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 Post subject: Alter existing fonts
PostPosted: Sat May 04, 2019 7:35 pm 
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Engineer
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Joined: Wed May 18, 2011 8:03 am
Posts: 31
Hi.

What is the process for changing the fonts in OTTD (alter existing fonts perhaps) for a specific language?

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 Post subject: Re: Alter existing fonts
PostPosted: Sat May 04, 2019 8:56 pm 
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You mean use a different typeface?

The graphics baseset contains a sprite font which is the "classic" look, but it only supports languages written in the Latin alphabet.
Otherwise you can edit the config file openttd.cfg and set a font name for the small, medium, large, and mono fonts.


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 Post subject: Re: Alter existing fonts
PostPosted: Sat May 04, 2019 9:54 pm 
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Engineer
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jfs wrote:
The graphics baseset contains a sprite font which is the "classic" look, but it only supports languages written in the Latin alphabet.


So, when the language is changed in game options, where does openttd find the font to use?

EDIT: Or to be more precise:

jfs wrote:
The graphics baseset contains a sprite font which is the "classic" look, but it only supports languages written in the Latin alphabet.


How can i edit the sprite font contained in the baseset (i assume other sets - like z-base - have their own fonts inside?) for a specific language?

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 Post subject: Re: Alter existing fonts
PostPosted: Sun May 05, 2019 2:16 am 
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Tycoon
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Posts: 7350
if OpenTTD detects that your language uses characters not provided as a sprite in the baseset, it searches a system font (TTF) to use, or you can provide one in openttd.cfg (http://wiki.openttd.org/FAQ_troubleshooting#Windows)

A baseset can provide additional font glyph sprites for any unicode character via Action 12: https://newgrf-specs.tt-wiki.net/wiki/Action12
this should work for languages using non-latin alphabets such as japanese, but would be a lot of work for chinese characters.
it will, however, completely fail for writing systems where the shape of letters is influenced by surrounding letters, like arabic.

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