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Author Topic: A good font for missionpack?  (Read 9647 times)
fromhell
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« on: March 30, 2011, 02:38:42 AM »

Anything reliably readable and futuristic looking that's legally usable?

I think using Bitstream Vera/ Deja Vu for absolutely everything is starting to get old. The menu system can allow different typefaces, so diversifying is possible

BTW I want to head for a 'year 2000' kind of look to the missionpack ui, with lots of simple central colors, as well as low vram usage. Q3TA's menu screams '2000' but I don't like how that one is laid out (hovermenus SUCK). For my sake it's being dumbed down.

I'm thinking the color cyan, blue and crimson red.
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« Reply #1 on: March 30, 2011, 03:23:18 AM »

This site
http://www.dafont.com/
has got many font types (divided into categories), with various licenses (license info is usually in the zip file).
Maybe some of them may be available under public domain or gplv2, I don't know...
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« Reply #2 on: March 30, 2011, 06:25:01 AM »

I don't know whether the GPLv2 or the PD are common licenses among font designers. But there are some other open source licenses specifically made for fonts, maybe some of them are GPLv2 compatible. You may have more luck with some libre projects than mainstream font sites, also fonts aimed for the web are quite liberal and free:


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VortexHU
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« Reply #3 on: March 30, 2011, 06:31:14 AM »

Allegedly public domain or GPL fonts at dafont: http://www.dafont.com/new.php?l[]=10
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fromhell
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« Reply #4 on: March 30, 2011, 12:26:01 PM »

Oswald looks cool

Michroma looks interesting, but it's too Red Faction-ish

Lekton might be usable for smaller fonts (gonna need a small font for tooltips)

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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

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Peter Silie
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« Reply #5 on: March 30, 2011, 01:01:22 PM »

Linux Libertine?
http://www.linuxlibertine.org/
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fromhell
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« Reply #6 on: April 10, 2011, 06:19:14 PM »

I've decided on font. Thanks!

Also, the color Burgundy
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
Peter Silie
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« Reply #7 on: April 10, 2011, 10:54:28 PM »

which one was choosed by you if i may ask?
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fromhell
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« Reply #8 on: April 10, 2011, 10:57:33 PM »

Oswald for large buttons and names

Lekton for descriptions, long text

Orbitron will still be used for big titles
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
fromhell
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« Reply #9 on: April 11, 2011, 04:09:18 PM »

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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

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Peter Silie
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« Reply #10 on: April 11, 2011, 04:20:15 PM »

good choice i think!
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fromhell
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« Reply #11 on: April 11, 2011, 05:27:53 PM »

yeah i'm no 2d UI graphics designer, so i'm just laying basic shapes and shaders down so I can try to focus on simple layouts first.

the TA menu system is a jerk to work with still, but i'll try to do shortcuts, i.e. using 'popup' menus to share options screens with ingame menus
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
fromhell
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« Reply #12 on: April 16, 2011, 07:31:58 AM »

HEY! I JUST REALIZED AND FOUND OUT you could save loads of duplicate work by moving those annoying-to-make settings into new files to include, like

Code:
// STUFF FOR THIS MENU
#include "panel/video.panel"

so you don't have to make the same annoying choicemakers twice! Saving menu making time and making lives easier.
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
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