[DoomCRAP] ZDoom Font Generator
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The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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- Lead GZDoom+Raze Developer
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randy wrote:Windows Unicode support is based entirely around UCS-2 (two-byte characters), not UTF-8. It may have been extended to support UTF-16 when that specification was formalized, but I don't know.bagheadspidey wrote:so windows graphics handling routines cannot handle unicode strings _at all_?
Windows does support string conversion from UTF-8 with MultiByteToWideChar so this isn't really an issue if things are done correctly. But working internally with UTF-8 isn't the smartest thing anyway. The format is clearly better suited for text in- and output where variable character length isn't a real issue.
So in case of this app, the character maps should be converted tu UCS-2 when being read. The Unicode text output from them will work.
Oh, and the BigFont format really should be able to support small characters as well. Even with that you can theoretically create fonts supporting all characters up to 255.
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This sounds interesting, but... would you release the source code?
While some users here use *nix systems, and ZDoom Team now gives support for *nix systems, maybe we are interested in looking, modify that for our own purposes, or maybe learning...
I will try this application tomorrow.
You also will write somewhere what requisites are needed for the application and some minimal instructions if source code is released.
That is all.
Thanks for the program.
While some users here use *nix systems, and ZDoom Team now gives support for *nix systems, maybe we are interested in looking, modify that for our own purposes, or maybe learning...
I will try this application tomorrow.
You also will write somewhere what requisites are needed for the application and some minimal instructions if source code is released.
That is all.
Thanks for the program.
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I think that being a LUA depending program is not so problem for *nix user, since the libraries are easy to set-up, via "repositories" or via source code compilation (I remember my headaches with the "famous" liblua.so )Graf Zahl wrote:The source is a Lua-script that is included. Too bad that it depends on a runtime environment that's quite bad.
If the LUA environment is bad, i dont know about that cause i have never used that libraries for programming.
I sincerely prefer GTK and/or GAMBAS for IDE design, and Bash Shell Scripting for console aplications. And I really hate interpretated languages (JAVA, for example).
[EDIT]
I forgot to tell why i asked for the source: if easy and viable, maybe i can make a port of the program using GTK o better GAMBAS.
I have already done any other aplications with this, for example a launcher for a Source-Port called PrBoom. Some screens here:
About Window:
Screenshots Viewer tab:
Multiplayer tab:
Main tab:
And some spam :
1.- Binaries (executables): http://rapidshare.com/files/61327170/Pr ... ar.gz.html
2.- Source Code: http://rapidshare.com/files/61329256/Pr ... ar.gz.html
[END OF EDIT AND OFFTOPIC SPAMING]
Last edited by Karnizero on Mon Oct 22, 2007 9:11 am, edited 3 times in total.
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got it working on windows =) the script should now run on linux or windows "out of the box."
http://sourceforge.net/project/download ... -0.2.2.zip
http://sourceforge.net/project/download ... -0.2.2.zip
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Well, it's working for me on XP. Looks simple enough. Now to find som fonts that transfer into Doom well. Thanks for this.
Suggestions:
The ability to call imagetool from within the program.
The ability to save character templates (ie which letters will be included in the font set) rather than having to start with a default set of letters every time.
[edit]I see the first one is already planned[/edit]
Suggestions:
The ability to call imagetool from within the program.
The ability to save character templates (ie which letters will be included in the font set) rather than having to start with a default set of letters every time.
[edit]I see the first one is already planned[/edit]
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This could come in really useful for me, but at the moment you can only select solid font letters. What would be reeally neat is some customizable shades, colors, outlines, shadows etc to enhance the font and make the letters more unique. At the moment, this tool could make creating those new special fonts far less tiring for me and for some other people I know. I'm just throwing ideas out there.
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Yeah, probably a good idea. FYI, there's a nice character map for windows users in /res/console.charmap.latin1Enjay wrote:The ability to save character templates (ie which letters will be included in the font set) rather than having to start with a default set of letters every time.
About calling imagetool from within the program -- it is planned, but only after we get more control over the palette in indexed mode. "Big Fonts" in particular will probably need to be post-processed before converting with imagetool. Anyway, you might want to add texture, gradients, etc.
I actually thought about something along these lines (gradients, textures, drop shadows, bevel, emboss, rotation, etc) - but instead I will make a tutorial showing how to do all this stuff using a free "image manipulation program"Jimmy wrote:This could come in really useful for me, but at the moment you can only select solid font letters. What would be reeally neat is some customizable shades, colors, outlines, shadows etc to enhance the font and make the letters more unique. At the moment, this tool could make creating those new special fonts far less tiring for me and for some other people I know. Laughing I'm just throwing ideas out there. Smile
Or, maybe I'll add one or two effect type features in a pluggable way as an example so that people can make their own... I dunno, that seems extreme for a little tool like this
Other planned features -
* antialias toggle
* ability to center console font characters within cells
* colored text for big fonts?
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