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After server migration, we used the UI files marked _goodfont.7z Rei-UI_2019.4.3_win_goodfont.7z. I can't remember why I created another font file called "goodfont". I'm assuming these were supposed to be the higher res fonts.
Anyway, this seems to break fonts for Windows only, according to a report we got, making the text look like this:
So in the mean time I've reverted the Windows fonts to the old ones, which seems to fix the issue.
It is possible this could be fixed by instead using 'font parameter determining tool' I added, then inserting the appropriate calls into the game script ...it's been a while since I used it though. This would give higher quality fonts. But need to make sure it works on both Unix and Windows (unsure why it would even be different on Windows vs Unix)
I think I figured out the issue - it was just a mismatch between script font settings, and the font used.
However, the font marked "goodfont" is actually using the wrong font.
So to fully use the new "good fonts", I would need to generate new fonts (similar to what we did on hou+). Actually, I wonder if it's possible to directly use the hou+ font?
Then I need to update/test the init.txt with the appropriate font settings ( revert 47f4db9, but also check font size is roughly the same etc.)
After server migration, we used the UI files marked
_goodfont.7z
Rei-UI_2019.4.3_win_goodfont.7z. I can't remember why I created another font file called "goodfont". I'm assuming these were supposed to be the higher res fonts.Anyway, this seems to break fonts for Windows only, according to a report we got, making the text look like this:
So in the mean time I've reverted the Windows fonts to the old ones, which seems to fix the issue.
I also uploaded an archive of the fonts to the rei release: https://github.com/07th-mod/patch-releases/releases/tag/rei-v1.0 in case we need to change them out.
TODO
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