New Font Implementation
- psi29a
- Posts: 5362
- Joined: 29 Sep 2011, 10:13
- Location: Belgium
- Gitlab profile: https://gitlab.com/psi29a/
- Contact:
Re: New Font Implementation
hahaha, you're killing it akortunov
Re: New Font Implementation
Sorry, meant to imply this, not bash the devs!
Already done! http://openmw.readthedocs.io/en/master/ ... /font.html
Someone correct me if I'm wrong, but that's slightly out of scope of what the project wants to do. Obviously this wouldn't be hard, but I feel like we've been trying to stay away from including content with OpenMW (of which I think fonts would be considered).pvdk wrote: ↑18 Jun 2018, 09:32 I would really like it if we could just ship the .ttf/otf fonts, and have the user choose between those or bitmap. That way I can use them in the launcher too, for skinning purposes etc. T'was the reason I asked for the Ayembedt font in the first place, have a properly licensed version so we could ship it.
BUT this brings up an idea I've been thinking more and more about. There will be some things that we really should be recommending people do, such as using these fonts, that are slightly out of scope of the project. It would be nice for users to have a single, well explained "mod" that basically provides these kinds of things to people that we can "unofficially" recommend. I don't want this thread to go off topic, but maybe we can discuss exactly what this would mean on a new thread.
Seriously!
Let us know how it goes and if the docs can be improved in any way!
- Thunderforge
- Posts: 503
- Joined: 06 Jun 2017, 05:57
Re: New Font Implementation
If it's just the fonts, I would be in favor of just packaging them in (you could justify it by saying that they are an additional font that the OpenMW engine supports). If we wind up wanting to add all sorts of other Morrowind-specific modifications, then yes, a "recommended mod" or something would be worth pursuing.
Re: New Font Implementation
A general non-game-specific font could make sense to include, something that looks okay (i.e. readable) regardless of the game and is guaranteed to be there in case something goes wrong with the game-specific fonts. Although I'd avoid things like the Daedric font since they're obviously TES-specific. A mod that includes TES-specific TTF fonts and other such enhancements would be pretty nice, though.
- Thunderforge
- Posts: 503
- Joined: 06 Jun 2017, 05:57
Re: New Font Implementation
We'll just say that we're including the language of vampires from the TV show Sanctuary!
Seriously, episode 3x16 "Awakening" had involved a character translating ancient vampire text that was a completely unaltered Daedric font.
- AnyOldName3
- Posts: 2683
- Joined: 26 Nov 2015, 03:25
Re: New Font Implementation
I think a lot of it is upside-down, so it's been altered a little.
Re: New Font Implementation
Just installed Open Sans font in OpenMW. Thank you vary much, I can finally read with ease!