GZDoom 4.2.1 x64
Windows 7 Ultimate x64
1) English-only hires fonts make influence on russian non-hires fonts, breaking their color
2) Hires fonts are still aligned to top
https://my.pcloud.com/publink/show?code ... 3AD8D3Jpjy
Steps to reproduce:
1) Download and unpack test mod: https://my.pcloud.com/publink/show?code ... hgLB0aGROy
2) Copy GZDoom 4.2.1 x64 and doom2.wad to testmod folder
3) Launch TESTMOD.BAT
or
"gzdoom.exe -config gzdoom-testmod.ini -iwad doom2.wad -file _FILES\russian.pk3 _FILES\HIRES_FONTS.pk3"
NOTE: it's important to use gzdoom-testmod.ini as config file
4) Start any map
5) Click IDKFA
Expected result: top left message has correct colors
Actual result: top left message has incorrect colors
https://my.pcloud.com/publink/show?code ... 3AD8D3Jpjy
6) Change weapon to supershotgun
Expected result 1: bottom center message has correct colors
Actual result 1: bottom center message has incorrect colors
Expected result 2: bottom center message has correct align of "-" character
Actual result 2: bottom center message has incorrect align of "-" character
https://my.pcloud.com/publink/show?code ... 3AD8D3Jpjy
NOTE 2: similar issue was reported and fixed some time ago, but it was only about alignment: viewtopic.php?f=2&t=63667 . For some unknown reasons, it reproduced again
Hi-res font issues part 2
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Please construct and post a simple demo whenever possible for all bug reports. Please provide links to everything.
If you can include a wad demonstrating the problem, please do so. Bug reports that include fully-constructed demos have a much better chance of being investigated in a timely manner than those that don't.
Please make a new topic for every bug. Don't combine multiple bugs into a single topic. Thanks!
- Player701
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Re: Hi-res font issues part 2
The first issue is probably not a bug but a feature. As far as I'm aware, if a font is replaced, GZDoom will try to force all non-replaced characters to mimic the color range of the new characters so that the overall look is consistent. Whether or not it is a good thing in case of hi-res replacements, I am not sure.
The second issue looks like a bug to me. It appears that offsets are handled incorrectly for hi-res character replacements. The replacement graphics do not have any offsets themselves, so the original ones must be used instead. For example, the "-" character (STCFN045) has an offset of -2 but the hi-res version looks like it has an offset of -1 instead. The "_" character (STCFN095) is also affected: the original offset is -4 but the hi-res version seems to have -3 instead.
The second issue looks like a bug to me. It appears that offsets are handled incorrectly for hi-res character replacements. The replacement graphics do not have any offsets themselves, so the original ones must be used instead. For example, the "-" character (STCFN045) has an offset of -2 but the hi-res version looks like it has an offset of -1 instead. The "_" character (STCFN095) is also affected: the original offset is -4 but the hi-res version seems to have -3 instead.
- Graf Zahl
- Lead GZDoom+Raze Developer
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Re: Hi-res font issues part 2
This is caused by how the font calculates its color range. When mixing fonts, all bets are off and there is no good way to deal with it. It's most certainly not fixable.Player701 wrote:The first issue is probably not a bug but a feature. As far as I'm aware, if a font is replaced, GZDoom will try to force all non-replaced characters to mimic the color range of the new characters so that the overall look is consistent. Whether or not it is a good thing in case of hi-res replacements, I am not sure.
2) is a direct consequence of the other thing we were talking about. The scaling cannot be hidden properly and causes secondary issues like this one.
- theleo_ua
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Re: Hi-res font issues part 2
Player701 wrote:The first issue is probably not a bug but a feature. As far as I'm aware, if a font is replaced, GZDoom will try to force all non-replaced characters to mimic the color range of the new characters so that the overall look is consistent. Whether or not it is a good thing in case of hi-res replacements, I am not sure.
1) Then, why this issue is not reproduced in heretic and hexen? If you need testmods for heretic/hexen, I can upload themGraf Zahl wrote: This is caused by how the font calculates its color range. When mixing fonts, all bets are off and there is no good way to deal with it. It's most certainly not fixable.
Maybe, if heretic and hexen has correct behavior, they can show the idea how to fix this for Doom?
2) In worst case, is it possible to implement options or config values, which will allow user so select, should engine "mimic the color range of the new characters" or not ?
3) If I convert all non-hires fonts to truecolor, can this fix the problem? Or file format/settings doesn't matter?
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49067
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Hi-res font issues part 2
1) depends on the font. The shading depends on the colors used in the font and if the newly added characters move outside the range of the original font the colors may no longer match. This is an unfortunate limitation of how the system works. It was never designed for mixing fonts.
- theleo_ua
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Re: Hi-res font issues part 2
I found temporary workaround how to fix this for doom: before hires_fonts.pk3 I load fixes.pk3, which contains all fonts from iwad. This trick somehow made all Russian characters readable (with correct colors)Graf Zahl wrote:1) depends on the font. The shading depends on the colors used in the font and if the newly added characters move outside the range of the original font the colors may no longer match. This is an unfortunate limitation of how the system works. It was never designed for mixing fonts.