helvbi.png and helvbr.png
helvbi.png and helvbr.png
Is there a way to make these two .png font tables look better? On my Windows version of BZFlag 1.10.4, it is impossible to read these fonts unless there is a very dark background. I have tried it on several different computers, all with different video cards, and the same problem occurs. This was not a problem when they were .rgb and I don't remember this being a problem on 1.9.9.
Thank you.
Thank you.
I appeciate the information but that doesn't really answer my question. Maybe my question was bad.Patlabor221 wrote:the fonts didn't change, they are the same images, just difrent formats, PNGs are compressed. Save the old fonts out from gimp as no compression PNG and use them.
oh and rgb hasn't been used since 1.7gx, all the 1.9.x versions and later have used png.
So, why do the fonts look bad on my computer and on every other computer I have tried? I have no clue how to "Save the old fonts out from gimp as no compression PNG and use them."
Thanks for the help.
you probably have difrent hud gui setings, play with your hud size, if you go all the way to the right it makes it transperant.
the Hud was not intentionaly changed for 1.10.anything.
you said the fonts looked better as the RGB files, the only diference between them and the PNG files is the format. So perhaps it's not the fonts and one of your settings.
Perhaps providing more info, like say screenshots would help.
the Hud was not intentionaly changed for 1.10.anything.
you said the fonts looked better as the RGB files, the only diference between them and the PNG files is the format. So perhaps it's not the fonts and one of your settings.
Perhaps providing more info, like say screenshots would help.
JeffM
You requested it so here are two screenshots of two of the help screens. You should notice that the font is almost unreadable with the blue sky as a background and even with a darker background it is still unacceptable.Patlabor221 wrote:Perhaps providing more info, like say screenshots would help.
I find this to be very annoying.
- Attachments
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- controls.jpg
- (193.23 KiB) Downloaded 36 times
it could be blending, that is why I want to see the setings. bending and smothing affect the textures the fonts use.
so an options page shot, and the screen res running.
could also be interp issues.
but by far, One should NOT be running the high res pack on a GDI rendering system, that's just asking for pain.
so an options page shot, and the screen res running.
could also be interp issues.
but by far, One should NOT be running the high res pack on a GDI rendering system, that's just asking for pain.
JeffM
GeForce FX 5200 PCI
The shadows are off just because of personal preference. Also, I found that the problem with the screen not dimming is located in SceneRenderer.cxx.
Line 573:
That sets doFog equal to false when you are in the menu. Then, further down, we have this:
Line :
Because the doFog is false, it make this turn off the fog. This then prevents it from showing a dimmed background. A 1.10.3 build I have didn't have the doFog variable, and it displayed the background dimmed, as expected. Hard coding the doFog variable as true seems to have fixed the problem.
The shadows are off just because of personal preference. Also, I found that the problem with the screen not dimming is located in SceneRenderer.cxx.
Line 573:
Code: Select all
bool doFog = LocalPlayer::getMyTank() && (LocalPlayer::getMyTank()->getTeam() != ObserverTeam);
Line :
Code: Select all
if (!doFog || (reallyUseFogHack && (teleporterProximity > 0.0f || useDimming)))
glDisable(GL_FOG);
On line 573 of SceneRenderer.cxx, I changed it to:
As far as BZFlag XL, I not really sure when it will be done. College is picking up the pace now, and I'll start to get more and more homework.
Code: Select all
bool doFog = true;
In SceneRenderer.cxx, I replaced this code:
Line 573:
With this code:
It seems to work like you wanted it to. Does this fix it? If so, I just made a patch that I'll try to post tomorrow. (going to bed right now )
Line 573:
Code: Select all
bool doFog = LocalPlayer::getMyTank() && (LocalPlayer::getMyTank()->getTeam() != ObserverTeam);
Code: Select all
bool doFog = true;
if (LocalPlayer::getMyTank() && LocalPlayer::getMyTank()->getTeam() == ObserverTeam)
doFog = false;
Well, I just found that the fix above still doesn't totally solve the problem. When you are an observer, the menu still displays wrong. So I removed all mention of doFog and instead focused on the teleporterProximity.
Notice this code, just below where doFog was defined:
I modified that to look like:
Notice this code, just below where doFog was defined:
Code: Select all
// turn on fog for teleporter blindness if close to a teleporter
float teleporterProximity = 0.0f;
if (!blank && LocalPlayer::getMyTank())
teleporterProximity = LocalPlayer::getMyTank()->getTeleporterProximity();
Code: Select all
// turn on fog for teleporter blindness if close to a teleporter
float teleporterProximity = 0.0f;
if (!blank && LocalPlayer::getMyTank() && LocalPlayer::getMyTank()->getTeam() != ObserverTeam)
teleporterProximity = LocalPlayer::getMyTank()->getTeleporterProximity();