Thread: Problem with formatting text
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November 23rd, 2019, 19:51 #21
Solved, to fix it:
1. Go Control Panel/Fonts and uninstall OpenSans fonts (there are from 1 to 6 fonts there), uninstall them all, maybe some are in use and you cant unistall them, go to step 2.
2. Go to Windows/Fonts, search for OpenSans-xxx.ttf files and delete them all.
3. Reboot.
If dev team want to replicate the problem, in case they want to solve it, just install the OpenSans fonts and then you wont be able to use those fonts inside Fantasy Grounds.
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November 24th, 2019, 00:15 #22
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November 24th, 2019, 00:17 #23
Its not 100% that simple - I have Open Sans installed - its just exactly the same version of Open Sans that Ive used in Call of Cthulhu - buy yes - it seems having a different variant of Open Sans - which is a very common font - could cause this...
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November 24th, 2019, 04:36 #24
Are you sure?
From:
<announcement text="CoreRPG ruleset v3.3.9 for Fantasy Grounds\rCopyright 2019 Smiteworks USA, LLC" font="emotefont" icon="rulesetlogo_CoreRPG" />
<font name="reference-b">
<ttf file="graphics/fonts/Open_Sans/OpenSans-Bold.ttf" name="Open Sans Bold" size="14" />
<color value="#000000" />
</font>
<font name="reference-b">
<fgffile name="graphics/fonts/bold-10.fgf" />
<ttf file="graphics/fonts/Candara.ttf" name="Candara SDF" size="16" bold="true" />
<color value="#000000" />
</font>
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November 24th, 2019, 09:20 #25
Deleting Opensans on my Mac didn't fix the problem. At least I have damned's extension.
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November 24th, 2019, 10:02 #26
I had a feeling that Open Sans was being introduced for Unity to replace Candara but I didnt have time to check.
My extension is pretty much cut n paste from 3.3.7 whereas 3.3.9 has a bunch of Unity changes in it including Open Sans replacing Candara.
The Open Sans versions in 3.3.9 are a different variation than the ones I have used.
Ill do some more experimentation when I get some time.
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November 24th, 2019, 23:31 #27
Supreme Deity
- Join Date
- Mar 2007
- Posts
- 20,561
The way that FGC uses to generate fonts from TTF files (using Windows OS font system) is different than the way that FGU generates fonts from TTF files (using custom dynamic font generation built for Unity platform).
For FGC, the TTF font is requested to be loaded by Windows, then we ask Windows to open the named font. The problem you are seeing is probably related to the fact that Windows may return a similarly named TTF font, other than the TTF file included in the ruleset. There's no way using the Windows font APIs to override that.
You may need to include a FGF for those fonts to be explicit for FGC, which will be ignored for FGU.
Regards,
JPG
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November 26th, 2019, 17:52 #28
What was pushed today, the update caused all fonts to be bigger and the whole composition of fonts across the ruleset no longer balanced (but now more readable... )
Is there a way to revert to the previous and have extension for people who have font issues or?The past is a rudder to guide us, not an anchor to hold us back.
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November 26th, 2019, 21:14 #29
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December 4th, 2019, 11:51 #30
Thanks for fixing the fonts issue (at least, it was fixed for me when I updated today)!
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