Jimmyfonts!

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Kinsie
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Re: Jimmyfonts!

Post by Kinsie »

Jimmy wrote:Are they meant to have dark grey pixels in the outlines? That kinda looks like it might be a palettising error. :?

If those are just plain rips from the GRP file of course then I guess I'll correct them myself, 'cos that's likely to fuck up translating.
*shrug* I took screenshots of the same program (BastART) that I used for the tiny font. Blame 3DR if anyone, this game was rushed as shit.
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Jimmy
 
 
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Re: Jimmyfonts!

Post by Jimmy »

Just updated the Duke bigfonts with some custom glyphs to round them out with the full batch of characters. See the previews!
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RikohZX
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Re: Jimmyfonts!

Post by RikohZX »

Apparently the Duke bigfonts only show for new text that wasn't originally in the game, yet the smallfonts work perfectly fine. Is it more likely to be something else I have loaded (I tested my autoloads and nothing seems to really change) or an oddity with newer SVN revisions of GZDoom?
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Jimmy
 
 
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Re: Jimmyfonts!

Post by Jimmy »

BigFonts are actually just a ZDoom thing. They won't change the individual graphical lumps that make up the menu, unless you go into MENUDEF and change it to make the menu items actually use fonts instead of static graphics.

You should still notice the bigfonts show up in the Options menu, though.

Download this WAD, and the menu (for Doom 2), as well as the level names during intermissions, will be changed to use whatever BigFont you have loaded that replaces the default. It should work with any BigFont available in this thread. Personally I use this WAD a lot just to test out how my fonts look in-game before giving them the okay.
j-textmenu.wad
(9.08 KiB) Downloaded 110 times
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Jimmy
 
 
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Re: Jimmyfonts!

Post by Jimmy »

New fonts on the OP! These ones come from Darkening E2, specifically the level name graphics.

Credit goes to Ola Björling for the original graphics, and to Cage for helping me make them look just a little fancier. :D

Image

Image
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Jimmy
 
 
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Re: Jimmyfonts!

Post by Jimmy »

New font on the OP - most if not all of you should recognise this.

Image
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Nash
 
 
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Re: Jimmyfonts!

Post by Nash »

Jimmy wrote:New font on the OP - most if not all of you should recognise this.

Image
<3 <3 <3
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Jimmy
 
 
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Re: Jimmyfonts!

Post by Jimmy »

luv u too Nash :D

This probably took me less than an hour to do, wish I was properly keeping track. Once I found the font online, it was a simple matter of having the glyphs typed out in the predetermined order (I've prepared the ASCII character set in a text file for ease of use for this purpose), doing the ol' 1px drop shadow shindig, and then the tedious part - the bounding boxes for Imagetool to read. Resizing the font for the 2x variant also meant I had to essentially repeat that process. But overall fun stuff! I wonder if I should prepare a proper tutorial using the exact steps I used for this font, since it was probably the least trouble I've gone to for a custom font, overall.
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Tormentor667
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Re: Jimmyfonts!

Post by Tormentor667 »

Jimmy, your fonts are so fuckin' awesome :)
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FuzzballFox
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Re: Jimmyfonts!

Post by FuzzballFox »

I think next time I try and make some font stuff Jimmy I'll have to get you to help compile and the like =w=
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Jimmy
 
 
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Re: Jimmyfonts!

Post by Jimmy »

I'd be happy to help. :)
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Oberron
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Re: Jimmyfonts!

Post by Oberron »

Font request: Quake 2 font (when you pick up items)
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Silentdarkness12
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Re: Jimmyfonts!

Post by Silentdarkness12 »

....Is there any way to use these as entirely new fonts?......

As in, not replacing DBIGFONT?....
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Re: Jimmyfonts!

Post by Jimmy »

Yes, put them in your WAD, name them whatever e.g. "LUMPNAME", and then in ACS you can use [wiki]SetFont[/wiki]("LUMPNAME"); to grab the font you added.
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Silentdarkness12
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Re: Jimmyfonts!

Post by Silentdarkness12 »

Jimmy wrote:Yes, put them in your WAD, name them whatever e.g. "LUMPNAME", and then in ACS you can use [wiki]SetFont[/wiki]("LUMPNAME"); to grab the font you added.
Doesn't that only work on a per-script basis?

I was hoping to use this in a SBARINFO....
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