Closed kai-li-wop closed 2 years ago
The "problem" is that WoPascii
is monospace - while font1_prop
is not. There is a static array called propMap in cg_drawtools.c
and ui_atoms.c
which holds the data for the bitmap font. We would have to do the same for the WoPascii
font. There are multiple bitmap font generators out there that could also generate this data - do we have the original ttf font file?
Ok, I will provide you a better quality bitmap of the font, so we simply need to adjust the bitmap coordinates in the code. No change to wopascii file necessary then.
I think that I have made a mistake here. Some elements of the UI use a font texture that had not yet received a quality update. This texture was 'font1_prop' in the menu assets. I assumed then that the menu still used 'bigchars' as font texture, which was already replaced by 'WoPAscii'. However, this assumption is wrong.
With 3324ffca643549e0179dbab6959501327a067fa9 I adjusted the path to the new, higher quality scaled 'fontmenu' texture, which I think is sufficient. So we don't have to deal with complicated font proportionality here any more. Therefore I close the ticket.
It looks like, but it is not for sure, the Player menu still uses bigchars instead of high res WoPascii font texture (below the 3d model). We should make sure, that WoPascii is used everywhere in the game.