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Eevee

doom text generator — last updated 2024-08-27

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Posted (edited)
6 hours ago, NiGHTS108 said:

This is totally radical and all, but one thing, it'd be cool if you would bring back the Doom font without the capitals in it. that was fairly convenient for helping format title patches though with the single "doom menu" option, I have to crop transparent space both below and above the text now. It's epic either way, just thought I'd note that though.

i'm finally looking into the annoying space and i think it's actually an oversight on my part so i can probably just... fix it

 

(it's not extra space for descenders but extra space for capital ascenders on letters like Й.  but i'm naïvely measuring the line height by just taking the max height of all glyphs, which doesn't take into account their offsets, so that space above the top of the line became space below it, and if you put in an Й it gets cut off anyway, yadda yadda.  hey wow text layout is complicated)

 

i guess if you're single-casing level names then you'd still get space above, though.  i can put the original bigfont back then i guess

 

2 hours ago, Gez said:

Oh neat, there's little info boxes for each font.

 

canvas2.png

ah, noted.  so many of these have an implicit license (or, you know, explicitly no license at all) that i completely forgot of course freedoom would have one

 

1 hour ago, RichardDS90 said:

This is terrific and all, but I have one simple suggestion...

 

doom-nightmare-this-should-be-stickied-you-know.png

that is beyond my powers

Edited by Eevee

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Should mention a missing font support, which is the folder format where in ./FONTS/[folder name], you can have individual .png's as fonts. Programs like this can export in that format.

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4 minutes ago, kevansevans said:

Should mention a missing font support, which is the folder format where in ./FONTS/[folder name], you can have individual .png's as fonts. Programs like this can export in that format.

yeah that's half-done, just not all the way done.  will probably get to it today

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doom-nightmare-delicious.png.ec1b7ea04658300d096ef019eb9f017c.png

 

My only wish is to have text fields under the custom gradients for entering colors in hex. Otherwise, rock solid, I love this.

 

And now I have a reason to learn how to implement custom pixel fonts for Doom! Curse you! With hexes!

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1 hour ago, Eevee said:

that is beyond my powers

To be fair, I more aimed it at the moderators haha.

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wahoo

 

changelog 2024-08-20 B:

  • added support for gzdoom's "unicode fonts"
  • added a twiddle for handling the height of a line
  • added a bulk download button
  • fixed freedoom's license
  • taught custom lump-based fonts to correctly scan their lightness range
  • fixed positioning of glyphs that escape above the top of the line
  • fixed the scrolling so tall text can't vanish off the top of the screen

 

the upshot of this is that you can make level names lumps very easily:

  1. enter all your level names at once, one per line
  2. set "escapees" (the name is bad i'm sorry) to "Shrink to fit individual lines"
  3. hit "bulk download"

enjoy

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5 hours ago, Lollie said:

My only wish is to have text fields under the custom gradients for entering colors in hex. Otherwise, rock solid, I love this.

wait oh no, does your native color dialog not have a way to enter a hex color??

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canvas.png

 

Yeah, so the 0.4 font's lower case remains funky.

 

The letter "w" has a glyph that's actually "wxyz", as you can see above. Then the letter "x" is "{", the letter "y" is "|", and the letter "z" is "}".

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18 minutes ago, Lollie said:

Modern Windows 11, babyeee!

lol this sucks.  the whole point of <input type="color"> is to save me from needing to make a bunch of controls!!  microsoft!!!!  this is unchanged from windows 95!!!!

 

3 minutes ago, Gez said:

canvas.png

 

Yeah, so the 0.4 font's lower case remains funky.

 

The letter "w" has a glyph that's actually "wxyz", as you can see above. Then the letter "x" is "{", the letter "y" is "|", and the letter "z" is "}".

yeah this is physically wrong within the font, and since it's RLE per row per glyph, i don't think there's any way to fix it besides exporting the whole damn thing and then compiling it back into a fon2, which i don't have the tooling for on-hand.  i'll write an awful oneoff python script or something soon

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Posted (edited)
43 minutes ago, Eevee said:

yeah this is physically wrong within the font, and since it's RLE per row per glyph, i don't think there's any way to fix it besides exporting the whole damn thing and then compiling it back into a fon2, which i don't have the tooling for on-hand.  i'll write an awful oneoff python script or something soon

No need for awful scripting, here's a fixed version. I downloaded it from the font press, looked at it, saw the problem was missing box lines, added them back in, downloaded ZDoom's imagetool, and rebuilt the font.

 

BTW it was only the outlined version of the font that had a problem; the no-outline version was fine.

NoughtPointFourFont.zip

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13 hours ago, Gez said:

No need for awful scripting, here's a fixed version.

cheers, 'tis fixed now

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Posted (edited)

@Eevee, what exactyl are the other alphabets supported, and under which fonts? I have friends who want to make CWILVs using the Cyrilic alphabet, and the japanese alphabets (@The Royal We could clarify further exactly which alphabet that would be). I'd be interested to know for future projects too. If they are still not fully supported, are there plans for them to be?

Here's something in cyrilic made by @minimedals for a map of a Community Project by a Russian mapper.

image.png.6a8b35ad9f82b2880d8b106b8ca1824a.png

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7 hours ago, DoomGappy said:

@Eevee, what exactyl are the other alphabets supported, and under which fonts? I have friends who want to make CWILVs using the Cyrilic alphabet, and the japanese alphabets (@The Royal We could clarify further exactly which alphabet that would be). I'd be interested to know for future projects too. If they are still not fully supported, are there plans for them to be?

they're, uh, whatever is in the particular fonts.  the info popup shows the full set of supported characters for each font.  most of them are ASCII-only; some of them don't even have full ASCII.  the "Doom Menu" font (actually GZDoom's "bigupper") does support Greek, Cyrillic, and a bunch of extended Latin, but only because people hand-drew those characters and contributed them to GZDoom.

 

i don't know what you have in mind re "plans" — i didn't make these fonts.  they're almost all taken directly from commercial Doom-like projects, plus a few that are derived from normal TTF fonts and one or two that Jimmy made from scratch.  other than filling in some missing characters in the nightmare font, i've made very little artistic contribution thusfar.

 

i am an okay pixel artist, and drawing doom menu style kana glyphs is kind of an interesting idea, but that's a very different type of project

 

 

2 hours ago, Gothic said:

Any chance for a portable executable version, like DoomWord?

i'm not on windows so probably not haha.  it would also be a web browser glued to a single page, which would be comically massive

 

if you really want to run it offline you can get the source code, but because of browser restrictions you have to run a tiny webserver to use it.  i just use python -m http.server 8083

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image.png.fd458bea4ef5a4769d3e86c8984173b5.png

 

there you go that's a start

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Posted (edited)
On 8/19/2024 at 5:54 PM, Eevee said:

the doom bigfont is from zdoom's extrapolation of the doom2 level name text.

On that note, the id Vault gave us what seems to be the complete sheet of the big font, featuring unique numbers (not just a copy-paste of the status bar's big numbers) and, at least, a lowercase "q" (EDIT: uppercase "b" too) different from the one in your tool, and there might be other differences. A rough comparison:

 

DTG's:

doom-bigupper-abcdefghijklmnopq-rstuvwxyzabcdefghi-jklmnopqrstuvwxyz-0123456789.png.b9cb4e6f14a15e95015de0a5abd125e3.png

 

id Vault's:

imagen.png.6595736a7cc243f50955c88fde1c2b13.png

 

Any chance this official font could be integrated into your tool?

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image.png.fb5257b2a5bce2575d1143053b1c82df.png

this is actually a lot harder than i thought it would be

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10 minutes ago, Eevee said:

image.png.fb5257b2a5bce2575d1143053b1c82df.png

this is actually a lot harder than i thought it would be

Imagine a PC-9821 port-based map/set using this... *smirks and strokes chin in awe*

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Posted (edited)
On 8/21/2024 at 12:09 AM, Eevee said:

i can put the original bigfont back then i guess

 

Sorry for bothering again but if it's an option I do think I'd like the condensed version of Doom's menu font back please, although the shrink to fit feature is nice, I have to worry about capitals which is a little inconvenient if I'm like copy pasting names from somewhere else that have capitals in, also I don't know if the comma and period are aligned the same (I'm not sure on that part to be honest), and most importantly I can't type the condensed font's small numbers either, again thanks for the shrink to fit feature though!

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Posted (edited)
58 minutes ago, Alaux said:

On that note, the id Vault gave us what seems to be the complete sheet of the big font, featuring unique numbers (not just a copy-paste of the status bar's big numbers) and, at least, a lowercase "q" different from the one in your tool, and there might be other differences.

to be clear i'm using the font GZDoom ships, so i did not make any executive decisions as to its contents (other than erasing a couple stray pixels which i've been meaning to file a PR for)

 

it looks like BIGUPPER uses the status bar's numbers, whereas BIGFONT uses the intermission numbers, which are the same height as the small-caps letters and probably more appropriate for CWILVs.  i guess that's a compelling reason to have both, then.  these vault numbers look to be the original forms of the status bar numbers, just shrunk horizontally to preserve space, in many cases having large regions in common

 

the lowercase "q" is mildly fascinating.  none of the level names in Ultimate Doom or Doom II contain a "q", but three canonical levels do — TNT has "Human BBQ" and "Quarry" (remember all the level names are shown entirely in "lowercase" small caps), and NERVE contains "Baron's Banquet".  the TNT and NERVE "q"s are both different, so i guess that's the result of two different teams having to invent a letter that id never released.  GZDoom appears to use TNT's "q", although personally I think NERVE's is slightly better.

 

but that "q" poses two questions:

  1. is it more correct to use the letter that actually appeared in a Final Doom level title, or the letter that id created and then never released until 31 years later?
  2. id's "q" is the only lowercase letter with a descender, which would make the CWILV taller only for level names containing that letter.  is that...  a problem?

 

58 minutes ago, Alaux said:

Any chance this official font could be integrated into your tool?

well for starters it would help if there were a copy of it that had been scaled up proportionally.  the image you posted varies between 4 and 5 rows/columns of pixels per original pixel

 

also it seems unfinished or something, like a few pixels are missing on the 5

 

but i don't know if i should be making that call?  i mean i guess it could be a separate font but if you want it to become Fanonical™, that seems more like a "file a ticket on gzdoom" sort of thing

 

 

52 minutes ago, esselfortium said:

Holy shit!

haha guess what i just realized: i'll also have to account for dakuten somehow.  and i've been drawing them at capital size instead of the lowercase size usually used for level names.  this was an incredibly bad idea

Edited by Eevee

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1 minute ago, Eevee said:

to be clear i'm using the font GZDoom ships, so i did not make any executive decisions as to its contents (other than erasing a couple stray pixels which i've been meaning to file a PR for)

I'm aware.

 

3 minutes ago, Eevee said:

well for starters it would help if there were a copy of it that had been scaled up proportionally.  the image you posted varies between 4 and 5 rows/columns of pixels per original pixel

I was about to send a nigh-essay as to why I didn't nor would send it and where you could get it, but screw it:

font_big_5.png.a0c68bdd2ab5363c6c953923c31e9445.png

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it would be a little weird to ask me to go buy something so i can do free work for my free tool

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changelog 2024-08-22:

  • restored BIGFONT
  • fixed the space width for BIGFONT and BIGUPPER.  it's been one pixel too narrow this whole time.  everyone's level names are wrong argh!!
  • fixed two microscopic UI bugs you probably never noticed

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3 hours ago, Eevee said:

they're, uh, whatever is in the particular fonts.  the info popup shows the full set of supported characters for each font.  most of them are ASCII-only; some of them don't even have full ASCII.  the "Doom Menu" font (actually GZDoom's "bigupper") does support Greek, Cyrillic, and a bunch of extended Latin, but only because people hand-drew those characters and contributed them to GZDoom.

 

i don't know what you have in mind re "plans" — i didn't make these fonts.  they're almost all taken directly from commercial Doom-like projects, plus a few that are derived from normal TTF fonts and one or two that Jimmy made from scratch.  other than filling in some missing characters in the nightmare font, i've made very little artistic contribution thusfar.

 

i am an okay pixel artist, and drawing doom menu style kana glyphs is kind of an interesting idea, but that's a very different type of project

I don't have big plans. Maybe using different fonts for different map names for the Tower of Babel project that @rafael2100 is running, which is where that Cyrillic map name came from. I'm still stoked that you kinda took it upon yourself to do some of the Japanese fonts, though. It's interesting, even though it's a language full of nuances that could probably not be completely expressed in such a small font size. If possible, I'd like to ask for at least a ñ for most fonts my hispano-hablante friends.

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