AFS Co. Posted December 24, 2020 Share Posted December 24, 2020 (edited) Assets = { Asset("FONT", "fonts/talkingfont_wormwood_custom.zip") } TALKINGFONT_WORMWOOD_CUSTOM = "talkingfont_wormwood_custom" AddPrefabPostInit("wormwood", function(inst) inst.components.talker.fontsize = 40 inst.components.talker.font = TALKINGFONT_WORMWOOD_CUSTOM end) This is my code for applying new Wormwood font. It seems to have no problem to load the mod and join in server, but the game crashes as my Wormwood say anything, leaving no noticeable error traceback or something. Could anyone give me some helping hand? Edited December 24, 2020 by AFS Co. Link to comment https://forums.kleientertainment.com/forums/topic/125333-need-help-in-adding-and-applying-a-new-font/ Share on other sites More sharing options...
AFS Co. Posted December 24, 2020 Author Share Posted December 24, 2020 Status update: I just tried to insert it directly into FONTS table: local TALKINGFONT_WORMWOOD_KR = "talkingfont_wormwood_custom" table.insert(GLOBAL.FONTS, {filename = MODROOT.."fonts/talkingfont_wormwood_custom.zip", alias = TALKINGFONT_WORMWOOD_CUSTOM, fallback = fallback_wormwood}) --fallback_wormwood is well-defined as well and this worked. I set the fallback for the custom font to TALKINGFONT_WORMWOOD. But some Unicode glyphs doesn't show, so I want to set secondary fallback or something. Any good method? Link to comment https://forums.kleientertainment.com/forums/topic/125333-need-help-in-adding-and-applying-a-new-font/#findComment-1409857 Share on other sites More sharing options...
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