While developing mod for Persian Language, I found some inconsistency in game font behavior. I wanted to overwrite all font files and I found that new font files can not be overwritten as before.
Long story short: assume that we created mod, which only consist of:
local OldRegisterPrefabs = GLOBAL.ModManager.RegisterPrefabs local function NewRegisterPrefabs(self) OldRegisterPrefabs(self) local varNames = { "DEFAULTFONT","DIALOGFONT","TITLEFONT","UIFONT","BUTTONFONT", "NEWFONT", "NEWFONT_SMALL","NEWFONT_OUTLINE","NEWFONT_OUTLINE_SMALL", "NUMBERFONT","TALKINGFONT", "CHATFONT","HEADERFONT","CHATFONT_OUTLINE", "SMALLNUMBERFONT","BODYTEXTFONT","CODEFONT" } for _,f in pairs(varNames) do GLOBAL[f] = "emoji" end end GLOBAL.ModManager.RegisterPrefabs=NewRegisterPrefabs
We set all global non-fallback font variables to "emoji". "emoji" contains no ascii characters, so I expect that every boxes and dialog in the game will be empty (or filled with ???), but actually it is no true (see pictures). All boxes, which I found not empty, have one of the new fonts: "CHATFONT","HEADERFONT","CHATFONT_OUTLINE".
Steps to Reproduce
1. Create mod with the code in modmain.lua as above. 2. Expected: everything is empty 3. Some boxes are not.
1. Create mod with the code in modmain.lua as above. 2. Expected: everything is empty 3. Some boxes are not.
A developer has marked this issue as fixed. This means that the issue has been addressed in the current development build and will likely be in the next update.
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