This is the debug log I get when I make FSO use a font made with the original fonttool and edited in fonttool2:
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.11.1111
Passed cmdline options:
-spec_exp 7.0
-fov 0.65
-spec_static 3.0
-spec_point 8.6
-spec_tube 5.0
-ambient_factor 130
-mipmap
-missile_lighting
-glow
-spec
-normal
-3dshockwave
-post_process
-cache_bitmaps
-ballistic_gauge
-dualscanlines
-rearm_timer
-targetinfo
-3dwarp
-ship_choice_3d
-weapon_choice_3d
-warp_flash
-snd_preload
-mod pprocess,Landreich
-wcsaga
Building file index...
Found root pack 'C:\Program Files\Games\Wing Commander Saga Prologue\prologue_anims.vp' with a checksum of 0x20ede0b2
Found root pack 'C:\Program Files\Games\Wing Commander Saga Prologue\prologue_core.vp' with a checksum of 0x2c725bc9
Found root pack 'C:\Program Files\Games\Wing Commander Saga Prologue\prologue_effects.vp' with a checksum of 0xb0272d7b
Found root pack 'C:\Program Files\Games\Wing Commander Saga Prologue\prologue_hud.vp' with a checksum of 0x0a624b02
Found root pack 'C:\Program Files\Games\Wing Commander Saga Prologue\prologue_interface.vp' with a checksum of 0x17c4567c
Found root pack 'C:\Program Files\Games\Wing Commander Saga Prologue\prologue_music.vp' with a checksum of 0x244979b7
Found root pack 'C:\Program Files\Games\Wing Commander Saga Prologue\prologue_ships.vp' with a checksum of 0x4248ea63
Found root pack 'C:\Program Files\Games\Wing Commander Saga Prologue\prologue_sounds.vp' with a checksum of 0xda87e6ba
Found root pack 'C:\Program Files\Games\Wing Commander Saga Prologue\prologue_voice.vp' with a checksum of 0x3066cebf
Found root pack 'C:\Program Files\Games\Wing Commander Saga Prologue\wc3_demo.vp' with a checksum of 0xd5a282a0
Found root pack 'C:\Program Files\Games\Wing Commander Saga Prologue\wc4_campaign_0.23.vp' with a checksum of 0x16c4e490
Found root pack 'C:\Program Files\Games\Wing Commander Saga Prologue\wc4_core_0.23.vp' with a checksum of 0x331bb657
Searching root 'C:\Program Files\Games\Wing Commander Saga Prologue\pprocess\' ... 40 files
Searching root 'C:\Program Files\Games\Wing Commander Saga Prologue\Landreich\' ... 1020 files
Searching root 'C:\Program Files\Games\Wing Commander Saga Prologue\' ... 84 files
Searching root pack 'C:\Program Files\Games\Wing Commander Saga Prologue\prologue_anims.vp' ... 3 files
Searching root pack 'C:\Program Files\Games\Wing Commander Saga Prologue\prologue_core.vp' ... 60 files
Searching root pack 'C:\Program Files\Games\Wing Commander Saga Prologue\prologue_effects.vp' ... 245 files
Searching root pack 'C:\Program Files\Games\Wing Commander Saga Prologue\prologue_hud.vp' ... 205 files
Searching root pack 'C:\Program Files\Games\Wing Commander Saga Prologue\prologue_interface.vp' ... 1313 files
Searching root pack 'C:\Program Files\Games\Wing Commander Saga Prologue\prologue_music.vp' ... 37 files
Searching root pack 'C:\Program Files\Games\Wing Commander Saga Prologue\prologue_ships.vp' ... 1167 files
Searching root pack 'C:\Program Files\Games\Wing Commander Saga Prologue\prologue_sounds.vp' ... 157 files
Searching root pack 'C:\Program Files\Games\Wing Commander Saga Prologue\prologue_voice.vp' ... 685 files
Searching root pack 'C:\Program Files\Games\Wing Commander Saga Prologue\wc3_demo.vp' ... 62 files
Searching root pack 'C:\Program Files\Games\Wing Commander Saga Prologue\wc4_campaign_0.23.vp' ... 183 files
Searching root pack 'C:\Program Files\Games\Wing Commander Saga Prologue\wc4_core_0.23.vp' ... 340 files
Found 15 roots and 5601 files.
Setting language to English
TBM => Starting parse of 'difficulty-lcl.tbm' ...
Initializing OpenAL...
Using 'Generic Software' as OpenAL sound device...
OpenAL Vendor : Creative Labs Inc.
OpenAL Renderer : Software
OpenAL Version : 1.1
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1280x1024 with 32-bit color...
Initializing WGL...
Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
Actual WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
OpenGL Vendor : NVIDIA Corporation
OpenGL Renderer : GeForce 9800 GT/PCI/SSE2
OpenGL Version : 3.1.0
Using extension "GL_EXT_fog_coord".
Using extension "GL_ARB_multitexture".
Using extension "GL_ARB_texture_env_add".
Using extension "GL_ARB_texture_compression".
Using extension "GL_EXT_texture_compression_s3tc".
Using extension "GL_EXT_texture_filter_anisotropic".
Using extension "GL_ARB_texture_env_combine".
Using extension "GL_EXT_compiled_vertex_array".
Using extension "GL_EXT_draw_range_elements".
Using extension "GL_ARB_texture_mirrored_repeat".
Using extension "GL_ARB_texture_non_power_of_two".
Using extension "GL_ARB_vertex_buffer_object".
Using extension "GL_ARB_pixel_buffer_object".
Using extension "GL_SGIS_generate_mipmap".
Using extension "GL_EXT_framebuffer_object".
Using extension "GL_ARB_texture_rectangle".
Using extension "GL_EXT_bgra".
Using extension "GL_ARB_texture_cube_map".
Using extension "GL_EXT_texture_lod_bias".
Using extension "GL_ARB_point_sprite".
Using extension "GL_ARB_shading_language_100".
Using extension "GL_ARB_shader_objects".
Using extension "GL_ARB_vertex_shader".
Using extension "GL_ARB_fragment_shader".
Using extension "GL_NV_vertex_program3".
Found special extension function "wglSwapIntervalEXT".
Initializing Shaders Manager...
Loading and compiling main shaders...
Compiling main shader -> main-v.sdr (null-v.sdr) / main-f.sdr (null-f.sdr) ...
Compiling main shader -> main-v.sdr (b-v.sdr) / main-f.sdr (b-f.sdr) ...
Compiling main shader -> main-v.sdr (b-v.sdr) / main-f.sdr (bg-f.sdr) ...
Compiling main shader -> main-v.sdr (l-v.sdr) / main-f.sdr (lb-f.sdr) ...
Compiling main shader -> main-v.sdr (l-v.sdr) / main-f.sdr (lbg-f.sdr) ...
Compiling main shader -> main-v.sdr (l-v.sdr) / main-f.sdr (lbgs-f.sdr) ...
Compiling main shader -> main-v.sdr (l-v.sdr) / main-f.sdr (lbs-f.sdr) ...
Compiling main shader -> main-v.sdr (ln-v.sdr) / main-f.sdr (lbgn-f.sdr) ...
Compiling main shader -> main-v.sdr (ln-v.sdr) / main-f.sdr (lbgsn-f.sdr) ...
Compiling main shader -> main-v.sdr (ln-v.sdr) / main-f.sdr (lbn-f.sdr) ...
Compiling main shader -> main-v.sdr (ln-v.sdr) / main-f.sdr (lbsn-f.sdr) ...
Compiling main shader -> main-v.sdr (lf-v.sdr) / main-f.sdr (lfb-f.sdr) ...
Compiling main shader -> main-v.sdr (lf-v.sdr) / main-f.sdr (lfbg-f.sdr) ...
Compiling main shader -> main-v.sdr (lf-v.sdr) / main-f.sdr (lfbgs-f.sdr) ...
Compiling main shader -> main-v.sdr (lf-v.sdr) / main-f.sdr (lfbs-f.sdr) ...
Compiling main shader -> main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbgn-f.sdr) ...
Compiling main shader -> main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbgsn-f.sdr) ...
Compiling main shader -> main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbn-f.sdr) ...
Compiling main shader -> main-v.sdr (lfn-v.sdr) / main-f.sdr (lfbsn-f.sdr) ...
Compiling main shader -> main-v.sdr (l-v.sdr) / main-f.sdr (null-f.sdr) ...
Compiling main shader -> main-v.sdr (l-v.sdr) / main-f.sdr (lg-f.sdr) ...
Compiling main shader -> main-v.sdr (l-v.sdr) / main-f.sdr (lgs-f.sdr) ...
Compiling main shader -> main-v.sdr (l-v.sdr) / main-f.sdr (ls-f.sdr) ...
Compiling main shader -> main-v.sdr (ln-v.sdr) / main-f.sdr (lgn-f.sdr) ...
Compiling main shader -> main-v.sdr (ln-v.sdr) / main-f.sdr (lgsn-f.sdr) ...
Compiling main shader -> main-v.sdr (ln-v.sdr) / main-f.sdr (ln-f.sdr) ...
Compiling main shader -> main-v.sdr (ln-v.sdr) / main-f.sdr (lsn-f.sdr) ...
Shaders Manager initialized.
Max texture units: 4 (32)
Max elements vertices: 1048576
Max elements indices: 1048576
Max texture size: 8192x8192
Can use compressed textures: YES
Texture compression available: YES
Using trilinear texture filter.
Using GLSL for model rendering.
Shader Version: 1.40 NVIDIA via Cg compiler
... OpenGL init is complete!
Size of bitmap info = 760 KB
Size of bitmap extra info = 52 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka! Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'! Error code = 5.
SCRIPTING: Inititialization complete.
I get a Microsoft Visual C++ Debug Error (invalid allocation size) if I try to use a font made with fonttool2 on a debug build and a "Malloc failed!" on a release build. The debug log is the same.
Again, did anyone have any luck compiling fonttool from the icculus repo or the original source code release?