Land info window patch

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Abraxa
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Land info window patch

Post by Abraxa »

My first patch! :D

Changes:

-) Land info window auto-updates now
-) The window is a little less wide so it doesn't take up so much screen space
-) It also now has a function where you can enter a tile that you want to jump to with the main viewport

Not too much but it gave me a good idea where what is and a general overview of how things work. Any comments/suggestions are welcome :)

-Abraxa
Attachments
english.txt
The master language file
(241.66 KiB) Downloaded 225 times
landinfo_2289.diff
The diff file
(11 KiB) Downloaded 253 times
A screenie
A screenie
landinfo.png (97.66 KiB) Viewed 6196 times
Last edited by Abraxa on 10 May 2005 18:12, edited 1 time in total.
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Born Acorn
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Post by Born Acorn »

screenshots for those of us that can't compile? :wink:
Image
MeusH
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Post by MeusH »

Most impressive and helpful!

/Me bugs lkraider to include it in next integrated nightly
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Post by LKRaider »

Surely will be :o
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Post by Burgundavia »

Couple of UI notes:

1. Move cost to clear to the bottom and group with cargo.
Rationale: This seperates the game-numbers-stuff from fluff-stuff
2. Remove square brackets, as it is distracting
3. Remove the [garbage] after the coordinates

Corey
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Post by LKRaider »

It's not [Garbage], it's the hexadecimal equivalent to the X,Y values. :)

Changing the order of the displayed stuff is a good idea.
For example, grouping Owner and Authority (put it as 2nd entry) would be good.
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Post by Abraxa »

Thanks for the suggestions, will look into it, add proper comments and then submit it to SF for integration into the trunk.

I got a couple questions, though:
1) Moving the cost to clear down might separate the entities better, however every other version of TTD has it that way as well so I don't really want to break UI similarities if I don't have to :)
2) Which square brackets?

-Abraxa
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Post by PET »

I have a stupid question:

How do i open the .... window to see the info ? :oops:
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Post by Alltaken »

Could someone please add a "credits" section to the land info patch. which will need to be able to link into a credit inside the NewGFX file (32bpp GFX and onwards)

we still need to work out where the credit is placed but it could be a simple .txt. file inside the GFX directory for that object with a name written and a License type written.

Alltaken
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Post by Darkvater »

I think it's a bad idea to have a 'credits' field in the query window for every tile you click on. It has nothing to do gameplay-wise and is just confusing.

We already have a gfx list where there is space for credits, or have gfx artists credited in the OpenTTD->About window.
TrueLight: "Did you bother to read any of the replies, or you just pressed 'Reply' and started typing?"
<@[R-Dk]FoRbiDDeN> "HELP, this litte arrow thing keeps following my mouse, and I can't make it go away."
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Post by Alltaken »

Darkvater wrote:I think it's a bad idea to have a 'credits' field in the query window for every tile you click on. It has nothing to do gameplay-wise and is just confusing.

We already have a gfx list where there is space for credits, or have gfx artists credited in the OpenTTD->About window.
no because credits are "object" based for graphics.

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PET
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Post by PET »

3 replyes and no one replyed to my post :(
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Post by hawk »

click on the question mark at the right of the toolbar at the top
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Post by Abraxa »

PET wrote:I have a stupid question:

How do i open the .... window to see the info ? :oops:
a) There are no stupid questions, just stupid answers ;)
b) It's the button on the very right hand side of the menu

btw, is there any interest in adding this to the trunk?
If so I'll make my patch apply properly with the latest revision and do the proposed grouping of the owner/authority. If not I'll leave this as abandoned ;o

-Abraxa
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Post by Burgundavia »

Some followup

1. That hex-garbage is exactly that, hex garbage that no user is going to care about
2. Breaking UI compaitiblity from TT(D|Patch) is not necessarily a bad thing. We are going to have to do it eventually.
3. Credits in this dialog are a bad idea, as they eat space and are not useful for gameplay.

Corey
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Post by orudge »

Burgundavia wrote:1. That hex-garbage is exactly that, hex garbage that no user is going to care about
Actually, no, it's rather useful, at least for developers, or people who want to tweak their saved games, etc. Users uninterested in it should simply ignore it. :)
Burgundavia
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Post by Burgundavia »

Can we least have this off by default then? Users that wish to turn it on can, and those who just wish to play the game can not be bothered by useless hex code. Remember, the primary audience for a game is not the developers.

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Post by Seven Force »

Burgundavia wrote:Can we least have this off by default then? Users that wish to turn it on can, and those who just wish to play the game can not be bothered by useless hex code. Remember, the primary audience for a game is not the developers.
Wow, you've got an axe to grind - what exactly is the problem here? I don't see how displaying the hexademical co-ordinates is making the land info tool any more difficult to use. In fact, you could completely ignore it.

The display is not only used by the developers - it is useful to punch in the (shorter) hexademical version into scrollto() (or the new snazzy patch button) and of course, like Owen said, for savegame tweaking.
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Post by mkxx »

@HEXA_XY:
You should place the HEXA value for the tile here only if DEBUG LEVEL is higher that 0. (Or if _DEBUG is set at compilation time.)

@CREDITS INFO:
I am for Credits info in some GFX dialog. It would be difficult to code function which determines on what I have clicked on... And too much work for small result.[/code]
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Post by Burgundavia »

No, actually, I don't have an axe to grind. I am merely trying to make the interface as clean and usable as possible.

Corey
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