Game Development Community

Fonts not reading cache?

by Philip Bloom · in Torque Game Engine · 02/19/2006 (12:36 pm) · 3 replies

I'm having this weird bug where while the fonts are getting cache'd but the cached fonts are not getting used when the game is run on another computer. I've not messed at all with the font handling and remember Torque 1.3 not having this problem (aka: any font cached would be loaded if a font in system/font was unavaliable). Any help in this regard? I've not yet started digging into how the cache'd fonts are being read, but I really want to be able to include nonstandard fonts using that.

#1
02/20/2006 (8:42 am)
Font are turned into .gft (old sytle) or .uft ( new unicode version) files which are essentiall graphic calls.
They are found in a subfolder of the common folder. Did you provide the .gft or .uft files on to the computer that does not have that font?
#2
02/20/2006 (8:52 am)
Try this thread. This seems to have cured my font problems.
#3
02/20/2006 (8:19 pm)
Anthony:

Yup. Checked a few times, because it confused me that it wasn't working and I figured that it was my mistake.

Rubes:

That looks very much like the problem I have been having. Thank you, I'll be trying that soon.