Digital Paint Discussion Board
Development => General Development => Topic started by: jitspoe on July 07, 2006, 09:48:52 PM
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One of the requests for build 17 was a new font/hud/GUI. Some people wanted a cleaner sans-serif font like Arial. I contacted the developer of the common Windows fonts, and found it would not be possible to use the fonts in the way they would need to be used in the game, so I decided to create my own while I was bored at work. Here's what I came up with:
Note: This isn't an actual font. I created this image pixel by pixel. It can't be used in the game or with anything else.
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I like the current font fine. You might want to make one size bigger than the biggest you have there, too. So people who like massive fonts can have that.
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Yeah, this is for the small fonts so they look clean and sharp. I'll also make a large font that will scale for anything larger than that.
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I was wondering if "mstcorefonts" (or is that what you looked into already?) were under liscensed to be usable in the game? I never looked into it, but its a package for most linux distros that is free, if not, what about the many linux fonts?
I do like your font, its clean, but I'd have to see it in the HUD to really see how it would work out, right now its a non-bold font that may be hard to see in the hud/console.
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Again, that's the small font for people who like playing with hudscale 1. If I go this route, I'll make a larger font as well. As for Linux fonts, I haven't seen any that I like.
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hmm, i like it jitler :)
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YESSSS WOOOT. Definetly much better, I cannot wait to see this implemented :)
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Arial is a good font I think. Or maybe have like 4 diff fonts people can chose from?
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I contacted the developer of the common Windows fonts, and found it would not be possible to use the fonts in the way they would need to be used in the game...
So no arial.
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I tweaked the first two fonts to be more proportional to the rest and also changed the w's.
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yeah a larger font would be great, im currently using a 15 inch viewsonic lcd monitor with the resolution at 1024x768 which is the max. its hard to see anything typed unless i actually put my focus on it
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Are you talking about in the game currently? If so, increase your cl_hudscale value.
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yeah i dont like to do that cuz then my aimer i just plain huge and it messes me up i currently use the defualt chair and by increasing my hud one it just blows up and it messes up my aim. so just being able to change font size would be a nice development
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your aimer. lol its called a crosshair ::)
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same difference lol
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cl_hudscale
when its 1, its too small. When its 2 (random) Its too big :'(
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1.5...?
EDIT: Nope.
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0.17 should have a default of cl_hudscale 1, 2 is too big.
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What about making a font with special letters? For people who come from Finland, Sweden, Germany or some other countries that use letters like Åå, Ää, Öö, Éé or so on.
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No attachments are working.. ? :/ I'd like a new windows-ish font and less console-ish font, it would make the menus and such look much better.
All in all the choice is after all, yours.
Cheers,
y00tz
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your font pics are broken for me... can you rehost them please?
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Fixed the images.
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Thanks
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Started playing around with this again, and I'm kind of bouncing back and forth between pixel-perfect and antialiased versions. I tend to prefer the pixel-perfect versions, as they're more readable. Obviously the large fonts will have to be antialiased. I want to make a really clean, readable small font to be used for various things, though in-game IRC (http://dplogin.com/dplogin/featurevote/feature.php?id=10054) console, tooltips, etc.
I've attached a few different prototypes.
1st line = no antialiasing - everything is per-pixel.
2nd line - Mostly per-pixel, with a couple areas antialiased (to try to make the b and d look more rounded).
3rd line - all antialiased (looks less jagged, but also looks blurry).
4th - all antialiased, bold
5th - per-pixel bold.
Bottom right - experimented with curving the edges out + antialias. Large version attached as a second image. Not sure if I like it or not, but it's a potential large font that would scale down well, since it's designed to align perfectly at 6 pixels wide.
Feature vote thread related to this: http://dplogin.com/forums/index.php?topic=15095
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Oops, didn't realize the background was transparent. Made a white version for better readability on this background.
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I tend to prefer the pixel-perfect versions, as they're more readable.
+1
Would it also support more characters (language specific)?
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Would it also support more characters (language specific)?
No, that would be a rather large undertaking. It would be possible to support a few accented characters and such that are supported by the basic 8-bit ascii character set, but it would mean removing most of the current funname stuff. Pretty much the whole Quake2 architecture is based around 8-bit character strings, so switching over to 16-bit or utf-8 would require revamping all of the string related functionality and would potentially double the bandwith required for sending strings over the network.
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I prefer the 1st or fourth line, to be honest.
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Why not implement loading ttf or otf fonts instead of using bitmap fonts? I would think that would be better for scaling and such, being vector based and all.
A quick look through dafont and I found one that looks a bit similar to the current one: [link] (http://www.dafont.com/white-rabbit.font?psize=xs). It also has a license similar to the Do What The F_ck You Want To Public License (http://sam.zoy.org/wtfpl/).
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Fonts would most likely have to be rendered to a texture, anyway, so I don't think it matters if they were done with ttf or bitmaps. I think rendering fonts as polygons would be slow on some machines (lots of polygons per letter - especially rounded letters).