Font file requirements?

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  • t4nk
    Swordsman
    • May 2016
    • 336

    #16
    Dammit, you made me read ancient C code again
    What happens if you reboot your computer before changing the .fon file and starting Angband?
    (and if that fails, I advise to forget about it, really )

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    • Nick
      Vanilla maintainer
      • Apr 2007
      • 9637

      #17
      It has only just occurred to me that the problem is probably to do with the change from ASCII to UTF-8. I'm going to leave someone else to unpack that thought, though
      One for the Dark Lord on his dark throne
      In the Land of Mordor where the Shadows lie.

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      • Justin Z
        Rookie
        • Nov 2014
        • 20

        #18
        t4nk,

        I wasn't exactly sure what order you meant by your suggestion so I tried rebooting at various times throughout the process, but no luck.

        Nick,

        I'm thinking you may be right. I decided to at least use the characters available to me and got lots of unexpected results. For example, using the cent sign symbol as the glyph for the helmet in the object.txt file rendered a smiley face in my inventory area on the left! But then when I tried to use the same symbol in the monster_base.txt file to render the player as a smiley face, I got a lowercase z. The encoding is definitely . . . amiss.

        Edit: That's only if I don't also have my player encoded to that symbol (appearing as z). If I do, the helm appears as a \ instead. If I change the player back to @ the helm then becomes ☻. Assigning floating eyes to © or ® (169 and 174 in DOSLike, respectively) instead renders them as ◆.

        Edit 2: I do seem to remember that in the old versions, instead of typing in the actual character you wanted to use in the configuration files, you gave its reference within the font file (i.e. 75 would be a capital K, 36 would be $, etc.)
        Last edited by Justin Z; March 1, 2017, 12:35.

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        • Gwarl
          Administrator
          • Jan 2017
          • 1025

          #19
          Originally posted by Nick
          It has only just occurred to me that the problem is probably to do with the change from ASCII to UTF-8. I'm going to leave someone else to unpack that thought, though
          I would guess so. The 'floor tiles not displaying correctly in post UTF-8 versions' thing happened to me with the SSH server and I found a couple of other posts using google about people getting odd floor tiles. I'd think this problem would be related too.

          I'd recommend following the advice Nick gave me in the SSH server thread, and editing font-gcu.prf

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          • Justin Z
            Rookie
            • Nov 2014
            • 20

            #20
            Originally posted by Gwarl
            I would guess so. The 'floor tiles not displaying correctly in post UTF-8 versions' thing happened to me with the SSH server and I found a couple of other posts using google about people getting odd floor tiles. I'd think this problem would be related too.

            I'd recommend following the advice Nick gave me in the SSH server thread, and editing font-gcu.prf
            Thanks, seems like a plausible line of inquiry.

            Nick, is there any documentation for what feature numbers correspond to what terrain, objects, creatures, etc.? The font-gcu.prf file I have has three, 1 for the floor, 19 for a magma vein with treasure, and 20 for a quartz vein with treasure.

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            • Nick
              Vanilla maintainer
              • Apr 2007
              • 9637

              #21
              Originally posted by Justin Z
              Nick, is there any documentation for what feature numbers correspond to what terrain, objects, creatures, etc.? The font-gcu.prf file I have has three, 1 for the floor, 19 for a magma vein with treasure, and 20 for a quartz vein with treasure.
              They correspond to the relevant feature number in terrain.txt in 4.0.5.

              On looking at all this again, I have a strong feeling that all your problems may be solved just be removing font-win.prf - in particular if you are running 4.0.5 in windows, and if the only problem is with floor grids.
              One for the Dark Lord on his dark throne
              In the Land of Mordor where the Shadows lie.

              Comment

              • Justin Z
                Rookie
                • Nov 2014
                • 20

                #22
                Originally posted by Nick
                They correspond to the relevant feature number in terrain.txt in 4.0.5.

                On looking at all this again, I have a strong feeling that all your problems may be solved just be removing font-win.prf - in particular if you are running 4.0.5 in windows, and if the only problem is with floor grids.
                It's not just the floor grids--that's a separate issue that occurs when Angband encounters a font file it doesn't like.

                I've actually gotten some basic changes to stick correctly. Other stuff not so much. The glyphs for the player and for p-class creatures is now ☻. Spiders are ☼. Vampires are ♣. I discovered adding a 0 to the front of alt-code could be effective in some cases and that's how I got those to work. But trying to assign © to floating eyes and ☺ to Ogres instead resulted in the display of ♦. I had assigned € to centipedes but the game just changed it to C. Same with insects which I chose รท for--they just appear as i. I also had zero success reassigning objects--they all ended up as different stuff than I had chosen for whatever reason.

                Still, it has a bit more variety now, so it's something.

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