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"KaM Remake" WIP thread - UserInterface - Texts

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Krom

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Knights Province Developer

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Joined: 09 May 2006, 22:00

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Post 15 Nov 2008, 08:07

"KaM Remake" WIP thread - UserInterface - Texts

Let's make different threads for separate cases :)

There's a case: How to implement UserInterface into KaM Remake, specifically - multi-language part of it. As you might know original KaM uses unique fonts for writing all texts. They are multi-color and stored in own files. There are ~15 different font vaiations used in KaM. Another thing to mention, fonts in KaM are raster, means they can't be enlarged in a nice way (remember KaM was meant for 800x600 at first, while now typically we have 1280x1024). What this has to do with multi-lang? I think you already figured that out - texts.

KaM Remake will render texts in similar way to original KaM, letter by letter using raster fonts and own text-engine (thats a fancy name for 4 pages of code :) ) Cos usage of Windows font system can't supply required flexibility. That's why KaM Remake will have to use own OpenGL based GUI.

Drawing new fonts in higher resolution is doable, it requires a lot of time though unless someone knows what exact fonts KaM did used. Until then old fonts are ok.

Multi-lang can be implemented with different font collections (different set of letters).

Any thoughts? :wink:
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
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harold

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Post 16 Nov 2008, 12:31

My thoughts: why bother? everything in KAM is rasterized - if you put a lot of effort in making text an exception it would just look strange (and it wouldn't fit on the buttons any more unless you spend even more time & effort and resize them as well)
I'd just stretch the right part of the screen so on higher res you can see more of the terrain at once (and the left part needs some horizontal stretching but I think the old system is fine - maybe add some more supported resolutions)
Multi-lang support is obviously needed though.
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JBSnorro

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Joined: 20 Nov 2007, 23:00

Post 16 Nov 2008, 18:59

I've got a thought as well.... the number of pixels used by for instance a single letter, does NOT depend on the number of pixels on a screen. If a text is 120x50 pixels in 800x600, why should it be drawn differently on any other resolution? The main idea of a greater resolution is that you are able to see more on a screen, while your idea of a greater resolutions seems to be that the SAME picture of 800x600 can be pictured more detailed or whatever. That is NOT the case. So in fact you're making a problem which isn't there in the first place.

And as for multi-language..... typically and logically you have a string for each seperate text to be displayed, and have a file containing those strings for each language you're willing to support. I hope this is obvious....
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harold

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Joined: 19 Nov 2007, 23:00

Post 17 Nov 2008, 00:58

Don't forget the extra fonts for some languages though Snorro (Polish, Russian, etc..)
But there is a DPI setting in windows - if the text should change size at all, it should depend on that setting. (but it would be a hell of an effort to make, and no one will use it)
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Krom

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Knights Province Developer

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Joined: 09 May 2006, 22:00

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Location: Russia

Post 17 Nov 2008, 10:16

I see your point and it is actualy similar to mine. Except that I plan Remake to be more "flexible" than original. I shall make test screens and see if it's worth the effort )

Yep, I once tried 120dpi setting - more than half the programs interface was screwed :D
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de

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