while working on my project i realized that these 3 sugestions would be very usfull. however i'm no programer so if this is asking to much feel free to tell me where to go
1 the ability to read and use true type fonts in gzdoom
2 A) the ability to specify a series of graphics as a font set maybe in a new lump 2 B) add a scale command like is used in hitex lump.
3 hexodecimal translations would be great (EG #0066FF)
No. You additionally need hires replacements for that. The font drawing code is not capable of recognizing scaled patches by itself. But be aware that font scaling only makes sense on high resolutions and you shouldn't make projects that depend on that.
I'd actually already tried something like that without success. I seem to remember getting something like this to work before although I'm not sure.
I assume that the method I'm using in the attached wad is what you're suggesting. The test map will print a HudMessage upon opening using "ZDFDFONT", defined in FONTDEFS, but the original graphics are not replaced by the hi-res ones as HIRESTEX specifies.
Am I doing something wrong? I can't see it, maybe someone else can see what I'm missing... (Using 1.0.18 ).
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Hopefully the problem will sort itself out when I am done with adding hires replacement support to ZDoom. All the code that is causing problems here no longer exists in my development build.
I have been working on rewriting parts of the texture manager for the last week. You may have noticed that I committed several updates regarding this to the ZDoom repository. That were the parts that are compatible with software rendering. There were 3 reasons I did this:
1. Randy's addition of JPEG textures made parts of my old code highly problematic.
2. DevIL liked to crash for no reason on occasion and I had to do some insane checks to prevent it.
3. Hires replacements couldn't be inherited. But fonts need that.
And of course: I don't need to distribute DevIL anymore in future versions.