SupCom: different font set

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SupCom: different font set

Postby Sir-FightMeDown » 05 Oct 2017, 16:08

Whats up FAF? Long since I played SupCom, so long can't remember my last time in a lobby. Here I am, once again freshen up my memory going against default AI.

Nowhere else to ask it considering this is the last ever standing SupCom community already, how I am able to insert different fonts in the game if I'm doing some experiment regarding a different language, then use them instead original ones? I have half the game translated by myself years back, that project I have found on an old CD week ago seemingly sitting in a f*cking jewel case for years next to Age of Empires 2 discs. Ahem, missing the TrueType font files I've mapped myself then to use over the originals, never completed anyways.

I am thinking into doing that again, although do it in a different manner this time, make them standalone. Can these be loaded from my mod folder? Perhaps this is restricted to the game engine, is LUA used for this also?

Sorry for posting it right here, any SupCom modding forums are non existent already...
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Re: SupCom: different font set

Postby speed2 » 05 Oct 2017, 16:26

Fonts that the game uses are in
Code: Select all
\THQ\Gas Powered Games\Supreme Commander - Forged Alliance\fonts

So if you add a new one there the game should be able to use it.

I think for the majority of the text elements in the game, the font is set in the skin.
https://github.com/FAForever/fa/blob/develop/lua/skins/skins.lua#L112-L118

There might be a couple of texts in the game where this wont apply and the font is set in the function when the text is created, but that sound be really just few cases. You will see once you try :)
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Re: SupCom: different font set

Postby Sir-FightMeDown » 06 Oct 2017, 19:39

Bah, speed2 your still heading the forums? Amazing to see you still hanging in the FAF office, cheers bro & props for the tips. Your right about the skins thing.

I'll handle the rest.
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