Previously left alone, and with the old font, due to their special
nature, but since then, the small-text generator exists too! Only
thing special is that wikilrs is rotated, which is resolved simply by
using ImageMagick.
Closes#184
A couple of scripts were not Python 3 compatible. Update smtextgen to
use print() instead of bare print, and update the texture build script
to use the correct binary mode for writing binary files.
The 'identify' binary supplied in graphicsmagick-imagemagick-compat outputs
lines of the form
fontchars/font033.gif GIF 9x16+0+0 PseudoClass 32c 8-bit 194 0.000u 0:01
However the IDENTIFY_OUTPUT_RE regex was written against an output which lacked
the +0+0 suffix to the dimensions. This patch adjusts accordingly.
Github now provides encrypted https: access to its github.io pages.
Use the https: equivalent URL instead of the unencrypted http:
version. Update the CREDIT screen text to do the same.
This is one of the screens of text shown between demos in the demo
loop. Generate this from the contents of a static text file. I
originally wanted to generate this programatically from the CREDITS
file but there are too many contributors to fit them all on the page.
Instead of generating text and image parts in separate stages, add
the ability to include an image in the smtextgen command line. This
makes the command line in the Makefile clearer.
The original Doom HELP screen showed the default key bindings for the
game's controls. This is not so useful nowadays: at worst it's
outright misleading because the player might not be using the
defaults, but it's also redundant because most modern source ports
allow the key bindings to be changed via the menus, which doubles as a
convenient list of the current key bindings.
Z0k suggested an alternative HELP screen that shows the items and
powerups available in the game. More discussion can be seen in this
thread: http://www.doomworld.com/vb/freedoom/69458-help/
This extends the new font to include lower case as well as upper
case characters. Add a couple of kerning rules for the lower case
characters so that they render nicely, too.
Decompose the help screen into three parts: the background, the
text and the title. Generate all except the main text programatically:
the background as a color transformed version of the INTERPIC graphic
and the title using the textgen tool.
This replaces the old Freedoom font with a new chunky one named "Denex".
I (fraggle) have split the font out into separate images for use with
the textgen script, but have included the original source .pcx image
here.
Currently the font only includes uppercase characters and does not
include smaller lowercase ones, so I've hacked the textgen script to
convert all strings to uppercase before rendering. There are also no
font kerning rules for the time being.
M_MULTI is used in some multiplayer ports (Zandronum, others?) for
the main menu "Multiplayer" option. Make this taller to match the
other main menu graphics and align appropriately in buildcfg.
This conflicts with the height of the graphic as found in other ports
like SMMU/Eternity/PrBoom, but I've checked, and in those ports it's
either unused or short enough that it still works okay.
If a text string contains all lower-case characters, then generate
it at a reduced height. This is necessary for certain graphics, like
the WIF graphic ("FINISHED") on the intermission screen, otherwise
it ends up in the wrong location (#49).
Adjust the offsets for some graphics in the build config to
compensate, and fix up the vertical offsets for WICOLON/WIMINUS while
we're at it.
Some build targets create multiple outputs, which can cause problems
when doing parallel builds. Clean up the build system so that all
subdir invocations come from the top-level Makefile and use $(MAKE).
Also fix the FREEDOOM/FREEDM lumps to really include the version
number by using $(shell ...) syntax.
FreeDM has different levels and therefore needs a different BEX
patch to the main project. Update the text generator to generate the
level name graphics for FreeDM based on the new BEX file.
Give a fourth channel blend percentage of zero so that the alpha channel
of the default fill colour (fully opaque black) is ignored. This fixes
the blue menu titles (skill, episode etc.) having black backgrounds.
The use of -colorize here blends 100% of the default fill colour (black)
into one or more channels of a greyscale image. Mixing in 100% black is
equivalent to nullifying the channel by setting it to zero, e.g. red
text is achieved by mixing 100% black into the green and blue channels.
It turns out, when passed more than one value (to affect all channels by
that percentage equally), -colorize looks for _four_ separate channel
values (RGB and alpha). If fewer are given, the missing ones inherit the
blend percentage of the first channel (red).
For red and white there is no effect, as the red channel is left alone.
But blue blends 100% of the red channel (thus, unwittingly, the alpha
channel) of fully opaque black into the image, making it fully opaque...
- factor out command line generation: a new function _make_command_line
returns most of the command line for a transparent image rendering.
- Callers render_transparent_text and render_text append the output
filename and extra imagemagick options to colour the background as
needed. This means imagemagick is only called once per generated
image, which makes the process considerably faster.
- This also works around a bug in the current version of imagemagick in
Debian sid, which caused single-character graphics (e.g. winum*) to be
generated with a black background.
DW: http://www.doomworld.com/vb/post/1221810
Acked-by: Simon Howard <fraggle@gmail.com>
Signed-off-by: RjY <rjy@users.sourceforge.net>
The level name shown in the automap should be in the form:
"ExMy: Level Name" but for the intermission screen graphics we just
want "Level Name". Strip the leading level name if it is present.
Use the DEHACKED lump as a source of truth for level names, and set
the textgen configuration accordingly. Make the current level names
in the DEHACKED lump upper case so that the current ExMy/MAPxy names
look correct.
Add font characters for '/' and '?', needed by some text strings.
Adjust the vertical height of the ':' character, and remove some
leftover menu graphics that are no longer needed.
Some source ports (PrBoom, Eternity Engine, etc.) come with their own
PWAD files that include custom text graphic lumps for extended menus.
Include some overrides in Freedoom for common ones, so that when
playing in these ports the menus have a consistent look and feel.
Remove the big text graphic images used for the menus and the
intermission screen. Instead, generate these graphics programatically
from a script. This allows them to be easily changed and extended
as desired.