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Autor Topic: store zen string bug  (Visto 1489 veces)

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Offline tutu100 Posteado: January 16, 2025, 08:15:26 PM

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default zen store string bug
I didn't break the line but the name looks like this, does anyone know the solution? muemu S6
thanks


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Offline SPK #1 Posteado: January 20, 2025, 02:05:50 AM

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Like this huh ?

Gracias:


Offline zHammer #2 Posteado: January 20, 2025, 07:49:35 AM

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Like this huh ?

My bro Can you share with me?

 please please please please


Online dizzys #3 Posteado: January 20, 2025, 08:11:29 AM

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Like this huh ?

Try to write without space in text :D
btw. could you share your GLFont source? :D


Offline SPK #4 Posteado: January 20, 2025, 08:13:41 AM

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Like this huh ?

My bro Can you share with me?

 please please please please
Lolz.. I'm so sorry about this. I'm working on the 5.2 platform, not an emulator!  shocked2









Offline SPK #5 Posteado: January 20, 2025, 08:17:25 AM

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Like this huh ?

Try to write without space in text :D
btw. could you share your GLFont source? :D

Emu or OpenSource ?


Offline zHammer #6 Posteado: January 20, 2025, 08:54:56 AM

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Like this huh ?

Try to write without space in text :D
btw. could you share your GLFont source? :D

Emu or OpenSource ?

Open Source ?  please please


Online dizzys #7 Posteado: January 20, 2025, 08:56:16 AM

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Like this huh ?

Try to write without space in text :D
btw. could you share your GLFont source? :D

Emu or OpenSource ?

eMu 1.04e  please

Gracias:


Offline SPK #8 Posteado: January 21, 2025, 02:16:16 AM

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Header File.h
Code: [Select]
class ShadowFont
{
public:
bool ShadowFlower;
BYTE TypeRender;
void Init(); // Add to Main.cpp
};
extern ShadowFont g_xFont;
Cpp
Code: [Select]
void WriteTextShadow(int Texture,float x,float y,float Width,float Height,float u,float v,float uWidth,float vHeight,bool Scale,bool StartScale,float Alpha)
{
if( g_xFont.ShadowFlower )
{
GLfloat ColorFont[4];
glGetFloatv(GL_CURRENT_COLOR, ColorFont);

glColor4f(0.0, 0.0, 0.0, 0.75);
if( g_xFont.TypeRender == 1)
{
CRenderBitmaps(Texture, x - 0.5, y - 0.5, Width, Height, u, v, uWidth, vHeight, Scale, StartScale, Alpha);
CRenderBitmaps(Texture, x - 0.5, y + 0.5, Width, Height, u, v, uWidth, vHeight, Scale, StartScale, Alpha);
CRenderBitmaps(Texture, x + 0.5, y - 0.5, Width, Height, u, v, uWidth, vHeight, Scale, StartScale, Alpha);
CRenderBitmaps(Texture, x + 0.5, y + 0.5, Width, Height, u, v, uWidth, vHeight, Scale, StartScale, Alpha);
}
else
{
CRenderBitmaps(Texture, x - 1.25, y - 1.25, Width, Height, u, v, uWidth, vHeight, Scale, StartScale, Alpha);
CRenderBitmaps(Texture, x - 1.25, y + 1.25, Width, Height, u, v, uWidth, vHeight, Scale, StartScale, Alpha);
CRenderBitmaps(Texture, x + 1.25, y - 1.25, Width, Height, u, v, uWidth, vHeight, Scale, StartScale, Alpha);
CRenderBitmaps(Texture, x + 1.25, y + 1.25, Width, Height, u, v, uWidth, vHeight, Scale, StartScale, Alpha);
}
glColor4fv(ColorFont);
CRenderBitmaps(Texture, x, y, Width, Height, u, v, uWidth, vHeight, Scale, StartScale, Alpha);
}
else
{
CRenderBitmaps(Texture, x, y, Width, Height, u, v, uWidth, vHeight, Scale, StartScale, Alpha);
}
}

void ShadowFont::Init() // Add to Main.cpp
{
SetCompleteHook(0xE8, 0x00420814, &WriteTextShadow);
}

Use this:
Add own RenderText or DrawFormat
Like this

Code: [Select]
int Interface::DrawFormat(DWORD Color, int PosX, int PosY, int Width, int Align, LPCSTR Text, ...)
{
g_xFont.ShadowFlower = true;  // Enable Shadow text
g_xFont.TypeRender = 0; // Bold Shadow

char Buff[2048];
int BuffLen = sizeof(Buff)-1;
ZeroMemory(Buff, BuffLen);

va_list args;
va_start(args, Text);
int Len = vsprintf_s(Buff, BuffLen, Text, args);
va_end(args);

int LineCount = 0;

char * Line = strtok(Buff, "\n");

while( Line != NULL )
{
pDrawColorText(Line, PosX, PosY, Width, 0, Color, 0, Align);
PosY += 10;
Line = strtok(NULL, "\n");
}
g_xFont.ShadowFlower = false; // Disable
return PosY;
}

Gracias:


Online dizzys #9 Posteado: January 21, 2025, 03:56:03 PM | Modificado: January 21, 2025, 04:18:38 PM by dizzys

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Header File.h
Code: [Select]
class ShadowFont
{
public:
bool ShadowFlower;
BYTE TypeRender;
void Init(); // Add to Main.cpp
};
extern ShadowFont g_xFont;
Cpp
Code: [Select]
void WriteTextShadow(int Texture,float x,float y,float Width,float Height,float u,float v,float uWidth,float vHeight,bool Scale,bool StartScale,float Alpha)
{
if( g_xFont.ShadowFlower )
{
GLfloat ColorFont[4];
glGetFloatv(GL_CURRENT_COLOR, ColorFont);

glColor4f(0.0, 0.0, 0.0, 0.75);
if( g_xFont.TypeRender == 1)
{
CRenderBitmaps(Texture, x - 0.5, y - 0.5, Width, Height, u, v, uWidth, vHeight, Scale, StartScale, Alpha);
CRenderBitmaps(Texture, x - 0.5, y + 0.5, Width, Height, u, v, uWidth, vHeight, Scale, StartScale, Alpha);
CRenderBitmaps(Texture, x + 0.5, y - 0.5, Width, Height, u, v, uWidth, vHeight, Scale, StartScale, Alpha);
CRenderBitmaps(Texture, x + 0.5, y + 0.5, Width, Height, u, v, uWidth, vHeight, Scale, StartScale, Alpha);
}
else
{
CRenderBitmaps(Texture, x - 1.25, y - 1.25, Width, Height, u, v, uWidth, vHeight, Scale, StartScale, Alpha);
CRenderBitmaps(Texture, x - 1.25, y + 1.25, Width, Height, u, v, uWidth, vHeight, Scale, StartScale, Alpha);
CRenderBitmaps(Texture, x + 1.25, y - 1.25, Width, Height, u, v, uWidth, vHeight, Scale, StartScale, Alpha);
CRenderBitmaps(Texture, x + 1.25, y + 1.25, Width, Height, u, v, uWidth, vHeight, Scale, StartScale, Alpha);
}
glColor4fv(ColorFont);
CRenderBitmaps(Texture, x, y, Width, Height, u, v, uWidth, vHeight, Scale, StartScale, Alpha);
}
else
{
CRenderBitmaps(Texture, x, y, Width, Height, u, v, uWidth, vHeight, Scale, StartScale, Alpha);
}
}

void ShadowFont::Init() // Add to Main.cpp
{
SetCompleteHook(0xE8, 0x00420814, &WriteTextShadow);
}

Use this:
Add own RenderText or DrawFormat
Like this

Code: [Select]
int Interface::DrawFormat(DWORD Color, int PosX, int PosY, int Width, int Align, LPCSTR Text, ...)
{
g_xFont.ShadowFlower = true;  // Enable Shadow text
g_xFont.TypeRender = 0; // Bold Shadow

char Buff[2048];
int BuffLen = sizeof(Buff)-1;
ZeroMemory(Buff, BuffLen);

va_list args;
va_start(args, Text);
int Len = vsprintf_s(Buff, BuffLen, Text, args);
va_end(args);

int LineCount = 0;

char * Line = strtok(Buff, "\n");

while( Line != NULL )
{
pDrawColorText(Line, PosX, PosY, Width, 0, Color, 0, Align);
PosY += 10;
Line = strtok(NULL, "\n");
}
g_xFont.ShadowFlower = false; // Disable
return PosY;
}

is there any offset or function to make it work with notice and items on ground?


Offline SPK #10 Posteado: January 22, 2025, 01:18:08 AM | Modificado: January 22, 2025, 01:41:21 AM by NVPGame

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Citar
is there any offset or function to make it work with notice and items on ground?
to use for all text, u need ustomFont and call it. Work for all Notice, PostMessage or something else i guess!
Like this:


Online dizzys #11 Posteado: January 22, 2025, 10:57:58 AM

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Citar
is there any offset or function to make it work with notice and items on ground?
to use for all text, u need ustomFont and call it. Work for all Notice, PostMessage or something else i guess!
Like this:


I got customfont but not sure how to do that


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