2 questions after new patch
axamdeep
Shanghai, China Join Date: 2010-07-02 Member: 72226Members, Squad Five Blue
<div class="IPBDescription">1. fonts 2.say messages</div>After the game update to build 200, my in-game frames improving to about 60 apparently, so i can shoot at last. this is a great update.
but something that follows.
1. the fonts has changed. as shown here, it's the default font of simplified chinese windows OS. that's a font for displaying chinese characters so the english characters in this font is not beautiful to look at, quite without sense of Sci-fi.
<img src="http://images.cjb.net/be32b.jpg" border="0" class="linked-image" />
<img src="http://images.cjb.net/c0e11.jpg" border="0" class="linked-image" />
anybody could tell me how to change the in-game display fonts, i want to change it to Arial, Tahoma or something else.
2.cannot type chinese characters at say messages, as shown here.
<img src="http://images.cjb.net/20afe.jpg" border="0" class="linked-image" />
you can see, in build 199, the chinese characters could be shown.
in build 200, it become garbled codes.
i perfer beta build 199 because we can communicate easily in the game by typing.
is this problem could be fix at next beta build?
but something that follows.
1. the fonts has changed. as shown here, it's the default font of simplified chinese windows OS. that's a font for displaying chinese characters so the english characters in this font is not beautiful to look at, quite without sense of Sci-fi.
<img src="http://images.cjb.net/be32b.jpg" border="0" class="linked-image" />
<img src="http://images.cjb.net/c0e11.jpg" border="0" class="linked-image" />
anybody could tell me how to change the in-game display fonts, i want to change it to Arial, Tahoma or something else.
2.cannot type chinese characters at say messages, as shown here.
<img src="http://images.cjb.net/20afe.jpg" border="0" class="linked-image" />
you can see, in build 199, the chinese characters could be shown.
in build 200, it become garbled codes.
i perfer beta build 199 because we can communicate easily in the game by typing.
is this problem could be fix at next beta build?
Comments
Sal
Sal<!--QuoteEnd--></div><!--QuoteEEnd-->
A friend of mine never use menu mod, he got the same ugly fonts, too.
i think this is not menu mod's problem.
Sal
To test this, I tried changing my System Locale from English (United States) to Chinese (Simplified, PRC):
Original:
<img src="http://i.imgur.com/vQvB8.jpg" border="0" class="linked-image" />
Different Locale:
<img src="http://i.imgur.com/B9kp1.jpg" border="0" class="linked-image" />
I'll try to see if there's a way to change fonts through any lua files without having to change the System Locale. <strike>Does anyone remember the name of the previous font in b199, though?</strike> Nvm, it's Microgramma. Now to find where to reimplement it, if possible. D:
hope you get the right way.
hope you get the right way.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, I have no programming knowledge at all, so I can't easily figure out why this is happening. It's most likely a bug, though. I've reported a slightly <a href="https://getsatisfaction.com/unknownworlds/topics/marine_ammo_counter_font_bug" target="_blank">different bug</a> to the devs, so you could make a new one about this specific issue. :)
hope you get the right way.<!--QuoteEnd--></div><!--QuoteEEnd-->
If you mean my mod its Mods\GUIMainMenu\ClassicMenu.lua line 25 you would have to add
text:SetFontName("FONTNAMEHERE")
but SetFontName seems tobe totally broken
If you want to just change/translate all the menu link labels of my mod to your native language you can use this autoexec script as base
it needs tobe saved to autoexec\menulinks_premenu.lua
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->MainMenuConnectedLinks = {
{"Return to game", function()
if(Client.GetIsConnected()) then
MainMenu_ReturnToGame()
end
end},
{"Disconnect", function() Shared.ConsoleCommand("disconnect") end},
}
MainMenuLinks = {
{"Server Browser", function() GUIMenuManager:ShowPage("ServerBrowser") end},
{"Create Listen Server", function() GUIMenuManager:ShowPage("CreateServer") end},
{"Options", function() GUIMenuManager:ShowPage("MainOptions") end},
{"Keybinds", function() GUIMenuManager:ShowPage("Keybinds") end},
{"Mods", function() GUIMenuManager:ShowPage("Mods") end},
{"Exit", function() Client.Exit() end},
}<!--c2--></div><!--ec2-->
text:SetFontName("FONTNAMEHERE")
but SetFontName seems tobe totally broken
If you want to just change/translate all the menu link labels of my mod to your native language you can use this autoexec script as base
it needs tobe saved to autoexec\menulinks_premenu.lua
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->MainMenuConnectedLinks = {
{"Return to game", function()
if(Client.GetIsConnected()) then
MainMenu_ReturnToGame()
end
end},
{"Disconnect", function() Shared.ConsoleCommand("disconnect") end},
}
MainMenuLinks = {
{"Server Browser", function() GUIMenuManager:ShowPage("ServerBrowser") end},
{"Create Listen Server", function() GUIMenuManager:ShowPage("CreateServer") end},
{"Options", function() GUIMenuManager:ShowPage("MainOptions") end},
{"Keybinds", function() GUIMenuManager:ShowPage("Keybinds") end},
{"Mods", function() GUIMenuManager:ShowPage("Mods") end},
{"Exit", function() Client.Exit() end},
}<!--c2--></div><!--ec2--><!--QuoteEnd--></div><!--QuoteEEnd-->
thank you very much, i'll try it
These changes are caused by us switching from a TrueType based font system to a bitmap based one where we pre-generate bitmaps containing all of the characters. This is necessary due to the cost of font licensing. Distributing the fonts we want to use in game in TrueType format would cost tens of thousands of dollars, which we can't afford.
We will be working on supporting non-Latin character sets.