I'm using DisplaySpeech (0, "hello"). (where 0 == EGO)
If conversation style is set to Sierra, the text is displayed in character 0's speech color, as it should be. If, however, I set it to 'sierra with background' then the text is displayed in black. Why?
Even worse, the text is displayed with a black shadow, thus everything appears boldfaced.
Oh by the way I'm using the textwindow GUI that comes with the demo quest template.
It apperas as black, I believe, as to work as a narrator.
If you want it someother color, (Im not an expert on how sierra games worked, or how they are made) But if you want to change the color, try using an invisible character, and then call DisplaySpeechChar(); and have that character use whatever color font.
If you're using Sierra Style With Background, then the text is drawn in the textwindow GUI's foreground colour. This is because having randomly coloured text on text windows can look rather odd.
To stop the outlining boldness, change your speech font to be the same as your normal font.
Ah, sorry if this wasn't clear from my earlier post.
I've found the variable "game.text_shadow_color" which changes the color of the 'shadow' outline around the text. So problem solved.