View Full Version : Problem with Jdui fontpack
July 6th, 2004, 07:28 PM
Im making a TC for doomsday called Bionova and I downloaded the Jdui stuff and It overode some of my items (like the arour and the medikit)
how do I
(1) Get my items back without deleting anything in the jdui
(2) Edit the font without replacing\deleting the standard Jdui font (which is awesome BTW)
and (3) how do I add my New font into the Wad or DED?
July 6th, 2004, 07:41 PM
Heh, the JDUI makes the assumption that you use the model pack as well. Since the hud display just uses the game sprites, DaniJ had to replace the actual sprites to change the HUD. Now, what you could do if you were desperate, is open up objects.ded, find the medikit and the armor objects and then change their sprite numbers to something different. Then make a copy of the sprites from the wad and rename them to ARM1C0 etc
If you want to make a new font, you have to override/replace the JDUI font (glad you like it BTW :) ). Doom only has two in game fonts, small and large. So what you want to do is copy the format of the JDUI font and use it to make your own. The process should be self explanatory if you dig around the JDUI pack.
July 6th, 2004, 08:03 PM
Thanks, But when my TC goes online, what will happen when somebody is playing my font with their Jdui on? Will the Bionova fontpack overide the Jdui or is it the other way round? Also how do you put your font in Jdoom?
July 6th, 2004, 10:14 PM
When you create your distrib version of your TC you would put it all into a pk3 and create a KSA (KickStart Addon) with the compatibility options set so that you CANT use either the jDRP, jDUI whatever with your mod.
Theres a tutorial on how to make KSA's at TheModelYard (http://modelyard.newdoom.com/).
July 7th, 2004, 12:37 AM
Or you could simply make your own graphics for those items (that will be more appropriate on sprite based games) put then in your mods pk3 and load them after the jDUI is loaded.
p.s. it's not a problem - it's a feature ;)
July 7th, 2004, 12:56 AM
Yeah I will, But those sprites are hi-res and the rest are lo-res so it might look slightly out of place... Then again can you replace all of the sprites with hi-resolution ones?
July 7th, 2004, 04:36 AM
Yeah you can. Check out Doom64TC as thats what they did.
July 7th, 2004, 05:27 AM
I replaced the PNG files- and they don't work. not only do the show up in Jdoom as the normal sprites, but they screw up windows as well. In addition to that its slowing my computer down to half of the FPS it used to be- which isn't much anyway.
I think I have done something wrong- very wrong.
July 7th, 2004, 12:25 PM
Hmm... did you put png files into a WAD by any chance?
July 7th, 2004, 05:06 PM
No, I'm using wintex which dosn't read png files. I only have one Jdui pack on my computer and thats the one i'm editing- when i've finished editing it i'll load it into a pk3 and ship it off with Bionova and one of those KSA files you were talking about.
vBulletin® v3.8.5, Copyright ©2000-2013, Jelsoft Enterprises Ltd.