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Author Topic: True Type Rejected! Solved, only works for 2D modes  (Read 649 times)

Elone

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True Type Rejected! Solved, only works for 2D modes
« on: March 21, 2012, 07:36:03 am »

I've tried this before, and I just tried it now as well. Enabling Truetype does not seem well documented anywhere (i know because i searched a plenty), but little other than me seems to have an issue with it, and none of the solutions worked (from my unlucky searches they tend to resolve like, whoops false alarm i typoed in init). I placed a font into the %df%\data\art folder and set it for use in the correct init file. However whenever I do this, I get told Not found: data/art/font.ttf. Then the DF crashes. I can use the regular font, and other bitmap fonts like curses 800x600 though...

What gives?

P.S. Oh yeah. WinXP sp3 and if anything else matters, just ask!
« Last Edit: March 21, 2012, 10:12:29 am by Elone »
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robertheinrich

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Re: True Type Rejected For Some Reason! Why?
« Reply #1 on: March 21, 2012, 09:08:59 am »

Try downloading a complete pack like Phoebus which uses a truetype font. Then replace the font.ttf in the data/art folder with the one you want. Though your problem might be that you are trying to use a font which is somehow not supported/recognized by DF? Dunno.
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Elone

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Re: True Type Rejected For Some Reason! Why?
« Reply #2 on: March 21, 2012, 09:18:43 am »

Actually I have tried with the default font as well. Can someone outline me a procedure, please? Where you put the font, how your related init tags look? Here is what I tried.

Code: [Select]
[WINDOWEDX:90]
[WINDOWEDY:50]
[FONT:font.ttf]           // This gives an error
FONT:curses_640x300.png   // Just untagged so that I dont have to retype
FONT:curses_800x600.png   // Tested this one too, it worked
[TRUETYPE:YES]
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nenjin

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Re: True Type Rejected For Some Reason! Why?
« Reply #3 on: March 21, 2012, 09:43:29 am »

Put the font in the art folder. Rename the new font to font.ttf and delete the old one. You shouldn't need to do anything more complicated than that. DF will only recognize a TTF font file named "font.ttf"
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Elone

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Re: True Type Rejected For Some Reason! Why?
« Reply #4 on: March 21, 2012, 10:10:15 am »

Interesting!

I solved this after a bit of thinking (also many kittens had to die). My print mode was ACCUM_BUFFER (from my understanding, basically partial minus the vram flushing step) and it worked quite well except Truetype is quietly unsupported in that mode, I would press F12 to switch and nothing would happen. Other modes are not supported, apparently only 2D modes are (all three though, i just tested them).

Well, I'm not going to use it much yet! It's still buggy, but it gets mentioned more and more, so some fixing might just happen fairly soon.

Great if you wish to use a graphical tileset though.

Thank you!
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knutor

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Re: True Type Rejected! Solved, only works for 2D modes
« Reply #5 on: March 21, 2012, 10:27:07 am »

Yeah, that's one of my biggest complaints about the Mastercraft mod.  It uses small caps.  And DF uses lotsa case sensative menus.  To use Mastercraft, I do this, switch their font, to a set that isn't small caps.  One that has lower case too.  My issues right now is with the number I see in the Truetype flag.  Whats that doing there, isn't this supposed to be a Yes/No question?  Yet I see LNP and even the default DF install with a number for Truetype.  I've dabled with free fonts from the web, most I like are the expanded tall fonts, since I'm running in the default window.  I hear people rolling in fullscreen like the tiny fonts.  *shrug*  I rename them, so I can switch back and forth.  I kinda wish the Phoebus tileset editor was a little more robust in its font tweaks, it has just 4 in there.  Maybe someday.  Take care, Knutor
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