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Re: TomeNET Pseudo-graphic Fonts Release

Posted: Sun Apr 10, 2016 2:51 pm
by Lightman
I'll let you know if I find a work-around.

Re: TomeNET Pseudo-graphic Fonts Release

Posted: Mon Apr 11, 2016 9:34 am
by mikaelh
Lightman wrote:I tried using the characters 128-255 and when I tried, there was a bug that sometimes tiles are repainted with the character 128 lower than the one that should have been painted. So char 254 could sometimes repaint as character 126, which is '~'.
Thanks for the detailed description. I think I found the bug. It's in the client code (Receive_char in src/client/nclient.c). Hopefully we can have it fixed in the next client release.

Re: TomeNET Pseudo-graphic Fonts Release

Posted: Mon Apr 11, 2016 11:38 am
by tangar
Good job with finding this bug, guys %) Actually I am starting to think that font is better for TomeNet then tiles-pictures because font could be painted with different colors (with flickering patterns!) what is essential for such complex game. The only problem was limited "graphics". But with 255 tiles TomeNet would look very visually attractive :)

Can't wait for fixing this bug and new version of font by kimsoonsung %)

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Posted: Tue Apr 12, 2016 5:30 am
by kimsoonsung
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Re: TomeNET Pseudo-graphic Fonts Release

Posted: Sat Apr 23, 2016 6:11 am
by Lightman
Here is a 21X31 Font with similar graphics:

https://drive.google.com/open?id=0Bxlp3 ... 1k3UUxjaGM

To turn the graphics on, you will need to install the prf into the users folder:

https://drive.google.com/open?id=0Bxlp3 ... 3YwSDhEalU

Re: TomeNET Pseudo-graphic Fonts Release

Posted: Sat Apr 23, 2016 9:33 pm
by Lightman

Re: TomeNET Pseudo-graphic Fonts Release

Posted: Mon Jun 06, 2016 4:49 pm
by tangar
Guys, are we any close to patch which would fix "128-255 symbols" bug? %) Can't wait for this great moment ;)

Re: TomeNET Pseudo-graphic Fonts Release

Posted: Mon Jun 06, 2016 6:08 pm
by Lightman
Seconded. Will open up a great potential. Can we have the patch?