However, Darkplaces DOES need a better font renderer. Currently it takes an image and divides it into 16 rows/columns of characters, just like Quake did. This also means that fonts are necessarily fixed width.
If there is some way to get a TTF renderer in, why not - but the problem is that:
- the main engine developer lives in the US, and TTF's hinting is covered by software patents
- TTF renderers are quite large and not exactly portable
- Internals of the engine rely on fixed width character cells (well, in Nexuiz the chat area feature also brought some readiness for variable width character sets; but we don't have a format for such fonts we can use, and stuff like centerprint still wouldn't work with that)
And no, one cannot rely on the user environment's font renderer (Windows' Truetype or X.org's Freetype) in OpenGL applications.
Another problem: games need to take full control of the keyboard (in X11 language, they "grab" the keyboard) so for example accidentally pressing the Windows key doesn't minimize the game and open the start menu. However, when that is done, shortcuts to switch keyboard layouts don't work either. So on a Russian keyboard, one then can't switch between Cyrillic and Latin characters. What also is impossible under these circumstances are input method editors like used for Asian languages which have LOTS of characters. However, if there's demand, we can code specific support for Russian keyboard layout.
What may come is variable width font support at least for chat and info messages.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again
You can vary the number of "MS", so you can clearly see it's MS which is causing it.