Bug Tracker – Bug 967

Bigger text

Last modified: 2013-04-03 00:55:51 UTC
Bug 967 - Bigger text
Summary: Bigger text
Status: NEW
Alias: None
Product: Odamex
Classification: Unclassified
Component: Client (show other bugs)
Version: (old) 0.6.x
Hardware: All All
: P1 trivial
Assignee: Odamex Bug Reporter
Depends on:
Reported: 2013-03-25 14:41 UTC by capo
Modified: 2013-04-03 00:55 UTC (History)
3 users (show)

See Also:


Add an attachment (proposed patch, testcase, etc.)

Note You need to log in before you can comment on or make changes to this bug.
Description capo 2013-03-25 14:41:01 UTC
I think there would be bigger text in ready mode, i think this text you are not ready is so small. Also messages during ctf (red flag returned, red flag droped) would be bigger (optional) .
Comment 1 Amateur Spammer 2013-03-30 06:38:27 UTC
Try "hud_scale 1"
Comment 2 /usr/share 2013-03-31 16:07:03 UTC
The technical problem with bigger text is that the DOOM WADs don't supply individial letters of the bigger font, but instead use a patch for each string (map names, menu items...)

This makes it impossible to create arbitrary lines with this font in a way that would not infringe on DOOM's copyright (by ripping the letters pre-packaged) or work with different PWADs (by doing so in runtime).
Comment 3 Alexander Mayfield 2013-04-03 00:55:51 UTC
This is definitely something we would like to address.

Odamex does in fact have its own "BIGFONT" as modern ZDoom calls it.  You might have noticed it in the intermission screen.  However, that's the only place where it's used....honestly I don't even know if the color can be changed.