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// As of Q3A 1.25+ and Team Arena, we are shipping the game with the font rendering code
// disabled. This removes any potential patent issues and it keeps us from having to
// distribute an actual TrueTrype font which is 1. expensive to do and 2. seems to require
// an act of god to accomplish.
No need to. JAfont uses freetype which supports otf and many other formats.actually is easy to generate ttf fonts, or convert fonts from otf, woff or eot.
yeah i hope JAfont can help youfau wrote: No need to. JAfont uses freetype which supports otf and many other formats.
.zip archive I attached contains patched cgame.qvm and ui.qvm so don't put it in base, put it in a new mod-directory.Tr!Force wrote:nice,i will try today
i know is a beta, so i will try with the basejk
I 'll be commenting
ya, i mean with basejk = without another modsfau wrote:.zip archive I attached contains patched cgame.qvm and ui.qvm so don't put it in base, put it in a new mod-directory.Tr!Force wrote:nice,i will try today
i know is a beta, so i will try with the basejk
I 'll be commenting
i think if we will use jk2mv, and, if we are trying to let people use jk2mv, we should make mods which requires jk2mv.What I did here, implemented in jk2mv client - Won't work with jk2mp.exe, it's very chocolate and I feel jk2mv is more on a vanilla side. Maybe this is the way to go? Let's hear what daggo/ouned have to say about it.
Why not just mods that work with any jk2 exe, but which is enhanced / have more features, for those who use JK2MV? Some people refuse to make the jump to JK2MV, so making it a requirement would be a bad ideaTr!Force wrote: i think if we will use jk2mv, and, if we are trying to let people use jk2mv, we should make mods which requires jk2mv.
also we have jk2mv API too, is a good adition to improve our mods, and we need try to get people to stop using the normal jk2
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qhandle_t numberShaders[11];
qhandle_t smallnumberShaders[11];
qhandle_t chunkyNumberShaders[11];
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static char *sb_t_nums[11] = {
"gfx/2d/numbers/t_zero",
"gfx/2d/numbers/t_one",
"gfx/2d/numbers/t_two",
...
These are used only for health, armor and ammo and I'd argue that they are so tightly integrated with underlying texture that it's better to leave them aloneTr!Force wrote:I recently tested, is very impressive how looks now :shock: +1, but i have some notes:
first:
some numbers are not themselves from fonts, i think need to be remade from the currents .tga files, these are:and readed from:Code: Select all
qhandle_t numberShaders[11]; qhandle_t smallnumberShaders[11]; qhandle_t chunkyNumberShaders[11];
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static char *sb_t_nums[11] = { "gfx/2d/numbers/t_zero", "gfx/2d/numbers/t_one", "gfx/2d/numbers/t_two", ...
This is a monospace font which can be found in assets0 gfx/2d/charsgrind_med.tgasecond:
about this, i think u not applied the changes yet, because i think these font are from ergoec fonts (FONT_MEDIUM / qhMediumFont) but idk if is ur same ergoec (i see this more lighter), or maybe the current isnt working on these. (idk if works automatically, or u need to apply over the paint function)
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s = CG_GetStripEdString("INGAMETEXT", "SERVER_CHANGING_MAPS"); // s = "Server Changing Maps";
w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH;
CG_DrawBigString( 320 - w/2, 100, s, 1.0F);