Does this change the loadscreen font? I'd really like to see that die.
Re: Under appreciated engine features: Custom Fonts
Posted: 02 Feb 2010, 21:18
by Regret
This is like deja vu, I was met with similar idiocy when I asked as to how to do this some time ago. I don't get the taboo about it. Just answer the question or don't post something completely different.
Re: Under appreciated engine features: Custom Fonts
Posted: 03 Feb 2010, 07:22
by Forboding Angel
JAZCASH wrote:Does this change the loadscreen font? I'd really like to see that die.
Seconded.
Re: Under appreciated engine features: Custom Fonts
Posted: 04 Feb 2010, 09:51
by hunterw

all it needs is some splatty sand blending the sand with the rock