New Text Renderer WIP

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New Text Renderer WIP

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JeremyaFr
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Post by JeremyaFr » Fri Apr 10, 2020 12:34 pm

Hello,
I'm working on improving the text rendering.

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JeremyaFr
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Post by JeremyaFr » Fri Apr 10, 2020 12:38 pm

In vanilla XWA.

Current text renderer:
text_1_vanilla_180_current.jpg

New text renderer:
text_1_vanilla_180_new.jpg
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JeremyaFr
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Post by JeremyaFr » Fri Apr 10, 2020 12:40 pm

With DSUCP.

Current text renderer:
text_1_dsucp_149_current.jpg

New text renderer:
text_1_dsucp_149_new.jpg
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Darksaber
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Post by Darksaber » Fri Apr 10, 2020 12:51 pm

Great improvement :)

What font are you using?
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Trevor
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Post by Trevor » Fri Apr 10, 2020 1:15 pm

looks like Times New Roman.

hmm... not sure about using a serif font for screen text, I mean yes, it looks amazing, but I think it would be better as sans-serif.

Trev

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Darksaber
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Post by Darksaber » Fri Apr 10, 2020 1:48 pm

Arial, Verdana or Helvetica LT would be my preference, cleaner fonts
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Driftwood
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Post by Driftwood » Fri Apr 10, 2020 2:10 pm

Could always give an option for arubesh for lore adherent masochists :p

Would be neat to have for immersion if bit impractical.

How is the new font being called by the engine? Or is this just a replacement of the font.dat?

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BenKenobi
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Post by BenKenobi » Fri Apr 10, 2020 2:36 pm

I agree with Darksaber, any sans serif font will beter. I have an eye condition which can't be corrected by glasses so anything making the texts better readable will be very welcome!!

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JeremyaFr
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Post by JeremyaFr » Fri Apr 10, 2020 2:49 pm

Arial:
text_2_Arial.jpg

Times New Roman:
text_2_TimesNewRoman.jpg

Verdana:
text_2_Verdana.jpg
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JeremyaFr
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Post by JeremyaFr » Fri Apr 10, 2020 2:53 pm

Hello,

This is NOT a replacement of "Fonts.dat".

The function in the exe that draws the text is hooked.
Then the text is drawn in DDraw.dll using Direct2D and DirectWrite.

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Darksaber
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Post by Darksaber » Fri Apr 10, 2020 3:45 pm

Out of the three definitely Verdana, and well done looks really good

I don't know if it would be possible but perhaps the user could select there own preference of Font, through a cfg file, perhaps a few choices of default windows fonts though, something that everyone is likely to have

Arial
Calibri
News Gothic MT
Tahoma
Verdana

There are thousands of custom font, best to limit it to default windows fonts, you don't know what custom font would work or not

Also could the size be adjusted too?
“You can please some of the people all of the time, you can please all of the people some of the time, but you can’t please all of the people all of the time”.”
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blue_max
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Post by blue_max » Fri Apr 10, 2020 4:01 pm

Great job, Jeremy!

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Ace Antilles
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Post by Ace Antilles » Fri Apr 10, 2020 4:36 pm

That's amazing work! My eyes are getting worse all the time so any improvements help.
Verdana is best of those choices.
Will this affect the fonts in areas like the Crew Quarters too?
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JeremyaFr
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Post by JeremyaFr » Fri Apr 10, 2020 4:48 pm

Hello,

I will use the Verdana font.

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BenKenobi
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Post by BenKenobi » Fri Apr 10, 2020 4:53 pm

Verdana is looking very good to me Jeremy! :2thumbs:
Being able to choose the size in a config would be really nice to have.

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keiranhalcyon7
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Post by keiranhalcyon7 » Fri Apr 10, 2020 5:59 pm

Driftwood wrote:
Fri Apr 10, 2020 2:10 pm
Could always give an option for arubesh for lore adherent masochists :p
You say that as a joke, but I think the folks who've done XWA machinema, combined with dynamic cockpit, would be all over it.

Jeremy, I assume this resolves the clipping with HUD scale >= 1.5?

A font picker would be nice. If not outright in a cfg file, maybe a derivative of the dat editor that just renders fonts to fonts.dat?

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JeremyaFr
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Post by JeremyaFr » Fri Apr 10, 2020 6:22 pm

Hello,

Here is a preview:

EDIT: link removed
Last edited by JeremyaFr on Sat Apr 11, 2020 12:52 pm, edited 1 time in total.

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Ace Antilles
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Post by Ace Antilles » Fri Apr 10, 2020 9:40 pm

Brilliant. You work damn fast :)
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Ace Antilles
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Post by Ace Antilles » Fri Apr 10, 2020 10:40 pm

JeremyaFr wrote:
Fri Apr 10, 2020 6:22 pm
Hello,
Here is a preview:
xwa_ddraw_d3d11_WIP.zip
Quick test note. I copied the files across to the XWA directory.
The text is nice looking and seems clearer.

Problem. It disabled the new Dynamic Cockpits that have just been added.
I'm not sure if it changed anything else from recent patches either
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Post by Kampher » Fri Apr 10, 2020 11:02 pm

I think Jeremy's DLL is separate from Blue_Max's, so you'll need to wait until they are merged. However, I could be wrong on that.

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Darksaber
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Post by Darksaber » Fri Apr 10, 2020 11:22 pm

You copied over Jeremy's test DDraw.dll, replacing the DDraw.dll that came with the Dynamic Cockpits, that should give you a slight tip to what may have happened.

Answer, they're two different DDraw.dll's

Jeremy's DDraw.dll is the Master and does not include the coding for the Dynamic Cockpits, Blue Max then adds his coding to jeremy's DDraw.dll code allowing you to use the Effects and Dynamic Cockpits. Since this is a Jeremy's test DDraw.dll, the new coding will not of been applied to Blue Max's DDraw.dll. you'll have to wait for that, at the moment you can either have the new Text, or install the Dynamic Cockpit's, but you can't have both.

Simply install the Dynamic Cockpit installer again.

Another tip is to always backup your files before testing new stuff, especially when copy, pasting and replacing

Sorry if this sounds sarcastic and condescending, it was meant too, you've been out of the game for far too long, you deserve a slap around the face with a fish! lol :D

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Hi Ace (waves!!) :lachtot:
“You can please some of the people all of the time, you can please all of the people some of the time, but you can’t please all of the people all of the time”.”
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Ace Antilles
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Post by Ace Antilles » Fri Apr 10, 2020 11:43 pm

Darksaber wrote:
Fri Apr 10, 2020 11:22 pm
You copied over Jeremy's test DDraw.dll, replacing the DDraw.dll that came with the Dynamic Cockpits, that should give you a slight tip to what may have happened.
Answer, they're two different DDraw.dll's

Jeremy's DDraw.dll is the Master and does not include the coding for the Dynamic Cockpits, Blue Max then adds his coding to jeremy's DDraw.dll code allowing you to use the Effects and Dynamic Cockpits. Since this is a Jeremy's test DDraw.dll, the new coding will not of been applied to Blue Max's DDraw.dll. you'll have to wait for that, at the moment you can either have the new Text, or install the Dynamic Cockpit's, but you can't have both.

Simply install the Dynamic Cockpit installer again.
Another tip is to always backup your files before testing new stuff, especially when copy, pasting and replacing
Sorry if this sounds sarcastic and condescending, it was meant too, you've been out of the game for far too long, you deserve a slap around the face with a fish! lol :D

Hi Ace (waves!!) :lachtot:
I've not been away too long, you guys made it way too awesome lol ;)
Yeah I'm getting the hang of it. I keep backups of stuff but now I understand what's going on more with some of these DLLs.
Hell I'm still trying to work out all the controls again and got to customise my Joystick still.
Also I swear you made it harder :P If i didn't have invulnerable on in my test missions I would be dead so fast.
Sorry for the confusion guys.
P.S Never change Darksaber ;)
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blue_max
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Post by blue_max » Fri Apr 10, 2020 11:45 pm

Also, I don't see Jeremy's commit yet in his repo, so it might be a while before I catch up.

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ual002
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Post by ual002 » Sat Apr 11, 2020 2:43 am

If its configurable.. and I know some of you will groan, but can we get an Aurebesh version?

Some of us.. I'm not gonna name names, can read and write it and it might be cool for them.
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Jaeven
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Post by Jaeven » Sat Apr 11, 2020 4:49 am

ual002 wrote:
Sat Apr 11, 2020 2:43 am

Some of us.. I'm not gonna name names, can read and write it and it might be cool for them.
No way. :shock:

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