Results 1 to 28 of 28

Thread: Release of the CUF (font & text rendering) mod tool

Threaded View

Previous Post Previous Post   Next Post Next Post
  1. #18

    Default Re: Release of the CUF (font & text rendering) mod tool

    Important update. This update contains a fix for a bug in the code which generated “keyed” strings.bin files. This fix involves generating proper lookup tables at the end of the file: without those Medieval II/Kingdoms suffer significant performance penalties. Mea culpa, the code that generated the strings.bin files was based off alpaca's bin converter which does not (nor does it need to) deal with this. I would like to thank my fellow EB members who tested and suffered the performance hit for their patience and help in debugging the problem, in particular Atilius and bobbin. Thanks, guys!

    Apart from having a fix which brings performance back to something more reasonable, the silver lining here is that this fix also addresses a bug in the Medieval II/Kingdoms files. Apparently the data/text/export_units.txt.strings.bin files extracted from the game packs are not built correctly either (implying that the game does not convert export_units properly). The lookup table in this file does not refer to the source code, rather it contains a dump of 795 entries for the 265 RTW units from RTW Vanilla (795 = 265 *3, and there are 3 keys per unit in export_units data.)

    This update also contains a simplification of the strings compiler, so the StringsSource types are no longer required. As a result if you were using StringsSources directly, you will need to update to use StringsFeeders. Furthermore setOrder(boolean) in StringsToolkit is gone and replaced with format(String). You can use “Ordered” where previously you would use “true”.

    Furthermore this update incorporates some of the improved understanding of the CUF file format, with regards to certain CUF properties. These are “maximum width” and “maximum height” of glyphs. This means that the suitable values will be automatically inferred by the CUF compiler by default. This behaviour can be controlled/disabled per property through CUFWriter.SetVSize, CUFWriter.SetHSize and CUFWriter.SetGlyphDataSize options: see Javadoc for details.

    This behaviour is new for VSize and HSize properties, both of which refer to cut-off values (if a glyph is wider or taller than either value it appears cut off in the game). The code rendering the previews in the tool do not take these values into account yet. For GlyphDataSize property it means you now have the final control over what is written to the CUF file.
    Last edited by Tellos Athenaios; 11-19-2010 at 07:36.
    - Tellos Athenaios
    CUF tool - XIDX - PACK tool - SD tool - EVT tool - EB Install Guide - How to track down loading CTD's - EB 1.1 Maps thread


    ὁ δ᾽ ἠλίθιος ὣσπερ πρόβατον βῆ βῆ λέγων βαδίζει” – Kratinos in Dionysalexandros.

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO