
As soon as I change the local GZDoom language to german though, this happens:

Any idea what's going on here?
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That explains it all - I didn't remember that from BoA. So I actually need to check the language file for any special characters used by the DBIGFONT and add them to the engine, to make the custom font work, right?AFADoomer wrote: ↑Tue Oct 24, 2023 3:25 pm The code checks all a set of characters for each language (defined in language.0 in the engine files), and falls back to the default font if any of those characters aren't present, even if they aren't used in the current string.
For BoA everything was converted to the new-format folder-based Unicode fonts, so adding a character was as simple as adding an image file named with the corresponding Unicode hex value. I think Talon1024 did this for BoA - probably using Doom Font Genesis or similar?Tormentor667 wrote: ↑Wed Oct 25, 2023 10:47 am I just wonder: If the font is a single lump file, how can I add additional characters as single elements?
@AFADoomer, I remember someone wrote a script for Blade of Agony that told the developers which characters are missing in certain translations. Could this be ported for general usage somehow?