Menu jumping (v1; r12805)
Moderator: OpenTTD Developers
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- Transport Coordinator
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Re: Menu jumping (v1; r12733)
About hiding all signs:
Would it be possible to hide only signs which parse into numbers,
and only use those to switch locations?
This would allow us to still use signs where wanted.
Would it be possible to hide only signs which parse into numbers,
and only use those to switch locations?
This would allow us to still use signs where wanted.
Re: Menu jumping (v1; r12733)
Why are visible signs necessary in the title screen?
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- Transport Coordinator
- Posts: 340
- Joined: 06 Feb 2006 23:58
Re: Menu jumping (v1; r12733)
Some scenarios feature signs for geological features, such as mountains, forests, rivers, lakes.
I think this looks nice.
Since we jump between different scenes, there may be some scenes with less action,
which could benefit from signs.
I would even suggest to make the jumping delay configurable by the sign, not by patch setting.
Format could be "ID_TICKSVISIBLE". (ex.: "01_10", "02_150")
This would give some more control to titlescene creators.
I think this looks nice.
Since we jump between different scenes, there may be some scenes with less action,
which could benefit from signs.
I would even suggest to make the jumping delay configurable by the sign, not by patch setting.
Format could be "ID_TICKSVISIBLE". (ex.: "01_10", "02_150")
This would give some more control to titlescene creators.
Re: Menu jumping (v1; r12733)
The "ID_TICKSVISIBLE" time sounds quite cool.
To the see some signs.
I guess this would require some work with the sign mechanism. Atm you can just switch all off or all on. Changing this would make this patch more complex and it would interact with more other patches. (At leatst I think so)
However, maybe it is possible to get the behaviour you want with this procedure:
The patch switches to a sign,
saves the location and name in a local variable,
deletes the sign
When it comes to switching locations, it recreates the sign.
@Roujin: Is that possible? What do you think about the ID_TICKSVISIBLE idea?
To the see some signs.
I guess this would require some work with the sign mechanism. Atm you can just switch all off or all on. Changing this would make this patch more complex and it would interact with more other patches. (At leatst I think so)
However, maybe it is possible to get the behaviour you want with this procedure:
The patch switches to a sign,
saves the location and name in a local variable,
deletes the sign
When it comes to switching locations, it recreates the sign.
@Roujin: Is that possible? What do you think about the ID_TICKSVISIBLE idea?
Re: Menu jumping (v1; r12733)
I'm sorry guys, but in my opinion this would make things too complicated.
I rediffed the patch for r12805. Also changed a little code that I suspect some compilers (Ammler's for sure) don't like.
I rediffed the patch for r12805. Also changed a little code that I suspect some compilers (Ammler's for sure) don't like.
- Attachments
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- menu_jumping_v1_r12805.diff
- menu jumping for r12805
- (7.97 KiB) Downloaded 231 times
Re: Menu jumping (v1; r12805)
Hey. I've just tried including your .dat file into OTTD but the background isn't changing.
I've just downloaded it and put it into the directory of OTTD. It didn't ask me to replace anything.
Did I do something wrong?
And how do I make my own .dat file?
By the way. Thanks for making this hopefully possible.
I've just downloaded it and put it into the directory of OTTD. It didn't ask me to replace anything.
Did I do something wrong?
And how do I make my own .dat file?
By the way. Thanks for making this hopefully possible.
Re: Menu jumping (v1; r12805)
You need a patched version of OTTD to use the jumping feature, the opntitle.dat does nothing alone, it is a standard savegame
To make your own opntitle.dat you can simply rename a savegame from *.sav to opntitle.dat and you are served
Don't use too big saves and the location they show is the last one you viewed when saving it
To make your own opntitle.dat you can simply rename a savegame from *.sav to opntitle.dat and you are served

Don't use too big saves and the location they show is the last one you viewed when saving it
Re: Menu jumping (v1; r12805)
Furthermore, the opntitle.dat goes into the /data folder, not the main openttd folder. There is already one there by default, so if you put it there it should ask you if you want to overwrite it. Oh and you shouldn't overwrite it, but rename the old one to something else before, so you have a backup 

Re: Menu jumping (v1; r12805)
Ok. What is this patch of OTTD?Wolf01 wrote:You need a patched version of OTTD to use the jumping feature
So it is possible to convert the default picture into a save same?Wolf01 wrote:the opntitle.dat does nothing alone, it is a standard savegame
Ok.Wolf01 wrote:To make your own opntitle.dat you can simply rename a savegame from *.sav to opntitle.dat and you are served
Don't use too big saves and the location they show is the last one you viewed when saving it
Ok.Roujin wrote:Furthermore, the opntitle.dat goes into the /data folder, not the main openttd folder. There is already one there by default, so if you put it there it should ask you if you want to overwrite it. Oh and you shouldn't overwrite it, but rename the old one to something else before, so you have a backup
Thanks guys.


Re: Menu jumping (v1; r12805)
Look at the first post of this topic. If you don't know what to do with the patch file, read the sticky topic in the development forum.Ben1338 wrote:Ok. What is this patch of OTTD?Wolf01 wrote:You need a patched version of OTTD to use the jumping feature
Re: Menu jumping (v1; r12805)
Right. I've followed the instructions on the applying site. I think that I've applied the patch. Now how to you make the camera change positions?
Re: Menu jumping (v1; r12805)
If you have applied the patch and compiled, the resulting binary should have a new option in "advanced settings" (or was it still called "patch settings" back in that revision?), named "delay for main menu jump". Set it to some value (in game days).
The second thing you need is an appropriate opntitle.dat file. The default file you normally see in the menu won't jump anywhere because it doesn't have any signs in it. You can use the opntitle.dat I provide in my first post in this thread, or create one yourself by just renaming a savegame of your choice from xyz.sav to opntitle.dat (yes, just change the extension like that). If the savegame has any signs in it, the view in the menu will jump from one to the next alphabetically.
The second thing you need is an appropriate opntitle.dat file. The default file you normally see in the menu won't jump anywhere because it doesn't have any signs in it. You can use the opntitle.dat I provide in my first post in this thread, or create one yourself by just renaming a savegame of your choice from xyz.sav to opntitle.dat (yes, just change the extension like that). If the savegame has any signs in it, the view in the menu will jump from one to the next alphabetically.
Re: Menu jumping (v1; r12805)
Ok. so you name it 1,2 etc and it should center the screen on it?
Re: Menu jumping (v1; r12805)
would this work for 0.7.2?
it sounds really cool!
it would be even better if you could jump to different save games, e.g. one in all the different climates
it sounds really cool!

it would be even better if you could jump to different save games, e.g. one in all the different climates
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Re: Menu jumping (v1; r12805)
Updated to r26336.
- Attachments
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- MenuJumping_r26336.patch
- (6.36 KiB) Downloaded 106 times
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- opntitle_mod.dat
- Modified title savegame from 1.3.x
- (56.78 KiB) Downloaded 100 times
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