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November 1st, 2020, 16:40 #181
Supreme Deity
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Fuzzy fonts has everything to do with UI scaling. Try having the user change to a UI scale that may work better. (100, 120, 150)
Regards,
JPG
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November 1st, 2020, 17:01 #182
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November 1st, 2020, 17:17 #183
Thanks Moon Wizard,
There seems to be a fine line in the settings to get it to look a little better... 100, is very small and hard to read and cut off.. 120 is a little better for reading and not cut off so much, but 150 its even easier to read but the the letters are cropped again. The 120 picture shows the dice, but I am sure that this had already been reported earlier in these forums.
UI 100
FG scaling 100.PNG
UI 120
FG scaling 120.PNG
UI 150
FG scaling 150.PNG
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November 1st, 2020, 17:46 #184
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I'll point Carl at the labels and dice, since I can recreate those ones.
I wasn't able to recreate the Background field issue; so not sure on that one.
Regards,
JPG
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November 1st, 2020, 21:15 #185
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After investigation, the die text doubling is a ruleset issue that will need to be addressed by the ruleset developer. For some reason, the developer replaces the icons for the dice display with icons already containing numbers; so the die result text is being drawn centered on top of the die icon.
I've forwarded on to Steve Albany who is the developer for the ruleset.
Regards,
JPG
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November 1st, 2020, 21:58 #186
Oh good..
All the help you can give us!
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November 1st, 2020, 22:33 #187
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November 1st, 2020, 22:34 #188
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This has zero to do with scrolling, it's the skill names getting cut off at the end. See the picture. Attachment 40679 I made it bigger
Last edited by vegaserik; November 1st, 2020 at 22:38.
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November 2nd, 2020, 15:01 #189
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I was referring to Jolly's picture here https://www.fantasygrounds.com/forum...5&d=1604209310
Different issues
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November 4th, 2020, 17:38 #190
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The reason we did this is because 2d20 requires special facings for their dice that are not inherent in FG. To fix it, we had to load a font without the numbers defined and put a picture of the numbers on the dice. When we did it, we only had an FGF file. Because Unity doesn't allow for FGF files, it was defaulting back to the original font, which is why the numbers were doubled. I was having trouble fixing it because I don't have a lot of experience with editing TTF's. However, I was able to figure it out and this will be corrected next week.
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