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Land info window patch
Posted: 10 May 2005 16:57
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
Posted: 10 May 2005 17:39
by Born Acorn
screenshots for those of us that can't compile?

Posted: 10 May 2005 18:07
by MeusH
Most impressive and helpful!
/Me bugs lkraider to include it in next integrated nightly
Posted: 11 May 2005 02:59
by LKRaider
Surely will be

Posted: 24 May 2005 03:14
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
Posted: 24 May 2005 03:43
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.
Posted: 25 May 2005 03:30
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
Posted: 08 Jul 2005 05:44
by PET
I have a stupid question:
How do i open the .... window to see the info ?

Posted: 08 Jul 2005 14:23
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
Posted: 08 Jul 2005 16:51
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.
Posted: 08 Jul 2005 17:33
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.
Alltaken
Posted: 08 Jul 2005 23:03
by PET
3 replyes and no one replyed to my post

Posted: 08 Jul 2005 23:31
by hawk
click on the question mark at the right of the toolbar at the top
Posted: 08 Jul 2005 23:34
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
Posted: 09 Jul 2005 06:52
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
Posted: 09 Jul 2005 13:07
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.

Posted: 09 Jul 2005 18:48
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.
Corey
Posted: 09 Jul 2005 19:03
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.
Posted: 09 Jul 2005 19:25
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]
Posted: 10 Jul 2005 21:05
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