When I start the game with a resourcepack that got created from converting a texturepack with TextureEnder (lol), the font everywhere in the game looks like in "screenshot-1". However when I start with the default resourcepack, everything's normal.
Changing the pack on runtime doesn't change anything.
How to reproduce:
1. Take a texturepack.
2. Convert it using TextureEnder (from Mojang blog post for 13w24a)
3. Move the converted resourcepack to the resourcepack directory in /.minecraft/
4. Start the game
5. Select the resourcepack
6. Restart the game
7. Start eating hotdogs because of frustration.
PS: This may only happen if that texturepack has a custom font ❓
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Not a bug.
Until we add font properties you cannot fix this. They haven't yet been finished.

Okay then.
Good guy Erik.

Ender.jar Converter isn't working on Mac OS X

@Grum:
But this >>> MC-17729 should not happen, right? Default-shaped fonts should work without the properties file, or not?
No, perfectly aligned defaultsized fonts will display properly.
There is no support for any 'high res fonts' nor will any automatic tool we make ever output 'correct data' to dispay them.

you have to add all the files from : C:\Users\YOU\AppData\Roaming\.minecraft\versions\YOURVERSION\YOURVERSION.jar\assets\minecraft\textures\font
to
C:\Users\YOU\AppData\Roaming\.minecraft\resourcepacks\YOURRESOURCEPACK\assets\minecraft\textures\font
they use the normal fonts but its better than nothing

@Niklas:
That does not make sense. You could simply delete all fonts from your resource pack, Minecraft automatically uses the default fonts if there are no fonts available in your resource pack. But yes, at least it makes stuff readable again.
@Grum:
Any progress update on the fonts? Still crazy hieroglyphes in 13w25c ... :-b

I've found that I can get a converted 32x texture pack to work on the first load without distorting the fonts. However, after closing and re-opening MineCraft, the glitch shows up again, even with the default pack. The workaround for me has been to delete any resource packs found in the resource pack folder before opening MineCraft, then copy over the converted hi-res pack to the proper folder, then select it within MineCraft, and it works just fine.
Because of this behavior I'm questioning what Grum has said about this not being a bug, since the hi-res fonts do in fact work after jumping through some hoops.

I'm having the same issue.
The resource pack font loads fine but the font is messed up the next time you start Minecraft, if you select the Default pack the font is still messed up, restarting has no effect unless you restart when you have the Default pack selected.
The work around I've found that works is to select the Default pack, exit the game.
Restart the game again and the font will be correct again in game.
Then you can select a Resource pack again and the font will be fine until you restart the game again then it will be messed up.

Yeah the same here as the poster above, i use 256x texpacks for my server, and i converted it to a resource-pack, and loaded it fine the first run! - the second time i started minecraft though, the fonts were broken (cannot be read as heavily misaligned as they are)
and switching back to default (vanilla) does not work, the fonts remain dis-aligned and un-readable.
I will try the work-round with having default at game-start.
But i do hope the actual issue where it does not reload the default font after having selected another resource-pack previously, get's fixed : )
/PReP

@Grum:
Any progress on the fonts? Or do you plan to release 1.6 with an unfinished resource pack system?
It's working perfectly fine. We might add the extended font feature later.

Later? 😞 So it's up to Kahr again to make custom fonts work in 1.6 ...
Without the font feature, resource packs are incomplete to me (and I'm sure every texture artist using custom fonts in his/her pack will agree with this). Does it really take that long to add a properties/metadata file to let us define the font widths?
Now I will wait an additional 2 weeks. happy?

Do you guys realize that (at least in my testing) HD fonts work perfectly well, as long as the game doesn't try to start up with them?
It seems that the interface only goes berserk if the Resource Pack that the game loads up with (i.e the last Pack you used before you quite MC) has an HD font. It seems to work find if you select a pack with an HD font after you launch MC-- and will work fine next time as long as you switch to a non-HD font pack before you quit.
Perhaps the quick fix would be to use the default font when MC launches no matter what pack is selected.

I just quote a part of the tickets description:
"7. Start eating hotdogs because of frustration."

This problem still occasionally happens for me on the latest snapshot, but I figured out a way to fix this one my computer, not sure if it will work for others.
1. Switch texture pack to default.
2. Close and relaunch Minecraft.
I've been able to do this multiple times with success. I can even switch the texture pack back to a custom one after that and it will look fine.
The proper fix for the code takes a bit longer to finish. I've hacked in a workaround for now.
Result in the 'sphax' screenshot.
PS: The extra space in Sphax is because there is extra 'spacing-garbage' in the images.

Thanks a lot Grum! I assume by garbage you mean extra pixels in front of the letter images? Will a mcmeta file be needed for this fix?
No, it seems the author of Sphax just added some extra artificial spacing to perhaps combat some other problem. He can stop doing that now 😉

The extra spacings are an old relict of a time where MCPatchers HD Font mod wasn't able to properly handle the spacings between characters, many texture artists added this "spacing-garbage" to their font as a workaround. After Kahr fixed that and additionally added support for font widh properties (about a year ago), this became obsolete. Sphax obviosly forgot to delete them.
Anyhow ... the new screenshot looks ... promising 🙂

Grum: "The proper fix for the code takes a bit longer to finish. I've hacked in a workaround for now"
Why not just reuse the font code from texture packs? HD fonts work fine in 1.5.2 (WITHOUT optifine if you're wondering)
also grum if you see this, since i have no other way to contact you and the following is not really a bug, i will tell you here. sorry for off-topic stuff.
the watercolor.png colormap appears to be missing in 1.6.1, not in the colormaps folder, not in the misc folder where it used to be. please re-add it!

grum the english language UK is still distorted even when using the default resorcepack
😞
ive added an atachment it is the default background but the sphax spacing ???

@Conor McS:
Why should he re-add the old code after he found a working compromise to the current one? Does not make sense to me 😛
About the watercolor stuff: Yep, that's a bit off-topic here, but FYI: watercolor.png was never used in vanilla, so it's not missing. Would be nice to have working water and underwater color maps in vanilla though (or the whole Custom Colors stuff in general).

@jason gillam-wright: This bug is fixed for 1.6.2 not for 1.6.1

Re-install minecraft.
re-select your HQ texture pack with its great font.
It work work correctly the first time you select a resource pack. its only after you exit and re-enter that it has a problem.
very strange that it can work fine the first time, and only has an issue after you restart.
there has to be a simple folder you can replace every time (until the issue is resolved)

If you switch to the default texture pack before exiting, you won't have to re-install like it says above or anything.

Use pirate english if you remember where everything is, that is fixed, for now we will have to wait for 1.6.2/ 1.7

If you want it not to affect you...first boot into original....quit....next open the resourcepack folder... use like 7zip, WinRAR to delete in the texture folder the fonts folder, if you see any other folder locations saying font delete that as well.... Then every time you load minecraft you'll have default fonts with your favorite texture/resource pack. I'm looking forward to 1.6.2 where they've fixed this.
@Conor McS Add it because it did nothing? nope!
The file wasn't used and therefor purged.

I seem to still have this issue.
EDIT: Image right here (Sorry if there is a way to upload it on here. I don't use this website to often.): http://i.imgur.com/GEgcKhk.png

HD fonts still are broken for me, but they are broken differently. Now they are always broken, and the spacing is different.
Is there some sort of .mcmeta file needed to make this work?
EDIT: this is in reference to the 1.6.2 snapshot
John W Bjerk: please attach the resource you are using.
That goes for everyone btw, without data I cannot fix it 🙂

Grum:
certainly, here it is:
http://www.mediafire.com/download/wuy1z6ub3yibh1f/lithos_font_issues.zip
and thanks...

A problem with HD font is still occurring for me on 1.6.2, however, instead of going hieroglyphic, my font simply expands compared to default. It is more tolerable, but still annoying.
Examples:
Default: http://imgur.com/BNZ9wer
High Def: http://imgur.com/wgPjnUh
Resourcepack: https://www.dropbox.com/s/c4rgsyhgpvci74o/%5B64x%5D%5B1.6.x%5D%20Affinite%27s%20Faithful%20%2B%20Better%20Rain.zip
@John W Bjerk: in your case the texture has non-0 alpha values (0x03 to be exact) where it should be zero, so every glyph gets seen as max-width. (now there is a little rendering error, so it renders a little bit of the 'next' glyph too, which is what causes the weird lines)
@Ryan Sims
Your font is actually the same as the Sphax one and it has extra 'spacing' after each letter that is 'almost invisible' though not invisible for my code. Remove the spacers and it looks good.

Default-shaped HD font works absolutely fine in 1.6.2, no problems with spacings on my side. Thanks Grum 🙂

What does "non-0 alpha values" mean? I have a also a few stray characters that i can't get rid of no matter what i try.
Edit: Duh, got it - anything else than pure white and opaque will cause errors. Thanks, works perfectly! http://i.imgur.com/MY0lamv.png
Excellent, my code seems to indeed work as it should. I'll commit the little fix for the 'max-width-glyphs' over-rendering by a pixel.
For all people seeing this thread and thinking the spacing of the letters is broken for HD fonts.
Please make sure that:
You start each letter touching the left size of the square it sits in
You ensure the pixels you do not want to see are black and have an alpha channel value of 0.
And keep in mind, as it is a 'hack', the width of the character will be calculated from how many columns have pixels in it. However the internals work on a 0-8 integer scale so we need to round the resulting number to the nearest integer, this might cause some spacing issues but it should be significantly less than before.
If you feel there is still a bug, attach the ascii.png to this ticket -- and prepared to be angrily glared at if the data contains 'weird values' in the alpha channel 😉

Not only the transparency is important, it seems also important that the visible pixels have to be pure white.
My font had a very light yellow tint (artistic reason, not a mistake), this caused problems - seems that the boundaries weren't detected properly anymore (as you mentioned already).
Not a complaint! I just felt like adding this to your list. 😉
Actually the code checks for the ARGB-hex value to be non-0.
So yes, do not leave ANYTHING in the pixels you want empty.

OK, i guess i'm going to risk a dev glare.
I've tried multiple methods, any one of which should have removed non-zero transparency values. The font still goes glitchy in the same way. To the best of my knowledge it mets the other requirements.

Grum, I was wondering if you'd be able to check my ascii. http://www.mediafire.com/?5u1vhd9umvb4qcx
EDIT: Managed to fix it myself when poking in the files. Thanks for the help!
@John W Bjerk: your transparant areas are white, not black 😃

Grum: Gotcha, thanks, that works.

For anyone that's not sure if they're transparent areas are black, be sure by coloring the background black then erasing it.

So I'm trying to edit my unicode font, have read the whole issue but still I am not able to correctly edit this file.
https://dl.dropboxusercontent.com/u/15788493/Temp/unicode_page_00.png
Alpha channel is i think 0 but I didn't quite understood how to make it.
At this moment they look like this:
https://dl.dropboxusercontent.com/u/15788493/Temp/3.png
Any idea? Is the unicode supported?

Actually updated the 1.6.2 jar. Now the only rule it goes by is: if a pixel is 100% transparant (0x00 in alpha field) it is considered transparant regardless of colour.

@Grum:
http://i.imgur.com/8ELGI9T.jpg - the new stylish appearance of italic font isn't intended, right? Mind to take a look at MC-23928? Thanks !