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0005097Dwarf FortressCreaturespublic2012-02-14 21:452015-12-15 01:55
normalminorhave not tried
win 7
0005097: Names overwriting text with TrueType
names of creatures seem to be overflowing into next column in units screen of fort mode.
have a named zombie creature die and be re-zombified. its name stretches across all the columns obscuring the other text.
No tags attached.
related to 0005078resolved Toady One Zombies re-animated multiple times, resulting in malformed creature/corpse names 
related to 0005696needs feedback Footkerchief Strange gaps in report texts 
Issue History
2012-02-14 21:45KattelNew Issue
2012-02-15 07:11FootkerchiefNote Added: 0019631
2012-02-15 07:12FootkerchiefRelationship addedrelated to 0005078
2012-03-07 17:29krenshalaNote Added: 0021239
2012-03-07 17:30krenshalaNote Edited: 0021239bug_revision_view_page.php?bugnote_id=0021239#r7912
2012-03-07 17:34FootkerchiefIssue Monitored: Baughn
2012-03-07 17:34FootkerchiefNote Added: 0021240
2012-03-08 15:34FootkerchiefStatusnew => assigned
2012-03-08 15:34FootkerchiefAssigned To => Baughn
2012-03-08 15:35FootkerchiefSummaryNames overwriting text => Names overwriting text with TrueType
2012-03-08 16:34BaughnIssue Monitored: Toady One
2012-03-08 16:34BaughnNote Added: 0021286
2012-03-09 00:32MusaabNote Added: 0021299
2012-03-09 13:41KijiroNote Added: 0021314
2012-03-10 14:00krenshalaNote Added: 0021342
2012-03-11 11:18krenshalaNote Edited: 0021342bug_revision_view_page.php?bugnote_id=0021342#r7959
2012-03-12 05:16MusaabIssue Monitored: Musaab
2012-03-12 06:25krenshalaIssue Monitored: krenshala
2012-03-13 03:30MusaabNote Added: 0021436
2012-03-23 05:01BuglistIssue Monitored: Buglist
2012-03-24 07:41FootkerchiefRelationship addedrelated to 0005696
2012-03-27 03:10MusaabNote Added: 0021783
2012-05-09 01:06MusaabNote Added: 0022459
2012-06-15 17:01randyshippNote Added: 0023022
2012-07-25 23:01LeonidasNote Added: 0023359
2012-07-26 14:20PufferfishNote Added: 0023363
2015-03-14 04:33QroxNote Added: 0032374
2015-12-15 01:55MusaabIssue End Monitor: Musaab
2018-04-16 12:13HuntthetrollIssue Monitored: Huntthetroll

2012-02-15 07:11   
Reminder sent to: Kattel

Please upload a save demonstrating this problem to http://dffd.wimbli.com/ [^]

Does it depend on TrueType being on/off in init.txt?
2012-03-07 17:29   
(edited on: 2012-03-07 17:30)
Foot, in the Phoebus thread we believe we have isolated what is going on here. The specific posts from Phoebus are http://www.bay12forums.com/smf/index.php?topic=57557.msg3070385#msg3070385 [^] and the one immediately after it (which includes screenshots).

Quoting Phoebus:

Ok, I've found why you're getting so much vanishing text.
When the TTF engine writes text, it reserves and draws over an area of the screen equal to the size of the text if it was drawn without TTF.
If that area overlaps text on the right, the text on the right vanishes.

The reason why it does that is a bug from the 31.03 update:

    (*) SDL version: TrueType text will now overwrite properly in some adventure mode circumstances (Baughn)

That fix also overwrites text that it shouldn't causing vanishing text.

That source of vanishing text has nothing to do with the graphic set.

2012-03-07 17:34   
Reminder sent to: Baughn

TrueType overwiting text inappropriately and stuff. Details and screenshots here: http://www.bay12forums.com/smf/index.php?topic=57557.msg3070385#msg3070385 [^]
2012-03-08 16:34   
Reminder sent to: Toady One

Yes, okay. What to do...


Hm. I suppose I can make TTF behave differently in fort-mode than in adventure-mode, but that really sticks in my craw. More to the point, it'd be hard to maintain and debug for everyone involved.

The better option, probably, is for graphicst::addst to return the number of tiles it just overwrote, and explicitly add black space if that's necessary. Not knowing how the addst client code in adventure mode looks, I can't say how nice a solution that'd be.

Another option would be to explicitly pass along a boolean telling it to pad the string or not, but that's barely any better than just distinguishing modes.

2012-03-09 00:32   
This bug, in my opinion, is one of the most annoying I've encountered in a long while. Please put emphasis on this one for a fix real soon.
2012-03-09 13:41   
I seem to encounter this bug most often when assigning animals to a pasture. I have also noticed than when naming things, the cursor is farther to the right than it should be.
2012-03-10 14:00   
(edited on: 2012-03-11 11:18)
Baughn/Footkerchief, I've found out something else with this issue:

When assigning dwarves to my militia, I would get the hidden text bug. It looks to me like the width of the space allocated is double what it should be.

Took a screenshot, and measured -- sure enough, it fits what I'm seeing:
http://i.imgur.com/Zx7Sf.png [^]
For each name, the red and green lines are the same length. The green is a copy of the red shifted over to extend its line.

[edit] Just tried this with a non-fixed width font (per a correction from Phoebus) and it is the width of the tilebased string being blacked, not double the TTF string length. I can post a screenshot of that as well if needed, though the one linked above should show this as well.

2012-03-13 03:30   
Any updates on this, Baughn?
2012-03-27 03:10   
This issue persists even with the options on the title screen.
2012-05-09 01:06   
Anyone home?
2012-06-15 17:01   
Agreed...experiencing exactly this problem and it does make the Pen/Pasture assignment screen very annoying to use.
2012-07-25 23:01   
I have this problem in many areas of fortress mode. It's a partial workaround to give everyone short nicknames that overwrite their longer first names. My biggest problem is with nobles, because they have big blobs of text after their names. When my Captain of the Guard was injured, I didn't realize the severity of his injuries because his long name was wiping out several of the symbols on the Heath Care screen. Rolling the screen left to right eventually revealed them.
2012-07-26 14:20   
I can confirm it in my game, with truefont on - it's fixed when I have it off, both Ironhand and phoebus graphic tilesets. It not only affects names, but in some cases in workshops, it'll overwrite the active/repeat letters. It's annoying, really, but the workaround is simple. I just miss the easily readable words. Quite a bit actually.
2015-03-14 04:33   
This bug still persists after such a long time... Please consider prioritize a fix for this. I'm not clear how the game handles truetype font, but from my personal programming experience, perhaps you can use some utilities to get the *actual* pixel length of the rendered string, and only fill that length of background (or better, do not draw the background if the UI has already filled the screen entirely)