Elisha Riedlinger
Elisha Riedlinger
> > Finally, the menu works great! I renamed it to "start01e.tex" (making a backup of the original file) since the game doesn't have an official Portuguese language option. I...
At this point, I don't have any QOL changes planned for the text or translations. I don't think we want to make any changes here because that would require us...
> Note that, if this value changes to `150` and someone is still using the current, publicly released font sheet, it'll break text display for them with the HD fonts....
> I suppose another approach is to get the height of the font DDS file and divide it by 64 to determine the amount of rows. If a single character...
BTW: from the [check-in](https://github.com/elishacloud/Silent-Hill-2-Enhancements/pull/592/files#diff-3e59022cd1557fd895c93ffbfa893134b4208e8f0c8bc9a8b01b18fe04dbf26fR66-R79) I see lots of variable, such as multiple character's widths and heights, character spacing, etc. If any of these could be changed in the font sheet...
> Each character in the font sheet is contained in a 44 x 64 cell (see image below), regardless of character dimensions/characteristics, so you would be safe to use the...
> For the Essential Files Pack, we include a font000.dds (all characters) and font001.dds (Latin only) files. Offer both of these so, if font000 doesn't render because its resolution is...
@belek666, is is possible to cleanly support backwards compatibility so that if someone does not upgrade the fonts file (for whatever reason) it won't break? Maybe just keep the old...
> `CustomFontCol` and `CustomFontRow` shouldn't be changed in ini as they are not for external font now. Instead you can define it inside external font file by adding new 16...
> First and foremost, after doing the fresh install, I left the Shader options and DirectX9 enabled; this causes the game to crash: This might be related to this issue...