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#31
Quote from: Ranran(retired) on March 28, 2024, 10:56:06 PMPull request #647 incorporates some recent commits from standard.
Anti-aliased fonts are an important innovation in Simutrans, and I decided to move forward with the goal of incorporating them into extended.
This work is divided into three parts.
(1) PR#647 std-2403 branch
(2) PR#648 std-r10996 branch
(3) std-r11091-aliasing-fonts branch

(1) and (2) can already be tested.
(1) has not changed significantly.
(2) Banner design will be changed. Although translation additions and changes are required, most of the terms are common to the Standard.
(3) includes font improvements as already reported, there may be missing commits, and needs to be properly tested in many environments.
#32
Patches & Projects / Re: Use Fontconfig for font au...
Last post by prissi - April 06, 2024, 01:46:44 PM
Strange, why does it picks a chinese font for Japanese. It works but is not the nicest choice. But then, on windows it should pick the current windows system font which matches the current language anyway.
#33
Pak64 / Re: no_trees simuconf entry ov...
Last post by prissi - April 06, 2024, 01:39:35 PM
Valid suggestion, incorporated. Also no_lakes does the same, I think.
#34
Patches & Projects / Re: Use Fontconfig for font au...
Last post by Roboron - April 06, 2024, 09:49:51 AM
We could add priority to bold fonts, but I guess that's a matter of taste.
#35
Patches & Projects / Re: Use Fontconfig for font au...
Last post by Andarix - April 06, 2024, 07:35:31 AM
Quote from: Roboron on April 05, 2024, 08:41:49 PM...
For Japanese on Windows 11 it picks msjh.ttc

The bold fonts (msjhbd.ttc [JhengHei] or msyhbd.ttc [YaHei]) have better contrast.

I use msyhbd.ttc [YaHei] on Windows 10 for more years.
#36
Patches & Projects / Re: Use Fontconfig for font au...
Last post by Roboron - April 05, 2024, 08:41:49 PM
Yes, it is a great idea! By using the language from the translator, we can also rely on fontconfig to find a suitable font when the player changes the language - we never have to show the font selection dialog!

I have only found one little problem: the translator/language are initialized after the system font is selected. Nevermind, in the attached patch I solved this by calling dr_get_system_font() twice, the second one after the language initialization (if the previous font does not have the necessary characters) - and passing the language as an optional parameter.

Quote from: prissi on April 05, 2024, 02:47:58 AMMight not be a good choice for Japanese and other CJK languages. Does fontconfig takes this is account as well?

For Japanese on Windows 11 it picks msjh.ttc
#37
Hm, this seems to be timing dependent, not directly related to the pakset location... Looking at simwin.cc line 2182, the quit event seems to be ignored when the event is processed by win_poll_event and not during the sync_step. So, this is hopefully fixed for good in r11123.
#38
Simutrans Help Center / Re: Passengers don't enter tra...
Last post by TurfIt - April 05, 2024, 04:38:04 PM
Passengers do not walk between stations, side-by-side or not. If you want bus passengers to transfer to a train, the train and bus stops must be part of the same station. Otherwise cannot guess what you're doing without pictures and/or the savegame...
#39
Simutrans Help Center / Re: Passengers don't enter tra...
Last post by Antonin - April 05, 2024, 04:00:07 PM
Quote from: prissi on April 04, 2024, 12:53:13 AMPassengers will not walk from one stop to the other once they had reached one stop. Also, if there is a direct connection, they will take it and not wait for a train, if this means more transfers.

Connect the stations to your bus network and cut the bus connection between the towns and the passengers will take the train.



My bus station is right next to the train station. They are side-by-side. I already deleted the bus line, so the passengers have no way other than the train line to travel between city A and city B. But they won't take the train.

I am playing pak192.comic.
#40
Pak64 / no_trees simuconf entry overri...
Last post by ceeac - April 05, 2024, 03:09:17 PM
pak64 contains the "no_trees=0" entry. This causes the user choice of tree distribution to be overwritten upon re-starting the game. This parameter should be removed like in other paksets.