Zarel wrote:Meh, how's about bundling a Chinese font? Anyone know of any Free Chinese fonts?
You need to change the config's file font name.
Just slam a readme.txt file for Chinese peeps into the directory and explain what they need to do.

Zarel wrote:Meh, how's about bundling a Chinese font? Anyone know of any Free Chinese fonts?

Explaining what someone needs to do is always worse than just doing it for them. You use a computer. The whole point of having a computer is so it can do things that are boring that you don't want to.-Kosh- wrote:How will that help?
You need to change the config's file font name.
Just slam a readme.txt file for Chinese peeps into the directory and explain what they need to do.



How about a good fontconfig setup (that doesn't include Windows' fonts directory, but maybe substitutions for some non-free fonts), and in the installer people can select to download extra fonts if required (since e.g. WenQuanYi is ~13 MB, smaller fonts could be included), like the videos? (And someone needs to investigate the abovementioned quesoglc problem.)Buginator wrote:Then I guess the only good solution is make a custom installer for the Chinese people, and it would require a hard-coded font to match whatever font we would bundle?

Yes, but we need a way to write out (edit?) a new config file that has the fontname, and that can only be done in NSIS...Zarel wrote:Ye gods, the problem isn't in NSIS, it's in Queso/fontconfig. :[
Why is this even an issue? Gah, is it really that hard to have a fallback font?
Code: Select all
glcAppendCatalog("./fonts");

Hmm. For me, it isn't finding the font at all...and instead, get the hexcodes.cybersphinx wrote:Buginator: The fixed quesoglc shows Chinese here, no hex code stuff. But when the Chinese font isn't active when starting (i.e. when switching the language in-game), framerate drops (maybe it falls back to software rendering); when Chinese was chosen before the game runs ok (even when switching to a latin language later).
FYI when GLC cannot map a character to a font (i.e. find a glyph), it
displays \<hexcode> where hexcode is the Unicode code of the character (see
GLC specs para 3.9.1). Unless there is another bug, I think this is what
happens to you.