GUI suggestions
Moderator: OpenTTD Developers
GUI suggestions
1. What we produce: When preparing to place a station, you're shown what materiel is accepted. I would like to know what is produced at that given spot, before i set the station.
2. Window setups: I would like OpenTTD to remember the last position of my windows since they were last closed, even between games.
3. More understandable industry displays and configurable colors: Before i start a game, i often open the main map, see where my industries are, and figure out the probable lines of transport i'll be assembling over the course of the game. I'd like to see the industry line-of-production in the map display, such as Forest [] => Paper Mill [] => Printing Press [], all on one line. I would also like to configure my own industry display colors.
4. Since i always rename the towns before i begin, we need a shortcut for Renaming, perhaps double-clicking the town name within the Town listing window or on the main view. (I'd really like to edit the combination forms that are used as well, to better syllables that are thrown together to come up with the names; where are those text strings?)
5. TTDpatch's latest build allows for primary/secondary coloring schemes (altho as of 6/28/6 there is a bug). Would LOVE to have one more way to individualize my fleets!
6. Our CEO's faces are hideous!! Would love to see different, less-cartoony mugshots to choose from (altho i've recently found the face sprites within the .grf file, so i may able fix that myself!).
2. Window setups: I would like OpenTTD to remember the last position of my windows since they were last closed, even between games.
3. More understandable industry displays and configurable colors: Before i start a game, i often open the main map, see where my industries are, and figure out the probable lines of transport i'll be assembling over the course of the game. I'd like to see the industry line-of-production in the map display, such as Forest [] => Paper Mill [] => Printing Press [], all on one line. I would also like to configure my own industry display colors.
4. Since i always rename the towns before i begin, we need a shortcut for Renaming, perhaps double-clicking the town name within the Town listing window or on the main view. (I'd really like to edit the combination forms that are used as well, to better syllables that are thrown together to come up with the names; where are those text strings?)
5. TTDpatch's latest build allows for primary/secondary coloring schemes (altho as of 6/28/6 there is a bug). Would LOVE to have one more way to individualize my fleets!
6. Our CEO's faces are hideous!! Would love to see different, less-cartoony mugshots to choose from (altho i've recently found the face sprites within the .grf file, so i may able fix that myself!).
Re: GUI suggestions
we hid the name generation code as good as we can. We hope that you will never figure out to look inside the source file called namegen.cSirXavius wrote:4. Since i always rename the towns before i begin, we need a shortcut for Renaming, perhaps double-clicking the town name within the Town listing window or on the main view. (I'd really like to edit the combination forms that are used as well, to better syllables that are thrown together to come up with the names; where are those text strings?)

already being worked onSirXavius wrote:5. TTDpatch's latest build allows for primary/secondary coloring schemes (altho as of 6/28/6 there is a bug). Would LOVE to have one more way to individualize my fleets!
well, feel free to try to make improvements. I guess you will be surprised how hard it can be to make good graphicsSirXavius wrote:6. Our CEO's faces are hideous!! Would love to see different, less-cartoony mugshots to choose from (altho i've recently found the face sprites within the .grf file, so i may able fix that myself!).
Re: GUI suggestions
I don't code. I'll edit resources, but i can't edit hard-coded stuff. Tell me what i need to know to change the strings and then incorporate it into my OpenTTD. (I don't even remember seeing that file in the directory.)Bjarni wrote:we hid the name generation code as good as we can. We hope that you will never figure out to look inside the source file called namegen.c![]()
Re: GUI suggestions
try to read that file. Even if you don't know how to code C, I think you can figure it out. Look at the English town names. They are made of several strings put together, so it pick one string from array (list) 1 and one from array 2 and so on and merge them together to the town names. There is a bit of code afterwards though that could be a bit harder to code, but still it's one of the easy parts of the source.SirXavius wrote:I don't code. I'll edit resources, but i can't edit hard-coded stuff. Tell me what i need to know to change the strings and then incorporate it into my OpenTTD. (I don't even remember seeing that file in the directory.)Bjarni wrote:we hid the name generation code as good as we can. We hope that you will never figure out to look inside the source file called namegen.c![]()
Re: GUI suggestions
After i get my current patch finnished i will be giveing that go and hopefully fix up the bug with the materiels accepted aswell.SirXavius wrote:1. What we produce: When preparing to place a station, you're shown what materiel is accepted. I would like to know what is produced at that given spot, before i set the station.
Re: GUI suggestions
I don't think you understand the depth of my ignorance...Bjarni wrote:try to read that file. Even if you don't know how to code C, I think you can figure it out. Look at the English town names. They are made of several strings put together, so it pick one string from array (list) 1 and one from array 2 and so on and merge them together to the town names. There is a bit of code afterwards though that could be a bit harder to code, but still it's one of the easy parts of the source.SirXavius wrote:I don't code. I'll edit resources, but i can't edit hard-coded stuff. Tell me what i need to know to change the strings and then incorporate it into my OpenTTD. (I don't even remember seeing that file in the directory.)Bjarni wrote:we hid the name generation code as good as we can. We hope that you will never figure out to look inside the source file called namegen.c![]()

Where do i get the file, what do i do with it, where do i put it, etc.
I'm sure editing the file's strings won't be hard, but HOW do i implement the changes?
Re: GUI suggestions
years of training on the internet makes it... well, not understandable, but I do know that some people know virtually nothingSirXavius wrote:I don't think you understand the depth of my ignorance...![]()

http://svn.openttd.org/cgi-bin/trac.cgi ... /namegen.cSirXavius wrote:Where do i get the file, what do i do with it, where do i put it, etc.
I'm sure editing the file's strings won't be hard, but HOW do i implement the changes?
download this file and see if you can figure it out
- belugas
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Maybe this one would help? This is purely the data itself, not the mechanism to put it all togetherSirXavius wrote:I don't see the name affixes, so this file won't help. It seems like this file is the code for figuring out how to join the name parts (like Stan- and -ton) based on language.
http://svn.openttd.org/cgi-bin/trac.cgi ... /namegen.h
If you are not ready to work a bit for your ideas, it means they don't count much for you.
OpenTTD and Realism? Well... Here are a few thoughs on the matter.
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OpenTTD and Realism? Well... Here are a few thoughs on the matter.
He he he he
------------------------------------------------------------
Music from the Bloody Time Zones
Please allow me this short question.
I looked into the files and assume the following:
Since the length of the arrays is checked and used
it is sufficient to simply add names to the ..._real[] one.
I don't know where the names are used later on
but I suppose that doublettes are simply discarded, right?
klogg
I looked into the files and assume the following:
Since the length of the arrays is checked and used
it is sufficient to simply add names to the ..._real[] one.
I don't know where the names are used later on
but I suppose that doublettes are simply discarded, right?
klogg
You replace your old copy of namegen.h with the edited one, and then recompile.
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
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- belugas
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It would be better if you could come up with a new generator of town names (yup, it is what we are talking about) rather than modifying one. Because, if i understand what you're trying to achieve, it is nothing more then americanizing the english town names. Here, we are talking british-english. And i know a few people who would not be happy with it, making the chances of seeing your work in trunk equal to noneSirXavius wrote:Thanks, belugas, that's the one!!![]()
Now, i know how to edit the data (i'm mostly interested in refining the English American affixes), but am i allowed to add or subtract the number of choices?
The files Bjarni and I mentionned are the core of the generator, but not the only ones. So let say it is a start...

Bit of a problem here... it is not an external text file that the program will simply read... We are here talking about source code, as in programming. Not resources. This means getting yourself a C (C++) compiler and learning a few new skillsSirXavius wrote: And once i edit the file, where in my heirarchy do i put it so the game will use it?

If you are not ready to work a bit for your ideas, it means they don't count much for you.
OpenTTD and Realism? Well... Here are a few thoughs on the matter.
He he he he
------------------------------------------------------------
Music from the Bloody Time Zones
OpenTTD and Realism? Well... Here are a few thoughs on the matter.
He he he he
------------------------------------------------------------
Music from the Bloody Time Zones
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