GlobalKerning support for FONTDEFS

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Expand view Topic review: GlobalKerning support for FONTDEFS

Re: GlobalKerning support for FONTDEFS

by Xaser » Thu Feb 21, 2019 9:09 am

Thanks! All's square now.

Re: GlobalKerning support for FONTDEFS

by Graf Zahl » Thu Feb 21, 2019 6:34 am

NOW this can be closed. I just added the kerning option to FIONTDEFS based fonts as well.

Re: GlobalKerning support for FONTDEFS

by Graf Zahl » Wed Feb 20, 2019 1:16 am

The font management hasn't changed at all, except for the capability to allow code points above 255. If FON2 support was removed a lot of mods would break, so it'd be a stupid idea.
In this case "deprecation" means what it normally implies: The feature is still there, but it's considered legacy support - and please don't ask for feature extensions.
The main problem with FONx is simply the 256 character limit and for FON2 in particular that the design of the source graphics makes it very hard to build fonts which only sparsely allocate code points, these formats are simply not usable for proper international support.

Re: GlobalKerning support for FONTDEFS

by Rachael » Tue Feb 19, 2019 9:17 pm

wildweasel wrote:Correct me if I'm wrong, but just because support for FON2 et al is being deprecated, doesn't mean GZDoom will stop being able to use it, does it? I mean, obviously it comes with limitations due to the language overhaul, but I can't imagine support for the data is just going to get axed due to the legacy usage.
This is correct. Anyone who thinks that deprecation means "GZDoom stops supporting it" is wrong. There are many deprecated things that GZDoom supports, and this will be no different.

The underlying code will be different, but there will be an internal converter that reads the file and convert it to whatever format GZDoom would need.

After all, remember - how else would GZDoom be able to run E1M1?

Re: GlobalKerning support for FONTDEFS

by wildweasel » Tue Feb 19, 2019 6:59 pm

Correct me if I'm wrong, but just because support for FON2 et al is being deprecated, doesn't mean GZDoom will stop being able to use it, does it? I mean, obviously it comes with limitations due to the language overhaul, but I can't imagine support for the data is just going to get axed due to the legacy usage.

Re: GlobalKerning support for FONTDEFS

by Graf Zahl » Tue Feb 19, 2019 3:36 pm

Gez wrote:Technically, isn't it possible to have a single texture atlas image, and then split it into separate characters through a TEXTURES lump? Or does the font manager only works with separate graphics?
I'm doing that for the console font. The main problem here is that the other fonts are not fixed width, so you'd need separators and some organization to skip over unused code point.
Needless to say, that quickly devolves into a mess when the highest supported code point is around 8000 and it also makes it a lot harder to fill in some gaps.

Re: GlobalKerning support for FONTDEFS

by Major Cooke » Tue Feb 19, 2019 3:02 pm

I tried doing that once with a set of sprite flames once. Learned the hard way that was a bad idea. Upon trying to show those sprites inside the game caused tremendous drops in performance when starting to cache them.

Re: GlobalKerning support for FONTDEFS

by Gez » Tue Feb 19, 2019 3:00 pm

Enjay wrote:I'm not arguing to stop deprecation or anything, and the new system does sound far more flexible generally, I just find the idea of a single consolidated lump or source image far more convenient (and much tidier) than a whole bunch of separate ones.
Technically, isn't it possible to have a single texture atlas image, and then split it into separate characters through a TEXTURES lump? Or does the font manager only works with separate graphics?

Re: GlobalKerning support for FONTDEFS

by Graf Zahl » Tue Feb 19, 2019 2:54 pm

I wonder why you would want such a thing. It normally won't do what you intend.

Re: GlobalKerning support for FONTDEFS

by phantombeta » Tue Feb 19, 2019 2:37 pm

Kinsie wrote:and I'm not even sure you can have a ZIP/PK3 inside of a PK3.
AFAIK you can if you give it the WAD extension.

Re: GlobalKerning support for FONTDEFS

by Kinsie » Tue Feb 19, 2019 2:15 pm

dpJudas wrote:My biggest concern with the "image file per glyph" solution is the massive amount of files required (possibly thousands of system file open kernel calls per font, unless its packed in a zip or smt).
Including a WAD in a PK3 has been repeatedly argued against and considered bad practice for well-documented reasons (memory etc.) and I'm not even sure you can have a ZIP/PK3 inside of a PK3.

Re: GlobalKerning support for FONTDEFS

by Graf Zahl » Tue Feb 19, 2019 12:40 pm

dpJudas wrote:All those currently under development, I'd assume. At least I personally did not pack things into a resource when I was testing things myself.

Nobody releases them that way, though.

Re: GlobalKerning support for FONTDEFS

by Kostov » Tue Feb 19, 2019 11:42 am

As a feature suggestion, this topic has long since run its course—can we move the discussion here?

Re: GlobalKerning support for FONTDEFS

by dpJudas » Tue Feb 19, 2019 11:41 am

All those currently under development, I'd assume. At least I personally did not pack things into a resource when I was testing things myself.

Re: GlobalKerning support for FONTDEFS

by Graf Zahl » Tue Feb 19, 2019 10:50 am

Have you ever seen a Doom mod that doesn't pack its assets into a resource file?

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