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Then you can diff the files with the ones from this addon, see what was changed and adapt the stuff that you need.
1. Console
- Title: sourcescheme.res/UIBold (non-exclusive)
- Output: sourcescheme.res/ConsoleText (exclusive)
- Input: sourcescheme.res/DefaultSmall (non-exclusive)
- Input suggestions: *likely the same as input*
2. Server Browser :
- Main: resource/l4d360uischeme.res/Default (non-exclusive)
- First tab: sourcescheme.res/Default (extremely non-exclusive)
- Column titles: sourcescheme.res/DefaultSmall (non-exclusive)
* non-exclusive — means it controls various other parts of UI, so changing them will require fixing the rest manually, painstakingly, one by one.
Which is why this addon exists.
As a bonus: Marlett font describes symbols used to indicate window buttons (such as minimize, close, resize and so on). It is described in every resource file. But since this font errors out during import, you don't see those symbols (aside from 'x', which is taken from a standard font family). However, there is still a way of loading it if you find the font and put it in your addon. Although it requires a different installation method, if I remember correctly.
- For keybinding editor:
resource\l4d360uischeme.res —> { BaseSettings { SectionedListPanel.Font "YourNewFont" } }
- For menu titles:
resource\ui\l4d360ui\mainmenu.res —> { BtnGameModes { "subpicnamefont" "DefaultMedium" } }
This one doesn't have to be your new font. For example, here I used one of the default ones simply because it is in a separate optional addon (kind of the sole reason it exists as the optional addon in the first place, 'cause it would conflict with all of the server browser addons).
I did it to avoid introducing unnecessary dependancy.
But it doesn't stop there. The first tab of the Server Browser is actually described by a third font:
resource\sourcescheme.res —> Default
Note: Can't remember if console suggestions use the same font as input window or not, but since I don't have specific notes on them, I would say they do.
Console title is described by UIBold font.
Console output is described by ConsoleText font.
Console input window is DefaultSmall . But it also controls the Server Browser column titles.
And this is where it becomes interesting. Because it's a bit more complicated with Server Browser.
The main font it uses is Default in the resource\l4d360uischeme.res . But it is the default font for other UI elements, such as game titles and descriptions, or keybinding editor. And it scales automatically everywhere... aside from the Server Browser.
Which means you have to create a supplementary font with the old descriptions, and then make all the other panels use it instead. Because as soon as you define different properties for different resolutions, it can no longer be scaled automatically where it does so by default.