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 Post subject: [UNIV]Dutch town names
PostPosted: Wed Dec 22, 2010 7:39 pm 
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Hereby I release the Dutch Townnames grf with thanks to the support from Alberth, roboboyr, planetmaker and Lakie here.

This grf provides up to 4.256 (!) Dutch town names, large and small. I have included 3 language files: Dutch, English and German. As this is version 1 there may still be some errors in this grf and perhaps some known cities are missing. Please report errors, together with general feedback so I can improve on this grf.
Attachment:
dtnames.zip [23.4 KiB]
Downloaded 1131 times


The Dutch town names have to be enabled by choosing Game Options > Town Names. There are no parameters to set.

Enjoy!

EDIT: The set is available under GPLv2 and on Bananas. Changed the minimal required version of OpenTTD to 1.2.x and fixed an GRF ID error.

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PostPosted: Wed Dec 22, 2010 9:32 pm 
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nice :D

thanx (P.S. is "Houten" included too ? :D )

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PostPosted: Wed Dec 22, 2010 10:01 pm 
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Yes, it is. But it depends on luck whether you see it. Over 4.000 names makes for quite some variety in-game.

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PostPosted: Wed Dec 22, 2010 10:29 pm 
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cool :D i will sure add this grf to my new game
(btw the new Train station in Houten is almost done, really really great station they have build)

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PostPosted: Thu Dec 23, 2010 9:02 am 
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Nice newgrf.
I checked the presence of a few named small collections of houses, and they were all present.


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PostPosted: Thu Dec 23, 2010 11:57 am 
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Excellent. From the short test I gathered it gives nice results which can make for a stylish game experience :-) I'm looking forward to find it on bananas so that it can also be used on our MP servers.

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PostPosted: Thu Dec 23, 2010 1:00 pm 
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It's already on grfcrawler, I'll try to find out how to put it on bananas.

EDIT: can someone advise me a license? I have no problem if other people take this grf as a basis for their own work as long as I'm credited. I probably need to supply a license file and the source too then, right?

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PostPosted: Thu Dec 23, 2010 1:02 pm 
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http://bananas.openttd.org/en/ --> manager --> upload new

You need to login with your openttd account (same as on wiki.openttd.org / bugs.openttd.org)

EDIT:
Hyronymus wrote:
EDIT: can someone advise me a license? I have no problem if other people take this grf as a basis for their own work as long as I'm credited. I probably need to supply a license file and the source too then, right?


Well. It depends, I'd suggest GPL v2+ or CC-BY or CC-BY-SA. While GPL requires others to also use GPL and it requires you to provide the source (you could just zip the sources and attach it here), the CC-license wouldn't require that of you. Both (or all three) licenses require others to give you credit for your original work. I'd advocate for either GPL v2+ (need to provide source) or CC-BY (no need to provide source) as both are compatible with OpenTTD's GPL v2 license; I'm not 100% sure about the compatibility of CC-BY-SA with the GPL v2.

I'd advise explicitly against any non-commercial clause as that'd render it incompatible with the GPL and also prohibits people to put that NewGRF along with OpenTTD on e.g. a DVD which comes along with a gaming magazine and alike (that already counts as commercial use).

You're welcome, of course, to request a DutchTownName project on the DevZone. Using that basically fulfills the criterion to provide sources, but it'd also require you to get familiar with the use of the version control system mercurial (not a big deal, you have python already, so it should be quite straight forward as it's also python-based, but well...)

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PostPosted: Thu Dec 23, 2010 1:44 pm 
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OK, I think I'll go for GPL v2. But it would be handy for gathering of files to have a project on the Devzone. I'm already a registered member there and I can add a project. Is that all there is to it?

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PostPosted: Thu Dec 23, 2010 2:02 pm 
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Hyronymus wrote:
OK, I think I'll go for GPL v2. But it would be handy for gathering of files to have a project on the Devzone. I'm already a registered member there and I can add a project. Is that all there is to it?

Mostly yes. After you created a project you "just" need to clone the empty repository, add your files and basically that's it. It might be a good idea to possibly talk through any unclear details in IRC.

See for a quick guide:
http://dev.openttdcoop.org/projects/hom ... Windows%29
http://dev.openttdcoop.org/projects/hom ... Windows%29
http://dev.openttdcoop.org/projects/hom ... Windows%29
(yes, it's different links!)

cheers,
pm

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PostPosted: Thu Dec 23, 2010 4:12 pm 
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Town names should quite well work on TTDP too, so there is no real need to prefix it with "[OpenTTD]" or do you know something more?

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PostPosted: Thu Dec 23, 2010 4:41 pm 
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Ammler wrote:
Town names should quite well work on TTDP too, so there is no real need to prefix it with "[OpenTTD]" or do you know something more?

No, but I had a look at other town name sets.

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PostPosted: Thu Jan 20, 2011 7:58 pm 
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Quick question while we're on the subject, I've been meaning to do a US town name set (real towns/cities) for a while. Can anyone tell me:

- If there's already one floating around somewhere that I've just never found.

- If not, how do you make one? There's a tutorial at http://hg.openttdcoop.org/nml/raw-file/ ... town_names but it seems to only be about making ones which combine multiple parts, like the original TTD names. Is it as simple as only setting one <part>?


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PostPosted: Thu Jan 20, 2011 8:12 pm 
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Why don't you take a look here.

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PostPosted: Thu Jan 20, 2011 8:58 pm 
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Because I didn't know it existed :mrgreen:

OK, will have a play around with that.


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PostPosted: Thu Jan 20, 2011 10:49 pm 
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OK, couple of questions then.

- What is the number after the town name? I see in the Dutch list, it's mostly 1, but occasionally 12, 16 or 32. It looks to me as if the bigger numbers are attached to bigger places, but why? Does it make the game more likely to pick them?

- I see this is an .nml file, which a bit of site-searching tells me is a newgrf description language. How do I use it? Bear in mind my code-fu is very weak...


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PostPosted: Thu Jan 20, 2011 10:53 pm 
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The number does indeed indicate the likelihood a name is given. I believe it should add up originally but it works this way too.

NML is the new language and if you do a forum search you'll find a tutorial on how to install the required tools. Or perhaps you can ask someone with NML-tools setup to compile for you.

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PostPosted: Fri Jan 21, 2011 11:08 pm 
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A U.S. town name NewGrf already exists. CLICK HERE to get it. Be sure to peruse the Read_Me as it comes in two flavors. Like Hyronymus' Dutch town name NewGrf the U.S. one is of the 'direct replacement' type as opposed to being of the 'name parts combined randomly' type. The random type being what the game does by default. There was someone interested in creating a random type U.S. town name file but exactly who it was escapes me at the moment. Try a search.

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PostPosted: Fri Jan 21, 2011 11:13 pm 
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That was me. Still not gotten around to doing more than curiously looking at the code. If somebody wants to beat me to it, feel free :-)

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PostPosted: Mon Jan 24, 2011 10:51 am 
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Nite Owl wrote:
A U.S. town name NewGrf already exists. CLICK HERE to get it.


Exactly what I was looking for, thanks!


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