Now, all menus will use the same scale, i.e. it only depends on the screen width and a base size of 640. This nearly universally yields better results than trying to make a 320x200 screen fit.
The only exceptions to this are the intermission screens and the level summary. These, unlike the menu need to try to make a 320x200 screen fit, but without all the hackery that was present to adjust the menu display.
Note that since this affects globally visible script variables, both the intermission and summary drawers will not use their own set but instead temporarily override the global setting as long as they run their own code.
Changing the use of variables here might cause much worse problems with menu code so it wasn't attempted
The default was changed to replace graphics if only known content is affected.
This also required blocking the feature for Hacx, Harmony and Action Doom 2 which have no localization yet and would fall back on Doom's texts if not blocked.
src/p_acs.cpp:8719:100: error: cannot pass non-trivial object of type 'FString' to variadic function; expected type from format string was 'char *' [-Wnon-pod-varargs]
* consolidated C_MidPrint and C_MidPrintBold.
* removed some unused code from the console buffer.
* handle console output of centered messages to ensure they get written to the log file and to stdout.
* replaced the non-standard bar strings with simple '-'s. These were making things needlessly complicated when redirecting console output and the new font does not have the characters anyway.
* removed some old code from a time when during console drawing new network events could come and have more text printed. This can not happen anymore with how 2D elements are being handled now so all this code was redundant.
The most important one is the autosave tagging. This was done because the old printout was missing the year and printed the month as a 3 character English string, sabotaging any attempt to sort the autosaves by anything meaningful.
Parts of this menu suffered badly from lack of screen space to convey the intended information due to the oversized fonts. With the new font this is a lot less problematic (unless using 320x200, of course)
Since this needs to do cursor positioning calculations it's the one spot in the entire engine where UTF-8 would simply be to messy, especially when having to deal with double wide characters.
Many existing letters are redone, and support for the following languages is added:
Doom:
• Italian
• Spanish
Raven:
• Italian
• Portugese
Strife:
• French
• German
• Italian
Credits to Jimmy for some of the lowercase glyphs for Doom.