You add new entries, and set the resolution range.

-Tony

-----Original Message-----
From: [email protected] 
[mailto:[email protected]] On Behalf Of Skyler Clark
Sent: January-23-09 9:46 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Resizing font..

Thanks, I tried that and it's looking better. Right now I'm just using
a proportional one-- how would I actually specify the sizes for the
different resolutions in the ClientScheme.res file? Or did you mean
just make new fonts for each resolution?

-Skyler

On Fri, Jan 23, 2009 at 9:38 PM, Tony Sergi <[email protected]> wrote:
> Edit your scheme res file and add different scales for different resolutions.
>
>
> -Tony
>
> -----Original Message-----
> From: [email protected] 
> [mailto:[email protected]] On Behalf Of Skyler Clark
> Sent: January-23-09 6:00 PM
> To: Discussion of Half-Life Programming
> Subject: [hlcoders] Resizing font..
>
> Hopefully this is a really simple question. I'm using text in my HUD
> but it's too big. I tried to use DrawSetTextScale but it says it can't
> do that on non-bitmap fonts.
> Before I made it proportional by changing it to GetFont(name, true),
> it was just the right size but obviously didn't scale with the
> resolution. Now it's too big, and I don't know how to make it smaller.
>
>
> Here's the code:
>
>       m_fntNumbers = pScheme->GetFont("HudNumbersGlow", true);
>
> ...
>
>       int value = 5;
>
>       surface()->DrawSetTextColor(211,67,207,255);
>
>       wchar_t unicode[3];
>
>       if (value < 10)
>               swprintf( unicode, L"0%d", value );
>       else
>               swprintf( unicode, L"%d", value);
>
>       surface()->DrawSetTextFont(m_fntNumbers);
>       surface()->DrawSetTextPos(x, y);
>       surface()->DrawSetTextScale(0.625f,0.625f);
>       surface()->DrawUnicodeString( unicode );
>
> ...
>
>
> Thanks guys.
>
> -Skyler
>
>
> p.s. If this message gets sent to the list twice I apologize, the
> first time it says it bounced because I sent it from the wrong email.
>
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