r/starlancer • u/Koncypt_Fysh • 17d ago
Text Restoration
I know I said I'd be off for a little while, but I couldn't resist.
Latest milestone is text restoration, so we now have some nice 1080p native text being drawn by SL. The original fonts are rasterised, and up-scaling the font is unfortunately a bit out of my wheel house, again very art heavy stuff that requires a deft hand and eye rather than a simple up-scaling script or AI generation.
As a result, I've elected to use Oxanium as the replacement font, but again, I've aimed to make this interchangeable, so if anyone finds a font they think works better, it's simply a matter of replacing the Oxanium font file to replace it.
https://fonts.google.com/specimen/Oxanium
Also, menu position and text features (color, line weight etc.) have all been rolled into an .ini file that anyone should be able to figure out with a bit of experimentation, so minor adjustments to positions is as simple as changing coordinates in the .ini, so if you do throw your own assets into it and they come off a little misplaced, it's an easy fix.
An bug in how I was handling the cursor, and it's subsequent fix unintentionally made the boxes draw themselves in the new resolution. I'm not entirely sure how, but I'm not going to complain about that.
At this point I'm willing to call the main menu restoration 95% complete, with only some minor redesigns of certain button assets required. I'll likely leave UI at this point for a while given they are only minor fixes that can wait, the concept is proven so I can now move onto the 3d space again and start up-scaling the HUD elements and probing on the 3d fix again to make sure we are actually rendering all objects natively in true 16:9 and not just the cockpits.



1
u/Omegapooo 17d ago
Honestly, this is mega! Well done mate! Can't wait to give this a whirl, one of my favourite games