Good afternoon, I would like to report I am having problems with the fullscreen HUD using a custom font on GZDoom 3.7 Stable.
I am using a hi-res HUD font for Quake 1, I adapted it to GZDoom standards using FontDefs. Since the pics for every character/number are too big, I am scaling them using TEXTURES.txt to fit the HUD I created for this mod.
It looks OK on GZDoom3.0:
But after updrading to GZDoom3.7, the scaling I did on TEXTURES doesn't seem to work anymore:
I already checked the HUD scaling options and they are the same for both versions of GZDoom. This problem seems to affect only the Fullscreen HUD, not the Statusbar Normal HUD.
Is there any workaround to solve this? Thanks for your attention.
GZDoom3.7 - HUD scaling problems with custom font
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Please be as descriptive as possible in your posts (list your hardware and operating system, the version of the source port you are using, any mods you are running and how they're being loaded, etc.)
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Please be as descriptive as possible in your posts (list your hardware and operating system, the version of the source port you are using, any mods you are running and how they're being loaded, etc.)
This will help others to give you a solution!
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Gato303
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- Location: Colombia
GZDoom3.7 - HUD scaling problems with custom font
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Blue Shadow
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Re: GZDoom3.7 - HUD scaling problems with custom font
Do you get the problem with GZDoom 3.7.2?
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Gato303
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Re: GZDoom3.7 - HUD scaling problems with custom font
Thanks for answering, yes, I am using the DRDTeam Debian Linux repository:Blue Shadow wrote:Do you get the problem with GZDoom 3.7.2?
http://debian.drdteam.org
And the current version they have on that repository that I have installed is this:
GZDoom g3.7.2 - 2019-01-20 18:58:02 +0100 - SDL version
Compiled on Jan 21 2019
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Graf Zahl
- Lead GZDoom+Raze Developer

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Re: GZDoom3.7 - HUD scaling problems with custom font
Please post a runnable example that can be tested.
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Gato303
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Re: GZDoom3.7 - HUD scaling problems with custom font
Good day, do you mean to post my unfinished mod?Graf Zahl wrote:Please post a runnable example that can be tested.
It's a PK3 file like 50MB big, it's playable tho, would it be ok?
(I always edit with Slade3)
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Graf Zahl
- Lead GZDoom+Raze Developer

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Re: GZDoom3.7 - HUD scaling problems with custom font
No need to post the entire thing. Only the assets to show the problem are needed to check it.,
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Gato303
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Re: GZDoom3.7 - HUD scaling problems with custom font
I couldn't upload the file, which is about 30MB big (not as big as I thought), tho it doesn't upload to Zdoom Forums, it reaches like 56% then I got this error:Graf Zahl wrote:No need to post the entire thing. Only the assets to show the problem are needed to check it.,
forum.zdoom.org unexpectedly closed the connection.
When I got time I am going to edit it and leave only the graphics, sbarinfo.txt and the textures.txt file.
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wildweasel
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Re: GZDoom3.7 - HUD scaling problems with custom font
The forum doesn't allow for files that large to be uploaded. Try Dropbox or Mediafire.Gato303 wrote:I couldn't upload the file, which is about 30MB big (not as big as I thought), tho it doesn't upload to Zdoom Forums, it reaches like 56% then I got this error:Graf Zahl wrote:No need to post the entire thing. Only the assets to show the problem are needed to check it.,
forum.zdoom.org unexpectedly closed the connection.
When I got time I am going to edit it and leave only the graphics, sbarinfo.txt and the textures.txt file.
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Gato303
- Posts: 36
- Joined: Wed Mar 30, 2016 6:14 pm
- Location: Colombia
Re: GZDoom3.7 - HUD scaling problems with custom font
Here is a link to the (WIP) mod, I've been doing:Graf Zahl wrote:No need to post the entire thing. Only the assets to show the problem are needed to check it.,
https://www.dropbox.com/s/4cfh5gsi5byvr2f/quakey.pk3
Hope it helps,
Gato303