I can join in on that statement. WTP displayed the wrong GameFont char in python, but not on city billboards. Same char ID, different characters. I thought I could fix it in 5-10 minutes (must be a glitch in the python file), but so far I have spend 2 days on it. It turns out GameFont adds padding, meaning it adds blocks in chunks of 16, meaning if you add 1, it might add 0 or 16. I knew that. What I didn't know is that the code for the city billboards doesn't do that. They apparently just count blocks, meaning even if both billboard and python reads from the very same GameFont.tga, they can get different results from reading the same int value. I got them back in sync by adding 11 blank boxes. I still need to do some cleanup before committing, but at least one int value will display the same thing in both places.
If somebody is interested in making a BTS version of this, feel free to contact me. The code can be copy pasted, though it needs a new way of opening as it's hooked into a colo only python file. The billboard debug code requires DLL modification, but displaying GameFont (big and small) for non-billboard purposes is pure python.
View attachment 505554 View attachment 505555