OpenTechEngine / OpenTechBFG

Engine based on (RB) Doom 3 BFG aiming to allow the creation of standalone games
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com_showFPS doesn't draw anything, possibly a font-issue #50

Open DanielGibson opened 8 years ago

DanielGibson commented 8 years ago

with our base assets, com_showFPS 1 (or 2) don't draw the FPS as expected.

maybe the font is just missing, there are some warnings during startup regarding fonts:

(...)
WARNING: Couldn't load image: newfonts//48 : newfonts//48#__0400
(...)
WARNING: Could not load font DFPHeiseiGothicW7
(...)
WARNING: Couldn't load image: newfonts/arial_narrow/48 : newfonts/arial_narrow/48#__0400
(...)

Wo do have base/newfonts/48.dat and base/newfonts/Arial_Narrow/48.dat, though.

BielBdeLuna commented 8 years ago

Daniel is this using the OTE engine? if so, it is because there is no HUD isn't it?

DanielGibson commented 8 years ago

yes, it's with OTE engine and only our own assets from base/

does the FPS display actually use the HUD? I thought it only rendered the text/numbers in the upper right corner. (Didn't look at the code, though)

BielBdeLuna commented 8 years ago

when the HUD was a gui file it had the FPS stuff embedded in it.

we might need a dev HUD

DanielGibson commented 8 years ago

Ok, the code is actually in idConsoleLocal::DrawFPS( float y ) and looks like renderSystem->DrawBigStringExt( LOCALSAFE_RIGHT - w, idMath::Ftoi( y ) + 2, s, colorWhite, true );

I think this doesn't need GUI/HUD. However, it seems to be part of the console code, so it may as well be related to the cegui console.

ghost commented 8 years ago

Want me to create graphic assets for a HUD GUI?

kortemik commented 8 years ago

no need yet, i will create cegui version first, then we can tune the graphics once the code is working

ghost commented 8 years ago

As long as we get the old console back or something similar. :P I miss the autocompletion now.