As the readme says, if you're not a modder or somebody who wants to see how it is and give feedback, then this current release probably isn't for you.
After almost going mad with it... I got it so I can adjust the font
size of subtitles during conversations. It's been a bugbear of mine, since mods are going to
be textually heavier unless everybody does their own voice acting (... please no... ) and it's a pain to read NPC dialogue at higher
screen resolutions, I find.
I released it since I think it represents just about all we can
reasonably do to increase the font size at the moment, having to deal
with the Scaleform GFx format that the UI uses. I'd just like to know what
people in general think - the font size doesn't have to be as large as it is, and I'm not sure what I'm going to do about the PC text.
Now there are some serious limitations though... I can't adjust the cutscene bars, so it's quite possible text is going
to overflow them if you write too much per "red" conversation node, but it shouldn't get cut off. It's just something
somebody might want to keep in mind. I've looked into trying to get around that, and unless I can figure out how to get some seemingly non-standard ActionScript to compile, I don't know what can be done. I'll write up more details on that later if there's any interest.
By default the fonts were 16 pt, this proof of concept made them a
hefty 24 pt. It can be a different size - you'd just need a different override using a different size.
Modifié par FollowTheGourd, 12 novembre 2009 - 03:08 .





Retour en haut






