Re Twitter

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Hazelnut
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Re: Re Twitter

Post by Hazelnut »

How can I switch the SDF font back to the size it was before when it matched classic text layout? I don't like the look now and it looks very out of place with the classic image text now. Personal preference really, but also useful so I can use SDF fonts and still ensure messages are suitable for original text layouts.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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Interkarma
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Re: Re Twitter

Post by Interkarma »

Hazelnut wrote: Mon Aug 19, 2019 8:01 pm How can I switch the SDF font back to the size it was before when it matched classic text layout? I don't like the look now and it looks very out of place with the classic image text now. Personal preference really, but also useful so I can use SDF fonts and still ensure messages are suitable for original text layouts.
To give you a super-early example of why the new font rendering and layout support is so important, here's the book reader displaying some text after using an English > Russian translator and a font supporting Cyrillic characters.

Now because text was automatically translated, and I just copy-pasted stuff, the meaning is probably horribly mangled - but that's not the point here. The point is that Daggerfall Unity is no longer tethered to English and ASCII. All rendering and layout was completely automatic in game. This outcome simply isn't possible if every character has to somehow overlap the English equivalent of every word using Latin characters from purely ASCII inputs.

Different languages require different character sets, and they need a variable number of words to express the same concepts. This means that font support must absolutely be able to scale properly and wrap independently of language. The previous setup was simply incompatible with flexible translations and it was only ever intended to be a compromise until we got to this stage of development.

cyrillic.png
cyrillic.png (557.09 KiB) Viewed 5749 times

I can't really explain just how much work has been required to get here. I've been absolutely killing myself to make this stuff possible. So no, you can't have the ugly, squishy SDF text back. :lol:

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Deepfighter
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Re: Re Twitter

Post by Deepfighter »

Interkarma wrote: Tue Aug 20, 2019 7:47 am I can't really explain just how much work has been required to get here. I've been absolutely killing myself to make this stuff possible. So no, you can't have the ugly, squishy SDF text back. :lol:
...and I can't really explain how thankful I am that you make it possible for us to give Daggerfall Unity a multilingual support! Just awesome! :)
Head of the German Daggerfall translation - www.daggerfalldeutsch.de
and German translator for The Elder Scrolls V: Skyrim and Lore-Expert for The Elder Scrolls: Online

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Hazelnut
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Re: Re Twitter

Post by Hazelnut »

I do get what you're doing and why - I think it's amazing that DFU will have such comprehensive translation capabilities. I thought that the old SDF font might be an option, but if not possible then I'll just have to go back to classic pixellated font for dev work. It's been quite a while since I used it and I gotta say that I really miss the nice curvy text, a lot more than I thought I would. :D
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

BansheeXYZ
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Re: Re Twitter

Post by BansheeXYZ »

Here's what I'm talking about with regards to text size at 1080p. This is a 610px wide text box that's the same color as the classic scroll with a very light noise&blur filter applied to it for texture. The font is a simple 11pt Tahoma bold with no font smoothing. I also changed it from yellow to black. This text is as crisp and readable as any ebook or browser app. It minimizes scrolling by using the full vertical resolution and (presumably) a scrollbar.

Open in Firefox and hit F11 to view in fullscreen.
text scroll.png
text scroll.png (832.88 KiB) Viewed 5688 times
Here's 2 of old ui scrolls cleverly cropped and superimposed on each other to almost double its text area. They are at 2x scale. This isn't as good as the first option, but no one here seems to want to dump any ui gfx.
olduiscroller.png
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Last edited by BansheeXYZ on Mon Aug 26, 2019 3:46 am, edited 1 time in total.

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TheLacus
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Re: Re Twitter

Post by TheLacus »

Interkarma, i'm ready to push improvements to support for custom books but i can't read any book from bookshelves after font updates. I used to be able to assign BookShelf component to a mesh for quick testing, but now i can read titles but bookReader shows an empty window with no errors.

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Jay_H
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Re: Re Twitter

Post by Jay_H »

Brilliant fixes to spell detection in 0.10.8! I didn't know you had that on your radar right now, nor that you'd have a fix so ready at hand. Interkarma strikes again!
Prevent touch missile colliding with self
Spell targeting refinements
EDIT: I just now saw your post in Bug Reports. But this one's okay too, I say.

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Interkarma
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Re: Re Twitter

Post by Interkarma »

Thanks Jay. :)

Lywzc
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Re: Re Twitter

Post by Lywzc »

How about melee collision or range? I can not hit enemies in cages with my hand or they are extremely hard.

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Interkarma
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Re: Re Twitter

Post by Interkarma »

I have that in mind, it's in my internal list for review later.

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