Thanks for the mod, I love using a different font.
The anti-aliasing feature also makes the text look very nice.
The font Hobo Std looks very nice at size 17 with both drop shadow and anti-aliasing turned on.
I am not sure what causes it but i play on a server that makes players have colored names and for some reason some of the colors do not display correctly and are mixed up.
EDIT: Here is proof. http://i.imgur.com/d2Ids.jpg
I am not sure what causes it but i play on a server that makes players have colored names and for some reason some of the colors do not display correctly and are mixed up.
EDIT: Here is proof. http://i.imgur.com/d2Ids.jpg
So without this mod installed, all the colors always display correctly?
Which color in that screen shot was correct? The one in the chat or the one above the player?
God Job .. Diamonds for you
Works good with MCpatcher.
Now i can say goodbye to MCFont converter who was not supporting full ansi chartset .
Now we can play with nice font in french or german or other european language
If possible, a cool feature you could add would be a way to change the font of different text objects in the game.
There could be separate configurations (in the same config file) for different texts.
With this feature, you could have the chat be Verdana, the main menu being in Hobo Std, and the debug menu in Arial!
This would be very cool, hopefully implemented in the future?
Thanks!
If possible, a cool feature you could add would be a way to change the font of different text objects in the game.
There could be separate configurations (in the same config file) for different texts.
With this feature, you could have the chat be Verdana, the main menu being in Hobo Std, and the debug menu in Arial!
This would be very cool, hopefully implemented in the future?
Thanks!
Unfortunately, that's the one thing I can't do easily. My mod has no idea what kind of text it's drawing at any given time. I would have to make a lot more changes in Minecraft for that to work, and it would be a lot more likely to conflict with some other mod.
--- BEGIN ERROR REPORT 886096f5 --------
Generated 5/28/12 10:30 AM
Minecraft: Minecraft 1.2.5
OS: Windows 7 (amd64) version 6.1
Java: 1.7.0_04, Oracle Corporation
VM: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
LWJGL: 2.8.3
OpenGL: Mobile Intel® 4 Series Express Chipset Family version 2.1.0 - Build 8.15.10.1994, Intel
java.lang.NullPointerException
at betterfonts.StringCache$Key.equals(StringCache.java:171)
at java.util.WeakHashMap.eq(Unknown Source)
at java.util.WeakHashMap.get(Unknown Source)
at betterfonts.StringCache.cacheString(StringCache.java:682)
at betterfonts.StringCache.renderString(StringCache.java:371)
at nl.a(FontRenderer.java:605)
at nl.a(FontRenderer.java:341)
at oo.b(SourceFile:95)
at iz.a(SourceFile:264)
at if.a(SourceFile:254)
at mw.a(SourceFile:192)
at lr.b(EntityRenderer.java:1111)
at EntityRendererProxy.b(EntityRendererProxy.java:21)
at EntityRendererProxyWeather.b(EntityRendererProxyWeather.java:34)
at net.minecraft.client.Minecraft.x(Minecraft.java:869)
at net.minecraft.client.Minecraft.run(Minecraft.java:747)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT e66e62cf ----------
There is a little problem with compatibility of java not fault of the betterfont mod himself.
I had a lot of problem loading otf files ( not able to load font.name).
But font where working in other application and web browser.
So i made some research on web an found out that Java is fitering font names .
Conclusion: With Java64 on Win 7, i can only read some otf font , But i'm able to read most ttf file even old xp ttf font.
This mean you have to verifie what kind of OS you are using. Mac Os , Linux can maybe have other font who can be used.Try your system fonts first then ttf.
To have right font.name for betterfont mod with win7 use Wordpad to see how font.name is diplayed and written in font selection.
Conclusion: With Java64 on Win 7, i can only read some otf font , But i'm able to read most ttf file even old xp ttf font.
This mean you have to verifie what kind of OS you are using. Mac Os , Linux can maybe have other font who can be used.Try your system fonts first then ttf.
I think the problem is that an otf OpenType font can contain either TrueType outlines and Postscript outlines, but Java appears to only support TrueType otf files. When you double click the font in Windows, at the top of the font viewer window it tells you which style your font has. Unfortunately, I don't think I can fix this. I think Java doesn't support the Postscript style OpenType fonts at all on any of the platforms.
I think the problem is that an otf OpenType font can contain either TrueType outlines and Postscript outlines, but Java appears to only support TrueType otf files. When you double click the font in Windows, at the top of the font viewer window it tells you which style your font has. Unfortunately, I don't think I can fix this. I think Java doesn't support the Postscript style OpenType fonts at all on any of the platforms.
Can you work around the problem? Maybe automatically convert the font and temporarily cache it somewhere?
2) The CJK unified Han characters are always displayed in the same font, but ideally different fonts would be used for Traditional Chinese, Simplified Chinese, Japanese, and Korean based on the in-game language selection.
It does indeed display a font according to the in-game language selection. I'm not familiar with these things but I am a Traditional Chinese Windows user and this font substitution problem has been with us since Windows XP days or even earlier.
This is what the default SanSerif will give us on Windows 7:
Sadly, this is not even the default Windows 7 font. In fact, it is not even a Sans-serif font. It is a Serif font. It is the default Chinese font since Windows 95 days all the way up to Windows XP. There's probably some very old config in the Windows font management logic that uses this font as a fallback. Back in the old days, Microsoft didn't have a Chinese Sans-serif font, so all fonts fall back to this one. (Chinese fonts are costly to build so we only really had two fonts until Vista came out and both were Serif fonts.)
However, we could work around this problem by designating an English font instead. When the font subsystem needs to display Chinese using an English font, it will often subtitute the correct serif/sans-serif default font, as opposed to some archaic fallback font.
So by setting the font to Cambria, this is what we get. (See capture below.) This time, it correctly uses the Windows 7 default font.
Note how the un-translated OptiFine options are displayed in Cambria, because they were treated as English and hence no font substitution occurs. However the Latin characters within any string that starts with Chinese will be treated as Chinese and hence font substituted, see how the "OpenGL: Fast" is displayed in the default Chinese font, not in Cambria.
For comparison, this is what happens if we set the font to "Arial":
So to conclude, it does sort of work, we can get it to display a different font somehow by trial and error. But I can't imagine what we need to do to make it display a designated CJK font.name properly.
So to conclude, it does sort of work, we can get it to display a different font somehow by trial and error. But I can't imagine what we need to do to make it display a designated CJK font.name properly.
Thanks for that analysis. The current CJK fonts that it's using are getting selected automatically by Java. I think it uses "MingLiU" for Traditional Chinese and "SimSun" for Simplified Chinese by default right now. I think the only way to properly handle this would be for me to check the string for CJK and manually select the fonts for different parts of the string. I'll think about this some more.
The anti-aliasing feature also makes the text look very nice.
The font Hobo Std looks very nice at size 17 with both drop shadow and anti-aliasing turned on.
Great job! ;D
EDIT: Here is proof. http://i.imgur.com/d2Ids.jpg
So without this mod installed, all the colors always display correctly?
Which color in that screen shot was correct? The one in the chat or the one above the player?
Without mod it is fine, the name in chat is correct color but some times names colors get messed up above head.
Works good with MCpatcher.
Now i can say goodbye to MCFont converter who was not supporting full ansi chartset .
Now we can play with nice font in french or german or other european language
There could be separate configurations (in the same config file) for different texts.
With this feature, you could have the chat be Verdana, the main menu being in Hobo Std, and the debug menu in Arial!
This would be very cool, hopefully implemented in the future?
Thanks!
Unfortunately, that's the one thing I can't do easily. My mod has no idea what kind of text it's drawing at any given time. I would have to make a lot more changes in Minecraft for that to work, and it would be a lot more likely to conflict with some other mod.
--- BEGIN ERROR REPORT 886096f5 --------
Generated 5/28/12 10:30 AM
Minecraft: Minecraft 1.2.5
OS: Windows 7 (amd64) version 6.1
Java: 1.7.0_04, Oracle Corporation
VM: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
LWJGL: 2.8.3
OpenGL: Mobile Intel® 4 Series Express Chipset Family version 2.1.0 - Build 8.15.10.1994, Intel
java.lang.NullPointerException
at betterfonts.StringCache$Key.equals(StringCache.java:171)
at java.util.WeakHashMap.eq(Unknown Source)
at java.util.WeakHashMap.get(Unknown Source)
at betterfonts.StringCache.cacheString(StringCache.java:682)
at betterfonts.StringCache.renderString(StringCache.java:371)
at nl.a(FontRenderer.java:605)
at nl.a(FontRenderer.java:341)
at oo.b(SourceFile:95)
at iz.a(SourceFile:264)
at if.a(SourceFile:254)
at mw.a(SourceFile:192)
at lr.b(EntityRenderer.java:1111)
at EntityRendererProxy.b(EntityRendererProxy.java:21)
at EntityRendererProxyWeather.b(EntityRendererProxyWeather.java:34)
at net.minecraft.client.Minecraft.x(Minecraft.java:869)
at net.minecraft.client.Minecraft.run(Minecraft.java:747)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT e66e62cf ----------
Thanks. I'll take a look at it.
I had a lot of problem loading otf files ( not able to load font.name).
But font where working in other application and web browser.
So i made some research on web an found out that Java is fitering font names .
Conclusion: With Java64 on Win 7, i can only read some otf font , But i'm able to read most ttf file even old xp ttf font.
This mean you have to verifie what kind of OS you are using. Mac Os , Linux can maybe have other font who can be used.Try your system fonts first then ttf.
To have right font.name for betterfont mod with win7 use Wordpad to see how font.name is diplayed and written in font selection.
Can you work around the problem? Maybe automatically convert the font and temporarily cache it somewhere?
It does indeed display a font according to the in-game language selection. I'm not familiar with these things but I am a Traditional Chinese Windows user and this font substitution problem has been with us since Windows XP days or even earlier.
This is what the default SanSerif will give us on Windows 7:
Sadly, this is not even the default Windows 7 font. In fact, it is not even a Sans-serif font. It is a Serif font. It is the default Chinese font since Windows 95 days all the way up to Windows XP. There's probably some very old config in the Windows font management logic that uses this font as a fallback. Back in the old days, Microsoft didn't have a Chinese Sans-serif font, so all fonts fall back to this one. (Chinese fonts are costly to build so we only really had two fonts until Vista came out and both were Serif fonts.)
However, we could work around this problem by designating an English font instead. When the font subsystem needs to display Chinese using an English font, it will often subtitute the correct serif/sans-serif default font, as opposed to some archaic fallback font.
So by setting the font to Cambria, this is what we get. (See capture below.) This time, it correctly uses the Windows 7 default font.
Note how the un-translated OptiFine options are displayed in Cambria, because they were treated as English and hence no font substitution occurs. However the Latin characters within any string that starts with Chinese will be treated as Chinese and hence font substituted, see how the "OpenGL: Fast" is displayed in the default Chinese font, not in Cambria.
For comparison, this is what happens if we set the font to "Arial":
So to conclude, it does sort of work, we can get it to display a different font somehow by trial and error. But I can't imagine what we need to do to make it display a designated CJK font.name properly.
Thanks for that analysis. The current CJK fonts that it's using are getting selected automatically by Java. I think it uses "MingLiU" for Traditional Chinese and "SimSun" for Simplified Chinese by default right now. I think the only way to properly handle this would be for me to check the string for CJK and manually select the fonts for different parts of the string. I'll think about this some more.