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Author SHA1 Message Date
Stefan MaierandClaude Opus 5.5 770f8881e0 At the wheel, the right trigger is the throttle and the left the brake
Holding a Warthog's wheel, the triggers drive as the left stick pushed up
or down would (backwards once stopped), unless the stick is pushed further;
they neither fire nor hold a grenade then.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 13:50:41 +02:00
Stefan MaierandClaude Opus 5.5 38ab192749 Steer a Warthog by its wheel with the hands
At an open vehicle's wheel, a hand that grips near it (where the driver's
drawn hands hold it) takes hold, and the hands turn it about its column:
both by the line between them, one about the wheel's middle. Turned
vr.vehicle_wheel_degrees (90) either way it steers fully; let go, the right
stick steers as before. Holding the wheel, the right grip is no melee.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 13:00:26 +02:00
Stefan Maier 6299503191 Merge branch 'feature/bots-team' 2026-10-03 11:10:25 +02:00
Stefan MaierandClaude Opus 5.5 c5d86c8d8b Bots spread out about their objective and keep to it
Each bot has a direction of its own (the golden angle on from the last):
far from a shared goal (the enemy's flag, the ball, the hill) it comes by
a way of its own, out to its side of the straight way, straight only for
the last 10 world units; holding a place it takes a spot of its own: on
the hill, about its flag's stand (every other guard ahead of it towards
the enemy's), about a teammate it escorts. With no way to its spot it
takes the point itself. A bot with an objective no longer leaves it in a
fight for a weapon close by.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 10:55:28 +02:00
Stefan MaierandClaude Opus 5.5 7242151017 Names over the heads at 60% of their size on the HUD
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 10:48:01 +02:00
Stefan MaierandClaude Opus 5.5 1c8e651bb1 Bots play with their team
In a game of teams a bot holds its fire while a teammate stands in the
line of it (and steps aside for a clear shot), takes on first the enemies
near its teammates (people above all), escorts a teammate carrying the
enemy's flag or the ball a few world units off on its own side, and, with
nothing to do, every other bot keeps near the nearest person on its team.
A goal it finds no way to three times running (a person up where only a
teleporter goes, a thing out of reach) is given up for a while, and a
roaming bot then goes somewhere near at random.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 10:41:08 +02:00
Stefan MaierandClaude Opus 5.5 4b8f8dde8b Players' names over their heads in VR, each on a quad of its own
The HUD in VR is a screen at one distance before the eyes, where the names
upstream draws on it hung. Each name is now drawn into a slot of a region
of the back buffer before the HUD (up to eight, one under another), taken
into a names layer, and shown on a quad of its own over its player's head,
facing the eyes, as wide as it would look on the HUD: in depth, for both
eyes. Who is named, and when, is as upstream has it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 10:31:36 +02:00
Stefan Maier 920b1bfea9 Merge branch 'feature/vr-scope' 2026-10-03 10:18:30 +02:00
Stefan Maier 09f869e44c Merge branch 'feature/bots-modes' 2026-10-03 10:18:30 +02:00
Stefan MaierandClaude Opus 5.5 bc45338214 Bots get stuck in corners less
A path the game finds but cannot steer round the objects on it (the other
players among them: obstacle avoidance failed) is walked as smoothed,
instead of none (which had bots walk straight into walls); a step aside
settles a bump. A bot goes on to the next point of its path when it is
in plain view on its own level, walks the last 3 world units straight
only when nothing is in the way, and counts itself stuck when it makes no
way to its point for 6 ticks (only while it walks one): then it steps
aside, finds its way anew, skips a corner's point it cannot reach, jumps
at 12 and goes elsewhere later.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 09:33:58 +02:00
Stefan MaierandClaude Opus 5.5 a663d1b100 Bots take good weapons in a fight too, and value strong ones more
Within 10 world units a bot goes for a weapon or powerup worth at least 4
while it fights. Strong weapons are worth a longer way (worth squared over
distance, falling off over 15 world units), and with two weapons one is
worth what it betters the worse by and 1.5 more, so rocket launchers and
sniper rifles are taken, not only the shotgun close by. The pistol counts
for a little less up close, the assault and plasma rifles more.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 08:27:24 +02:00
Stefan MaierandClaude Opus 5.5 d8034d37fd Raise the rocket launcher's scope disc 3.5 cm more (18 cm)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 08:03:19 +02:00
Stefan MaierandClaude Opus 5.5 f8a39df0cd No names over the heads in VR for now
In VR the HUD is a screen at a fixed distance before the eyes, so the
names upstream draws on it hung there instead of over the players' heads.
Off until they are drawn into each eye's picture.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 08:03:10 +02:00
Stefan Maier 6057146244 Merge remote-tracking branch 'upstream/main' into merge/upstream-2026-10-03
# Conflicts:
#	port/linux/game/network_distributed.c
#	port/linux/game/network_distributed.h
2026-10-03 07:38:52 +02:00
Stefan MaierandClaude Opus 5.5 94b17a7913 Bots play capture the flag, king of the hill and oddball (phase 4)
The flags and balls (weapons that are flags) are gathered each tick with
where they are and who carries them. In CTF a bot carrying the enemy's
flag runs it to its own stand; the rest hunt whoever carries their flag,
touch it home where it lies dropped, or go for the enemy's (every third
guards its own). In king of the hill they go to the hill (the game's goal)
and keep moving in it. In oddball they go for the ball, taken as a weapon
is, hunt its carrier, and carrying it keep away. Carrying, a bot does not
fire, and looks where it runs. The last 3 world units to a goal are
walked straight, over what the path goes round (a flag on its stand).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 21:22:31 +02:00
Stefan MaierandClaude Opus 5.5 30f362ff3d Bots pick up weapons, powerups and grenades, and throw grenades (phase 2)
Out of a fight a bot looks every second for what lies within 25 world
units worth having: a weapon better than the worse of its two (it changes
to that one and holds the swap while the game offers the weapon), ammo for
an empty weapon it carries, an overshield, camouflage, a health pack when
hurt, grenades when it has few. In a fight it takes the weapon that suits
the distance (shotgun near, sniper rifle far, no rocket up close), at
most every two seconds, changes from an empty one, and now and then lobs
a grenade at an enemy 6 to 20 world units off.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 20:41:48 +02:00
Stefan MaierandClaude Opus 5.5 23d14319a7 Raise the rocket launcher's scope disc 3.5 cm more
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 18:14:34 +02:00
Stefan MaierandClaude Opus 5.5 ff5b91f120 Raise the VR scope's disc over the rocket launcher's tube
The disc sits 7 cm over the hand, where a rifle's or pistol's scope is;
over the rocket launcher, carried higher on the shoulder, it was inside
the tube. A weapon may raise it (halo_vr_set_scope_raise): the rocket
launcher by 11 cm.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 18:07:26 +02:00
Stefan MaierandClaude Opus 5.5 f6c2322df9 Host options in the lobby: public, bots and their skill
Y in a hosted game's lobby opens a panel to make the game public, choose
how many bots join (none by default, up to 15) and how well they play
(bots.skill: easy, normal, hard; hard is the first bots' play, normal a
little slower to notice, turn and aim). Integer settings can now be
written to config.toml as booleans could.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 18:05:34 +02:00
Stefan MaierandClaude Opus 5.5 39fbaefaac Keep the new settings out of the network table
The settings file is written in the table's order, so settings of another
section between network.* entries wrote [network] twice, and the whole
file was then refused (defaults used). They now follow the network
settings.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 17:52:14 +02:00
Stefan MaierandClaude Opus 5.5 c6397cb515 Bots find their way with the game's pathfinding (phase 1)
A bot walks to its goal along a path from ai/path.c (the maps' pathfinding
surfaces, as the campaign's actors use them), found again every half
second: in a fight towards its target, weaving; out of sight hunting the
nearest enemy, or roaming near someone; looking where it goes. With no
path it walks straight at the goal, and when stuck picks another.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 17:05:12 +02:00
MrBruh 80d30410c8 Flush the GPU every 3 draws on Mesa Intel 2026-10-03 02:56:11 +13:00
MrBruh d1c7243cb2 Rework the multiplayer scoreboard 2026-10-03 01:16:09 +13:00
MrBruh fd3d62f960 Keep player names bannable 2026-10-02 22:12:16 +13:00
Stefan MaierandClaude Opus 5.5 5ba6c13097 Bots as players of the host (phase 0)
bots.count bots are added in the lobby as players of machines of the
host's own that nothing connects to (four a machine, from the top slot
down): new connections skip their slots, and they count as machines for
the countdown, so a game of the host and bots starts. Every machine sees
them as players; each tick the host thinks for them (bots.c) and takes
the result as their input through update_server_handle_distributed_input.
The first brain finds the nearest visible enemy, turns at a player's rate
with some aim error, walks at it weaving and fires on target, and else
wanders, jumping and turning when stuck. Every multiplayer map has
pathfinding surfaces for the next phase.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 11:08:09 +02:00
Stefan MaierandClaude Opus 5.5 66c0d33e34 List public online games and join them from a panel
A host can make its game public (Y in the lobby, or network.public_game):
it then announces name, map, game type, players and join code every 10 s,
retained, on hcvr/1/g<network version>/<id> through the signalling
brokers, and clears it when it stops. On the system link list, X opens an
online games panel listing the public games heard lately (stale ones
dropped after 45 s) and a row to type a code; A joins by the game's code.
Announcements carry no addresses.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 10:00:57 +02:00
MrBruh b438cea479 Cap enemy name range and shrink names 2026-10-02 20:59:36 +13:00
MrBruh 634b4197f9 Limit enemy names to the weapon's red reticle range 2026-10-02 20:36:46 +13:00
MrBruh ab96597321 Fix the Android build 2026-10-02 20:34:00 +13:00
MrBruh f0dfb58c94 Cap the frame rate with vsync off 2026-10-02 20:26:22 +13:00
MrBruh 9f3e8c92de Add high-res postgame carnage report title 2026-10-02 16:24:30 +13:00
MrBruh f2ba71d9af Show player names above heads in multiplayer 2026-10-02 15:24:40 +13:00
MrBruh 0182da8172 Add high-res text and OpenCE titles 2026-10-02 13:39:17 +13:00
Stefan MaierandClaude Opus 5.5 6b77fe428a Show how joining an online game goes on the system link list
p2p_join_state tells the menus whether the host is being reached, was
reached (its game is in the list), did not answer, could not be reached
(both routers too strict: allow UPnP) or was lost; the join screen shows
it under the code's status.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 21:37:25 +02:00
MrBruh c55e4e2b9d Widen only flat UI fills on widescreen 2026-10-02 02:21:22 +13:00
bfenty 7cd1724fe5 Widen full-screen UI widget backgrounds to the display width
A widget background bitmap whose bounds cover the whole 640x480 design
space (the pause menu dim, for example) stopped at the edges of the
centered 640 column on widescreen displays, leaving the side bands
undimmed. Widen the bounds and the clip symmetrically to the full
screen width, mirroring the existing fade_to_black special case in
render_ui_widgets().

Tested on a Retroid Pocket Flip2 (854x480 render target).
2026-10-02 02:16:14 +13:00
MrBruh bd8ec3c798 Add high-res sniper ladder and fix meter fringes 2026-10-02 02:09:45 +13:00
MrBruh 4799980e8a Draw the whole HUD in high resolution 2026-10-02 01:24:38 +13:00
MrBruh f8937c6179 Add high-res HUD textures 2026-10-01 22:33:25 +13:00
247 changed files with 18652 additions and 119 deletions

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+2
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@@ -24,6 +24,8 @@ xbox/
# Locally extracted proprietary game data (never commit)
assets/
# (but the high-res assets, drawn for the port: tools/hud_assets.py)
!port/assets/
original/
# CI build outputs (tools/ci_build.py)
+2 -1
View File
@@ -168,7 +168,8 @@ the Xbox:
- The HUD stays at the edges of the screen.
- The menus, the loading bar and the screens after a game have 640
columns, at the center of the screen.
- Black bars and fades cover all of the screen.
- Black bars and fades cover all of the screen, and so do the menus' dims
and backgrounds (the pause menu's dim, dialogs, the menus' gradient).
## VR
+44 -2
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@@ -794,6 +794,12 @@ the eyes reads it. Shown only while it is. */
#define WRIST_IMAGE_SIZE 512
#define CROSSHAIR_IMAGE_SIZE 256
/* the names layer: HALO_XR_MAXIMUM_NAMES slots of 4:1, one over another */
#define NAMES_IMAGE_WIDTH 512
#define NAMES_IMAGE_HEIGHT (NAMES_IMAGE_WIDTH / 4 * HALO_XR_MAXIMUM_NAMES)
/* a name's slot, as the game draws it: wider than its image's 4:1 (the
game's 640x480 drawn square): the height a slot shows at, to its width */
#define NAME_SLOT_ASPECT (30.0f / 160.0f)
#define WRIST_BEHIND_PALM 0.05f
#define WRIST_DOWN_HANDLE 0.02f
#define WRIST_ABOVE_HAND 0.04f
@@ -1032,8 +1038,15 @@ int host_xr_initialize(struct halo_xr_info *info, float wanted_refresh_rate)
{
int size = layer == HALO_XR_LAYER_WRIST || layer == HALO_XR_LAYER_SCOPE ? WRIST_IMAGE_SIZE :
layer == HALO_XR_LAYER_CROSSHAIR ? CROSSHAIR_IMAGE_SIZE : 0;
int width = size ? size : xr.eye_width;
int height = size ? size : xr.eye_height;
if (!swapchain_create(&xr.swapchains[layer], size ? size : xr.eye_width, size ? size : xr.eye_height))
if (layer == HALO_XR_LAYER_NAMES)
{
width = NAMES_IMAGE_WIDTH;
height = NAMES_IMAGE_HEIGHT;
}
if (!swapchain_create(&xr.swapchains[layer], width, height))
return 0;
}
if (!copy_initialize() || !actions_initialize())
@@ -1354,7 +1367,8 @@ int host_xr_end_frame(const struct halo_xr_submit *submit)
XrCompositionLayerQuad wrist = { XR_TYPE_COMPOSITION_LAYER_QUAD };
XrCompositionLayerQuad scope = { XR_TYPE_COMPOSITION_LAYER_QUAD };
XrCompositionLayerQuad crosshair = { XR_TYPE_COMPOSITION_LAYER_QUAD };
const XrCompositionLayerBaseHeader *layers[5];
XrCompositionLayerQuad names[HALO_XR_MAXIMUM_NAMES];
const XrCompositionLayerBaseHeader *layers[5 + HALO_XR_MAXIMUM_NAMES];
uint32_t layer_count = 0;
int eye;
@@ -1458,6 +1472,34 @@ int host_xr_end_frame(const struct halo_xr_submit *submit)
layers[layer_count++] = (const XrCompositionLayerBaseHeader *)&crosshair;
}
if (xr.frame_state.shouldRender && submit->name_count > 0 && xr.swapchains[HALO_XR_LAYER_NAMES].filled)
{
struct xr_swapchain *swapchain = &xr.swapchains[HALO_XR_LAYER_NAMES];
int slot_height = swapchain->height / HALO_XR_MAXIMUM_NAMES;
int name;
for (name = 0; name < submit->name_count && name < HALO_XR_MAXIMUM_NAMES; name++)
{
XrCompositionLayerQuad *quad_name = &names[name];
memset(quad_name, 0, sizeof(*quad_name));
quad_name->type = XR_TYPE_COMPOSITION_LAYER_QUAD;
quad_name->layerFlags = XR_COMPOSITION_LAYER_BLEND_TEXTURE_SOURCE_ALPHA_BIT;
quad_name->space = xr.local_space;
quad_name->eyeVisibility = XR_EYE_VISIBILITY_BOTH;
quad_name->subImage.swapchain = swapchain->handle;
/* (slot 0 at the image's top: GL's rows run bottom up) */
quad_name->subImage.imageRect.offset.x = 0;
quad_name->subImage.imageRect.offset.y = swapchain->height - (name + 1) * slot_height;
quad_name->subImage.imageRect.extent.width = swapchain->width;
quad_name->subImage.imageRect.extent.height = slot_height;
quad_name->size.width = submit->name_widths[name];
quad_name->size.height = submit->name_widths[name] * NAME_SLOT_ASPECT;
pose_to_xr(&quad_name->pose, &submit->name_poses[name]);
layers[layer_count++] = (const XrCompositionLayerBaseHeader *)quad_name;
}
}
end.displayTime = xr.frame_state.predictedDisplayTime;
end.environmentBlendMode = XR_ENVIRONMENT_BLEND_MODE_OPAQUE;
end.layerCount = layer_count;
+10 -1
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@@ -27,7 +27,10 @@ enum
HALO_XR_LAYER_WRIST = 3, /* the motion tracker, on the left wrist */
HALO_XR_LAYER_SCOPE = 4, /* the zoomed view, a disc over the weapon */
HALO_XR_LAYER_CROSSHAIR = 5, /* the weapon's crosshair, where it aims */
HALO_XR_LAYER_COUNT = 6,
HALO_XR_LAYER_NAMES = 6, /* players' names, each a quad over a head */
HALO_XR_LAYER_COUNT = 7,
/* the names layer's slots, one a name, stacked from its top */
HALO_XR_MAXIMUM_NAMES = 8,
/* host_xr_copy_layer's clear_alpha: the source's alpha kept, made
opaque, or cut to a disc (premultiplied) */
@@ -147,6 +150,12 @@ struct halo_xr_submit
int crosshair;
float crosshair_size;
struct halo_xr_pose crosshair_pose;
/* the names layer was filled: its first name_count slots, each shown
this wide (metres, a slot's height following from its shape), here in
LOCAL space, facing the eyes */
int name_count;
float name_widths[HALO_XR_MAXIMUM_NAMES];
struct halo_xr_pose name_poses[HALO_XR_MAXIMUM_NAMES];
};
#endif
+32
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@@ -0,0 +1,32 @@
Newtown
Copyright (c) Roger White, 1994. Released by its author into the public domain.
Newtown-Regular.ttf is the TrueType file of Newtown, as Roger White
distributed it (NEWTOW__.TTF, version 1.00, SHA-256
376d82c5b660c059c182d848d0a96da9dbe7277d7c8820f6e9a2c99b1a256c65), here
renamed. OpenCE (OpenCE-Regular.ttf) is made from it by tools/title_font.py.
The file's copyright notice ("All Rights Reserved - see .txt file for terms
for distribution and use") and the readme it was first distributed with
(personal use free, commercial use for a fee) date from 1994. Its author
later released all of his fonts into the public domain. His website,
rogersfonts.org.uk, said so from 2008 until it closed:
"Despite what is said in the readme files associated with the fonts all
fonts on this site are now public domain, whether used for personal use
or for commercial purposes. All that I ask is that the source is
acknowledged if you are using any for commercial purposes."
The statement is in the Internet Archive's copies of the site's home page,
the first of them from 24 July 2008:
https://web.archive.org/web/20080724224405/http://www.rogersfonts.org.uk/body_index.html
https://web.archive.org/web/20110724011202/http://www.rogersfonts.org.uk/body_index.html
and Newtown was one of the site's fonts (its samples are archived from 2004,
https://web.archive.org/web/20040909032418/http://www.rogersfonts.org.uk/assets/images/Newtown.gif).
The site says its fonts were made from the author's own hand-drawn artwork,
scanned and cleaned up.
As he asked, the source is acknowledged: OpenCE is based on Newtown by
Roger White.
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+95
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@@ -0,0 +1,95 @@
Copyright 2026 The OpenCE Project Authors, for its changes to Newtown's spacing.
OpenCE is based on Newtown, by Roger White (1994), which its author released
into the public domain (Newtown-LICENSE.txt).
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.
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+93
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@@ -0,0 +1,93 @@
Copyright 2021 The Overpass Project Authors (https://github.com/RedHatOfficial/Overpass)
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.
+45
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# Fonts
The fonts the game's text is drawn with, at the display's resolution, in
place of the bitmap fonts of the maps (`port/linux/src/text_hires.c`).
`fonts.json` says which font draws each of the maps' font tags.
| File | Draws | From |
| --- | --- | --- |
| `Overpass-900.ttf` | `ui\large_ui`, `ui\interstate` | Overpass, weight 900 (Black) |
| `Overpass-750.ttf` | `ui\small_ui` | Overpass, weight 750 |
| `OpenCE-Regular.ttf` | the menus' titles, as pictures (`port/assets/titles`) | OpenCE: Newtown, respaced for this project (`tools/title_font.py`) |
| `Newtown-Regular.ttf` | (OpenCE's source) | Newtown by Roger White, unmodified |
The maps' fonts are Interstate (Tobias Frere-Jones, The Font Bureau), a
commercial typeface that cannot be shipped. Overpass (Red Hat, Delve
Withrington) follows the same Highway Gothic road-sign alphabet and is
under the SIL Open Font License 1.1 (`Overpass-OFL.txt`), without a
Reserved Font Name. Matched against the maps' glyphs, its weights 900 and 750 overlap
them as much as Interstate Bold does, at the same letter widths.
The menus' titles are pictures of text in the maps, set in another
commercial typeface. OpenCE (Open Community Edition) stands in for it:
Newtown, a typeface in the same style by Roger White (1994), which its author
released into the public domain (`Newtown-LICENSE.txt` quotes his statement
and where it is archived), respaced for this project. Only its spacing is
changed, its outlines are Newtown's: each letter's side spaces and the
kerning pairs are measured from where the letters sit in the maps' titles.
OpenCE is under the SIL Open Font License 1.1 (`OpenCE-OFL.txt`), without a
Reserved Font Name. It is not embedded: `tools/title_assets.py` draws the
titles with it, and the builds embed those pictures. To measure its spacing
again and rebuild it:
python3 tools/title_font.py --measure # paste the values into tools/title_font.py
python3 tools/title_font.py
python3 tools/title_assets.py --map assets/maps/ui.map
The Overpass files are static instances of Google Fonts' variable Overpass
(`ofl/overpass/Overpass[wght].ttf`, google/fonts commit
9710da1eacb3be272583c3224dcb70f9da6eadbb), made with fontTools:
python3 -m fontTools.varLib.instancer 'Overpass[wght].ttf' wght=900 -o Overpass-900.ttf
python3 -m fontTools.varLib.instancer 'Overpass[wght].ttf' wght=750 -o Overpass-750.ttf
The builds embed the Overpass files (`tools/embed_assets.py`), and the
release packages carry `Overpass-OFL.txt`, as the license asks.
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{
"comment": "Which font draws each of the maps' font tags (port/linux/src/text_hires.c).",
"fonts": [
{"tag": "ui\\large_ui", "file": "Overpass-900.ttf"},
{"tag": "ui\\interstate", "file": "Overpass-900.ttf"},
{"tag": "ui\\small_ui", "file": "Overpass-750.ttf"}
]
}
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<!-- ammo meter fill alpha: slanted bar whose top sweeps up into a tab on the right -->
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<!-- 3 rows x 20 slanted bullet rounds (alpha mask) -->
<defs>
<path id="b" d="M51.34,0 H51.79 L54.02,6 L42.83,30 H32.47 L43.71,5.89 Z" fill="#fff"/>
</defs>
<use href="#b"/>
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<!-- rocket ammo: tail fin + body, grey translucent fill with white outline; pair repeated -->
<defs>
<g id="rocket" fill="#a6a6a6" fill-opacity=".651" stroke="#fff" stroke-width="4.1" stroke-miterlimit="10">
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<!-- short slanted meter frame, top-right and bottom-left corners rounded (white) -->
<path d="M25.2,2 H138.86 A7.38,7.38 0 0 1 145.58,12.44 L122.95,62 H8.52 A6.89,6.89 0 0 1 2.26,52.26 Z" fill="none" stroke="#fff" stroke-width="4.17" stroke-miterlimit="10"/>
</svg>

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<svg xmlns="http://www.w3.org/2000/svg" width="128" height="64" viewBox="0 0 128 64">
<!-- ammo type icon: pixel "x" multiplier glyph + slanted blade round -->
<path d="M16,16 h8 v8 h-8 Z M32,16 h8 v8 h-8 Z M20,24 h12 v4 h-12 Z M16,28 h12 v4 h-12 Z M8,32 h8 v8 h-8 Z M24,32 h8 v8 h-8 Z" fill="#fff"/>
<path d="M78.7,0 H80 V16 L68,40 H48 L60,16 Z" fill="#fafafa"/>
</svg>

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<svg xmlns="http://www.w3.org/2000/svg" width="256" height="64" viewBox="0 0 256 64">
<!-- ammo type icon: pixel "x" glyph + battery cell (skewed capsule, two stripes) + terminal -->
<path d="M16,16 h8 v8 h-8 Z M32,16 h8 v8 h-8 Z M20,24 h12 v4 h-12 Z M16,28 h12 v4 h-12 Z M8,32 h8 v8 h-8 Z M24,32 h8 v8 h-8 Z" transform="translate(-4,8)" fill="#fff"/>
<g transform="translate(0,28) skewX(-25.08) translate(0,-28)" stroke="#fdfdfd">
<rect x="51.95" y="10.06" width="86.72" height="35.88" rx="17.94" fill="#9d9d9d" fill-opacity=".616" stroke-width="4.19"/>
<path d="M99.24,10.06 V45.94 M111.05,10.06 V45.94" stroke-width="3.9"/>
</g>
<path d="M148.17,20 H159.98 L152.68,36 H140.87 Z" fill="#f5f5f5"/>
</svg>

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<svg xmlns="http://www.w3.org/2000/svg" width="128" height="64" viewBox="0 0 128 64">
<!-- ammo type icon: frag grenade (body + cap with spoon lever) -->
<path d="M12.1,14 H22.7 L26,19 C27.5,21.5 27.3,25 26,28 L23.4,32.6 L16.5,40 H7.8 C5,36.5 3.9,32 4,27.6 C4.1,22 6.5,18 12.1,14 Z" fill="#f8f8f8"/>
<path d="M15,0 H27 L36.2,17 L32.35,19.4 L27.06,9 H13.18 Z" fill="#f6f6f6"/>
</svg>

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<svg xmlns="http://www.w3.org/2000/svg" width="128" height="64" viewBox="0 0 128 64">
<!-- ammo type icon: plasma charge - solid round core with soft radial falloff (rgb = alpha) -->
<defs>
<radialGradient id="g" gradientUnits="userSpaceOnUse" cx="29.3" cy="28.1" r="26.2">
<stop offset="0.0000" stop-color="#ffffff" stop-opacity="1.000"/>
<stop offset="0.4122" stop-color="#ffffff" stop-opacity="1.000"/>
<stop offset="0.4389" stop-color="#f1f1f1" stop-opacity="0.945"/>
<stop offset="0.4771" stop-color="#dbdbdb" stop-opacity="0.857"/>
<stop offset="0.5534" stop-color="#b0b0b0" stop-opacity="0.688"/>
<stop offset="0.6298" stop-color="#898989" stop-opacity="0.537"/>
<stop offset="0.7061" stop-color="#656565" stop-opacity="0.396"/>
<stop offset="0.7824" stop-color="#454545" stop-opacity="0.272"/>
<stop offset="0.8588" stop-color="#292929" stop-opacity="0.160"/>
<stop offset="0.9351" stop-color="#101010" stop-opacity="0.064"/>
<stop offset="0.9771" stop-color="#030303" stop-opacity="0.012"/>
<stop offset="1.0000" stop-color="#000000" stop-opacity="0.000"/>
</radialGradient>
</defs>
<circle cx="29.3" cy="28.1" r="26.2" fill="url(#g)"/>
</svg>

After

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<svg xmlns="http://www.w3.org/2000/svg" width="128" height="64" viewBox="0 0 128 64">
<!-- ammo type icon: slanted battery with terminal nub; translucent grey fill, white outline -->
<path d="M20.18,10 H98.95 L94.08,22 H102.94 L97.7,34 H87.78 L81.8,46 H3.12 Z" fill="#9d9d9d" fill-opacity=".616" stroke="#fff" stroke-width="4" stroke-miterlimit="10"/>
</svg>

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