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Kamikaze94 avatar Kamikaze94 commented on July 20, 2024

Yeah, I added a line, in which I could potentially resize the subtitle font size, as I planned to add an option for that.
That line just set the font size to the saved one it should already have, as I was just playing around with that when moving the subtitles.
Seems like Poco resizes the actual text area, but doesn't change the save of the font size there....
Romoved that for now, until I get around actually doing something with it or removing it, ^^

So, should be working now....

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hud8614 avatar hud8614 commented on July 20, 2024

20160828030754_1
20160828043506_1

again.... T_T
Bain Subtitle T_T

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Kamikaze94 avatar Kamikaze94 commented on July 20, 2024

Urgh?
Thats strange.
Just duoble checked, the line "--self:set_font(...)" starts with '--', so it doesn't get executed.
I don't modify the size there anywhere else, afaik.
I'll download Poco later, and try to figure something out... :)

Edit:
Are you sure, you updated it with the GitHub version?
Just tested, and seems working fine....
20160828010449_1
(Bigger gap, because no active buffs at that moment.)

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hud8614 avatar hud8614 commented on July 20, 2024

20160828181536_1
Mission.....
20160828202012_1
Safe House....

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Kamikaze94 avatar Kamikaze94 commented on July 20, 2024

I found the problem.
I kinda indirectly reset the font size, by calling the complete "_on_resolution_changed"-function.
(Why does poco use an own field to store the font size, not overwrite the games one, q.q)
Anyways, got that changed now, and it seems to work.
If you notice it to appear anywhere else, please let me know. :)

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Tatsugi avatar Tatsugi commented on July 20, 2024

One offtopic question: when you begin to add a build number in version in Devs branch, like "WolfHUD v2.30-7" or "... v2.30.10" etc.? I like to see a new number of version each update. ^_^

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