Some symbols don't match the size of other characters
The symbols "ÀÁ È ÒÓ Ô Û ÙÚ ÌÍ Î ° € ´ ` ß ² ³ µ " don't match the size of other characters
(NOTICE: If you copy the euro symbol and paste that in minecraft, then it will be displayed correctly! You have to create it yourself!!!)
Created Issue:
The letter ß in German ist not fat
You can't see the letter ß in German like the other letters..
The letter ß in GermanistnotfatThe letter ß in German does not match the size of other characters
The letter ß in German does not match the size of other characters (and other letters)
You can't see the letter ß in German like the other letters..
EDIT: The symbols "ÀÁ È ÒÓ Ô Û ÙÚ ÌÍ Î ° € ´ ` " don't match the size of other characters
The letter ß in German does not match the size of other characters(and other letters)Some symbols don't match the size of other characters
You can't see the letter ß in German like the other letters..
EDIT: The symbols "ÀÁ È ÒÓ Ô Û ÙÚ ÌÍ Î ° € ´ ` ß " don't match the size of other characters
You can't see the letter ß in German like the other letters..
EDIT: The symbols "ÀÁ È ÒÓ Ô Û ÙÚ ÌÍ Î ° € ´ ` ß ² ³ " don't match the size of other characters
You can't see the letter ß in German like the other letters..
EDIT: The symbols "ÀÁ È ÒÓ Ô Û ÙÚ ÌÍ Î ° € ´ ` ß ² ³ µ " don't match the size of other characters
You can't see the letter ß in German like theotherletters..EDIT: The symbols "ÀÁ È ÒÓ Ô Û ÙÚ ÌÍ Î ° € ´ ` ß ² ³ µ " don't match the size of other characters
The symbols "ÀÁ È ÒÓ Ô Û ÙÚ ÌÍ Î ° € ´ ` ß ² ³ µ " don't match the size of other characters
The symbols "ÀÁ È ÒÓ Ô Û ÙÚ ÌÍ Î ° € ´ ` ß ² ³ µ " don't match the size of other characters
(NOTICE: If you copy the euro symbol and paste that in minecraft, then it will be displayed correctly! You have to create it yourself!!!)
is duplicated by
relates to
is duplicated by
Probably a duplicate of MC-8353.
The bug is not that Minecraft is not using that default glyph set for that german letter; when doing things in unicode (as Minecraft mostly seems to do), using that greek beta glyph would be a bug. (It is only a recommendation when no other font/glyph set is available).
The real problem is likely that the some glyph sets look different than others.
MC-8353 describes a more general problem: the letter size difference between unicode letters and Minecraft's default font set letters. I'm not trying to adress this general problem here though. So MC-8353 is related to this but not a duplicate.
This ticket simply adresses the fact that even though there is a ß-like glyph in Minecraft's default font set which - going by the norm of code page 437 (that is used by Minecraft's default font set) - should be used for the German sharp s, it is currently not used for that.
—
To put it differently: It is true that Minecraft's unicode rendering engine kicks when using most non-ASCII letters (note: ASCII doesn't contain äöü etc. and is therefore different from code page 437). However, it is also true that it does not kick in for most characters in "minecraft.jar/font/default.png" (whose contents you can see in minecraft-default-font-characters-with-highlighted-german-sharp-s.png). From what I understand by looking at the code page 437 norm, the unicode rendering engine should not kick in for the German sharp s as well (currently the unicode rendering engine also kicks in for it); the Greek beta glyph from "minecraft.jar/font/default.png" should be used instead.
—
And just a short clarification for all glyph experts: I know that using the Greek beta glyph to display the German sharp s is usually wrong since both characters are not the same (although pretty similar to each other). However, as Minecraft uses a very low-resolution bitmap font, the difference can not really be seen. Using the Greek beta glyph here would make text simply be displayed more homogeneous. (This is also the reason why code page 437 didn't introduce an own glyph for the German sharp s - both glyphs looked similar enough for contexts in which that code page came to use. And this is also true for Minecraft.)
(I'll happily bypass the issue how weirdly the Minecraft font rendering decides which way it works or which glyph set to use... that would be another issue.)
If the MC-8353 will be "fixed" (i.e. those letters that look small in there would look similar size as other text; and note that german letter in this issue would be part of those letters, too), this issue would get fixed along. Assuming the problem is simply how small that letter looks.
So yes, this would be duplicate. (Edit: just to clarify; an issue that is a subset/sub-problem of another issue is a duplicate of that another issue.)
Also, coding "exceptions" to normal logic rules is very bad programming practice, especially when that exception is against the expected standard behavior, and leads to future maintenance problems and bugs. Think it like this: what if in future the font rendering is otherwise for full unicode. Suddenly everything else looks good, except that german sharp s will be shown as silly blocky beta. Yet another bug that could have been avoided.
The rule of thumb is: do not fix the symptom (with incorrect behavior), fix the cause.
Okay, I just fired up MCP to see what you mean. And I do understand now that applying a fix for this wouldn't be as easy as I assumed it to be. So this actually does need a "larger" fix. :-/
(I assumed that there was some kind of simple lookup switch-statement that maps some Unicode characters to X/Y coordinates on the default.png font image. Something like this actually exists in form of the font.txt - however, you would have to add several of those cp437 characters there to make it actually work for the German sharp s. And that feels way more dirty than it currently is.)
If a mod happens to stumble upon this, you can close it as a duplicate of MC-8353 - after seeing the code I agree with you that this resolution makes most sense for this ticket.
Moderators, read previous comment; considered duplicate of MC-8353 (by all=both involved).
Font issues are MC-8353, nbsp issues were translation errors which have since been fixed.
The "usual" letters seem to be taken from "font/default.png", while the others, even when some of them would be in default.png, are taken from the unicode mapped .pngs, like glyph_00.png. The unicode ones are of different font than the default, thus the difference. (Similar thing can be seen in soem other applications when they try to render a rare character which the intended font has no visuals for, and they fall back to an alternate backup font.)
I wouldn't mind dropping that awful (though more "blocky"/"pixelized") default font completely.
(And btw. it might be best to not wish for pixelizing the unicode fonts, too, as some of the characters can be quite detailed.)
Confirmed.
Also mismatched characters: ã, õ
ã, Ã, õ and Õ have problems too, those characters are used in the portuguese language.
Please correct it!
Affects 1.6.4.
http://i.imgur.com/dA9juHG.png
50% resolved
@Gerottinho
You mean about 1% resolved? You do realize that even the western cultures have hundreds more letters to be handled properly (i.e. readably), let alone far east stuff.. Changing a few letters here and there to match the "pixel font" is not a fix, but merely a weak attempt to satisfy a small subset of all players.
I.e. there is no point in listing letters/symbols that are not rendered "properly", since currently basically none of them are; they are either shown with a horrible pixel font (which is suitable only for a small subset of all letters in use, and even smaller set of that is currently mapped properly to that font), or horribly rendered (but relatively decent) unicode font (most letters fall in this category).
If you are unhappy with it, toggle 'Force Unicode Font: ON' in the languages.
For now this is how it is, we might allow you to 'add' more letters through resourcepacks in the future.
@Markku
I mean 50%, because i'm saying only about the symbols reported in this page.
I don't quoted another symbols.
@Grum
If we are asking for fix for this, its because we don't want unicode font, I think? :\