Hm, apparently I was wrong - this is
not exclusive to TTFs. I tried my own bitmap fonts as a workaround and WME crashed again. It seemed to work with the standard bitmap fonts, though (
outline_red.font,
outline_white.font,
sserif.font etc.). So I copied '
outline_white.font' and renamed it to '
response.font', then assigned it as before:
// fill the response box
Game.AddResponse(0, Responses[0], null, null, null, "fonts\response.font");
Game.AddResponse(1, Responses[1], null, null, null, "fonts\response.font");
Game.AddResponse(2, Responses[2], null, null, null, "fonts\response.font");
Game.AddResponse(3, Responses[3], null, null, null, "fonts\response.font");
And it crashes again. Even though the font is an exact copy of one that works, just the filename is different. Does your bugfix cover that?
I'm out of workarounds now...
Edit:Ah, okay... so it's also important which fonts are set as defaults for the response box. If a font isn't one of the response box defaults, the system font or the video font, it won't work. Well... enough for a workaround until the next WME version