Space Engineers

Space Engineers

Build Info (bleeding edge build)
This topic has been locked
Arstraea 9 Feb, 2022 @ 7:57am
Custom Font problem
Screenshot
I tested 9/2/2022 version and most of all UI displayed my custom font (KOR) well but some of command string (which is action) in the toolbar is missing.

Originally it must be a "고정(Lock)" in the part of screenshot...
Last edited by Arstraea; 9 Feb, 2022 @ 7:58am
< >
Showing 1-6 of 6 comments
Digi  [developer] 9 Feb, 2022 @ 9:06pm 
I see, I'll add a config setting to stop the mod from overriding the font.

The reason I'm overriding that toolbar font is because the vanilla one is a blue font and the icons are also the same shade of blue, and the font has no shadow or outline... it's pretty horrible reading it once text goes over the icon xD

But mind that the setting might also disable custom status text overrides in the future as I'm planning on making a monospace font specifically for that, so any other font would likely result in status not showing up (the problem is the game likes to hide text above a line that is too long, it's super annoying especially with a non-monospace font xD)
Last edited by Digi; 9 Feb, 2022 @ 9:06pm
Arstraea 10 Feb, 2022 @ 12:39am 
It is hard to describe my opinion and don't know it's possible...
Is it possible to replace glyphs and bitmaps in the code one by one only which is you want to replace?

My font definition file (FontDataPA.xml) is just additionally contained more informations about Korean characters in the bitmaps and glyphs. Default characters(Like A - z?) and FontDataPA-0.dds are not modified.

So I just curios if code could overwrite the default character only in FontDataPA to use yours.
Google Drive - Font File of my KOR stuff[drive.google.com]

Someone maybe needs that option that you describe, but if my opinion could work then I'm able to use that future planned Feature with KOR fonts together. I just hope, Lord.

P.S.
I'm sorry, I'm not good at English. :(
Last edited by Arstraea; 10 Feb, 2022 @ 3:46am
Arstraea 31 Mar, 2022 @ 10:03pm 
Sorry, I think current font overriding system is affected to all BuildInfo's features.

I set Action Status Font Override off and my toolbar now display text normally what I expected, but Block Info's text and additional toolbar info UI(display action command what I set to toolbar ) can't display Korean. ;)
Digi  [developer] 1 Apr, 2022 @ 1:10am 
It's because those are rendered in 3D with billboards/sprites, because the modAPI has no way to draw text anywhere so we're resorting to hax =)
And that billboard rendering can only draw transparent material definitions, so it can't just use the existing fonts, it has to be declared in a special way for the textAPI mod to use it.

See contents of: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2163222751 - it has a script that adds textAPI-compatible font.

This mod's font for textAPI is BI_SEOutlined (declared in my mod), you probably can declare that subtype aswell with a mod and it might override it.
Last edited by Digi; 1 Apr, 2022 @ 1:31am
Arstraea 1 Apr, 2022 @ 1:55am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2409196107
I asked it to you a year ago for making font actually. :D
When I was created it, the target font name of BuildInfo is "white".

And I guess, maybe it needs to update the FONTNAME const in my font mod to yours (BI_SEOutlined) for overwriting it...

I'll test it after a hour. Thank you, lord!
Last edited by Arstraea; 1 Apr, 2022 @ 2:00am
Arstraea 1 Apr, 2022 @ 5:58am 
It worked!! Thank you, Digi :D
< >
Showing 1-6 of 6 comments
Per page: 1530 50