Killing Floor

Killing Floor

Unicode Support
78 Comments
Boltte man 28 Apr, 2018 @ 8:49pm 
...should still work unless the author has changed something.....without telling us in the description...
OceanDrive 28 Apr, 2018 @ 5:27pm 
no work
Boltte man 17 Mar, 2018 @ 2:24am 
oh, he deleted his comments, which puts all my comments into a conversation with an invisible person......hahahaha
WhatTheMeow  [author] 22 Sep, 2017 @ 5:36am 
hi, I'm not really active on Steam anymore so you are free to publish your improvements or whatnot under a similar name
RAMBO 22 May, 2017 @ 8:54pm 
Great idea. I like it.
Boltte man 17 May, 2017 @ 9:29pm 
ok then maybe he forgot.....ask again....remind him...
Boltte man 16 May, 2017 @ 8:42pm 
Well he's offline 7 days ago.....so of course he won't answer....wait till he comes back online.....
Boltte man 15 May, 2017 @ 8:09pm 
If you copied his version and basically made improvements, then I guess wait for his approval(or even better yet give him your improved version of his version and he can update it on his end and thus there is no need for two workshop pages on the same thing!); however, if you made yours from scratch, then of course you can upload it as it's your own work! :fhappy:
Boltte man 9 Dec, 2016 @ 2:31pm 
Well in that case, you should probably rename it to "Partial unicode support fix" or something similar.....
Boltte man 9 Dec, 2016 @ 5:54am 
Ok, alright - thanks for trying! :fhappy:
WhatTheMeow  [author] 9 Dec, 2016 @ 4:07am 
There is nothing else I can think of that can fix it now.
Boltte man 9 Dec, 2016 @ 3:11am 
Soooo......that means this cannot be fixed up in any way possible, short of Tripwire jumping in and giving a hand to us?
WhatTheMeow  [author] 9 Dec, 2016 @ 2:38am 
120GB System Disk, 500GB External Disk and 500GB Backup Snapshots Disk.

Not only UE4 imports font in a different way, it also turns out that UE4 exports fonts in a different format which is not compactible with UT2004(UE2.5) at all :steamsad:
Boltte man 8 Dec, 2016 @ 10:44pm 
Out of curiosity, how much in total disk space have you used up so far? 120GB? 1TB? ....100TB? So all of your HDDs/SSDs are filled to like 99% or more?
WhatTheMeow  [author] 8 Dec, 2016 @ 7:40am 
While some people do store questionable materials on their disks, my disk is mainly occupied with throw-away virtual machine images, and overly sized SDKs that bundles lots of stuff which I will probably never use.
Boltte man 8 Dec, 2016 @ 7:31am 
Oh ok...well ...interesting....
WhatTheMeow  [author] 8 Dec, 2016 @ 7:30am 
The glyphs for those characters exist for the font, but on export some of them turns into little squares. Isn't that mysterious enough?
Boltte man 8 Dec, 2016 @ 7:30am 
Well export it to an external drive then...? Or delete some of that Pr0n that's hogging all(or most of) the space of your HDD/SSD? Hahahahaha :P
Boltte man 8 Dec, 2016 @ 7:28am 
Ok, what am I looking at for that picture?

Well if you want a reason for why I still play KF1 over KF2 , is because of nostalgia and for me, in my opinion of course, I feel that the gameplay is somewhat more fun than KF2 which is why I still keep coming back for it! :P
WhatTheMeow  [author] 8 Dec, 2016 @ 7:28am 
The unreal engine 4 SDK might be able to export the needed font textures properly, but currently my disk space is too humble for its size.:steamfacepalm:
WhatTheMeow  [author] 8 Dec, 2016 @ 7:16am 
Apparently the troubles are ever increasing with mysterious exporting problems...
http://i.imgur.com/oBkI8NY.png
WhatTheMeow  [author] 8 Dec, 2016 @ 7:06am 
a reason to play KF2 then
Might be a problem when autogenning the font textures. I'll see if I can fix it.
Boltte man 8 Dec, 2016 @ 7:02am 
Boltte man 8 Dec, 2016 @ 6:57am 
ok, so this is me when soloing with the mut enabled: https://steamhost.cn/steamcommunity_com/id/Boltte/screenshot/100599889747999650 and this is me when joining a random public server: https://steamhost.cn/steamcommunity_com/id/Boltte/screenshot/100599889748000047

Ah well so I'm basically shit out of luck for random public servers who don't run this? hahaha GG

Ok well anyways, the "B" there isn't exactly shown properly.....neither is the "e".....
WhatTheMeow  [author] 8 Dec, 2016 @ 6:51am 
your name is sided to the server if you join a multiplayer game, so unless the server owner enabled this mutator, there is no way to change your name in the server! (The unjumbling is an implicit change of player name)
Boltte man 8 Dec, 2016 @ 6:51am 
How can you enable the mutator when joining a public server? It only works if you solo or setting up your own server......
Boltte man 8 Dec, 2016 @ 6:50am 
Yeah the fps drop isn't exactly encouraging, especially on servers where they have ads flying every 5 seconds.....some of which can cover an entire screen at once!! Also me inspecting my network connection with stat net command and stat fps for fps counter ready, does do quite a bit of damage to the fps just to be shown on the screen at once.....and oh god, imagine with all the statistics on and on a server with ads flying every five seconds that covers the entire screen!!
WhatTheMeow  [author] 8 Dec, 2016 @ 6:48am 
Just in case, did you enable the mutator?
Boltte man 8 Dec, 2016 @ 6:46am 
Ok, so I changed the fancy stuff again with an online text generator and booted up KF2 to make this name is properly shown in that game(as I thought my previous fancy characters was shown properly in that game, apparently not either) and it did show properly. Went back to KF1 and tried it out with this mod already installed and I still get the weird characters that my name is not shown properly. I'm guessing these characters are also pass the U+FFFF range as well?!

Well they probably won't do it now that KF2 is out and it has somewhat of a unicode support as this current name displays properly, but the previous one with nice fancy cursive writing did not...

So therefore you may as well do it one by one anyways, scouraging through all fonts and all characters just to fine the perfect one...yeah nah...to loong and tedious! hahaha
WhatTheMeow  [author] 8 Dec, 2016 @ 6:40am 
native static final function DrawText(Canvas Canvas, eMenuState MenuState, float left, float top, float width, float height, eTextAlign Align, string Text, eFontScale FontScale);

I have ran the UScript Profiler on the game with the mod on. The particular function above is taking incredibly long (~1900usec) to execute on huge font pages input. I don't know exactly why. Only Tripwire has the source code for it.

For the charmap you need to search characters one by one unfortunately. The search filter is also not very good as "e" matches any words that contains a "e".
Boltte man 8 Dec, 2016 @ 6:21am 
Oh the game's only single core optimized and not dual core or more core'd CPUs? Well even so, when I dropped down to 4fps as shown in the below screenshot, none of the four corse of my i7-4710HQ processor was at 100%, which if it was truly optimized for single core, at least one of the four cores would be pegged to 100% load at least...

Oh wow another 60k+ more characters after that...okay....

Well I inputted "Boltte" under Arial font and came up empty.....even searched for individual letters and came up with a bunch of characters that don't even remotely look close to the letter I am after....Here's a screenshot for illustartion: http://i1177.photobucket.com/albums/x349/Gamer48/Online%20-%20Steam/1_zpsynhfcvxy.png

WhatTheMeow  [author] 8 Dec, 2016 @ 5:55am 
I would really want to fix the FPS problem if I could, since I'm using this mod myself. But without the source code for DrawText (along with its dependencies), it cannot be fixed. Even with the source code, it cannot be fixed without modifying the game executable itself, so it is not really an option. The intention of this mod is to draw Tripwire's attention and urge them actually putting real Unicode support in game, but unfortunately right now just only a minority of the community is interested in it :steamsad:
WhatTheMeow  [author] 8 Dec, 2016 @ 5:40am 
"Internal Notes" are internal notes for a good reason, as it is often tedious to explain technical details. The CPU load you see in task manager is the sum of all CPU cores. The game only uses 1 core. So your CPU load, no matter how intensive the game is, will never reach 100% on a multi-core CPU computer. There are about 60k more characters beyond the U+FFFF range. The built-in charmap.exe bundled with windows has a search for option where you could input keywords to search a glyph. Hope this helps.
Boltte man 8 Dec, 2016 @ 12:16am 
" FPS drop is due to CPU load not memory " Ok well, CPU load isn't even at 100% whilst playing which I reckon if it was, it might fix the fps drop problem if you were able to....
Boltte man 7 Dec, 2016 @ 8:36pm 
Also how many more characters are there pass the U+FFFF range, out of curiosity?
Boltte man 7 Dec, 2016 @ 8:34pm 
Because I don't wanna go through 65k+ characters manuall just to look for the right looking character to display "Boltte" in a nice fancy view...
Boltte man 7 Dec, 2016 @ 8:32pm 
Ok, is there a website where I change me name so that the unicode range is at or under U+FFFF? So that this mod works?
WhatTheMeow  [author] 7 Dec, 2016 @ 7:54am 
For example, the stylic "e" in your name corresponds to U+1D486, which is beyond U+FFFF so it can never appear in Killing Floor :steamsad:

Ref:
https://unicode-table.com/en/1D486/
WhatTheMeow  [author] 7 Dec, 2016 @ 7:52am 
I mistyped in my description, the subscribed contents still contain the *.int files.

About the limit, it relates to how the Unicode characters are arranged. Any characters that have a Unicode code points beyond U+FFFF (65535 decimal) can never be supported by current game engine.
Boltte man 7 Dec, 2016 @ 7:50am 
Good job.... :steammocking:
Boltte man 7 Dec, 2016 @ 7:49am 
Oh you deleted your comment..hahahaha Well those are the int files I was referrring to, do they get downloaded too when subscribing to the workshop or not? That was not noted in the note section...

Oh nevermind, you changed your description again, and replaced the "i" with the "t"....
Boltte man 7 Dec, 2016 @ 7:46am 
Yes there are....Engine.int, GUI2K4.int, KFMod.int, ROEngine.int, UnrealGame.int, XInterface.int - so what are these for if they're not int files I am supposed to change?

"3a. To install, download these files and replace the same files in System folder:
https://drive.google.com/file/d/0B-uxR8AhT03bTi1hSk9hcDZCcnM/view?usp=sharing "
WhatTheMeow  [author] 7 Dec, 2016 @ 7:46am 
Oh I thought they were ini files... mb :steamfacepalm::steamfacepalm:
Boltte man 7 Dec, 2016 @ 7:42am 
I was talking about the int files not ini files....

Aww wow....it's hardcoded?:pandashocked::fscared: :gmod::gmod:....:ftired::sadpanda:

How many more characters are there pass the 10k limit that this mut cannot fix up to display properly?
WhatTheMeow  [author] 7 Dec, 2016 @ 7:28am 
ok I've looked into a copy of TTFontImport.cpp and can confirm it is impossible to import unicode range >= 0x10000 as they hardcoded the range check... sorry for disappointment
WhatTheMeow  [author] 7 Dec, 2016 @ 6:32am 
I have tried importing fonts with the TrueTypeFontFactory beyond the UnicodeRange of 0x10000, but it doesn't work at all. I don't have native source code for UT2004, so I don't know how TrueTypeFontFactory is implemented. Thus, I am afraid there is nothing I can do about it.

The ini files are downloaded along with the subscription.
Boltte man 7 Dec, 2016 @ 5:23am 
Ohh, so my fancy fonted name is using characters that are beyond what your mut supports? Ok well that would explain why my name still shows up as weird characters....

Once you've tested it and works with more characters like the ones I'm using for my name, can you do all font sizes one as an option? I don't mind having a 500MB texture file if that's how big it's gonna be to show every fancy character, including emotes as well as all font sizes from 7 to 24! I prefer to see the game in proper font sizes so it doesn't look weird... :P

Ok what about the other question about int files?

Anyways, thanks!
WhatTheMeow  [author] 7 Dec, 2016 @ 5:19am 
Actually, it might not be possible with the UT2004 game engine as there isn't really a way to specify font collections, which is crucial for supporting extended Unicode characters.
WhatTheMeow  [author] 7 Dec, 2016 @ 4:58am 
I will switch to BabelMap for development of extended Unicode characters (characters beyond U+FFFF). But under the current Unicode Standard (9.0) by Unicode Consortium, there are 128172 characters (which includes emojis!). The FPS drop is already apparent with 65536 characters; if it were to be doubled, this could cause serious impairment to gameplay. Anyway, I will try to experiment whether it could be extended to genuinely support all Unicode characters.