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[WIP] settings direct configurable

Started by prissi, October 10, 2009, 09:30:41 PM

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prissi

I am working for some "advanced settings" where all the entries have the same name than their counterparts in the simuconf.tab and can be configured with gut. To make this not a bigger chore than neccessary, I use many defines and it is not as pretty as it could be. Here is a preview.

sanna

Will the currently not enabled "Beginner mode" be on the new Settings dialogue?

prissi


z9999

Maybe you need to update Makefile too.

A screenshot attached.

sojo

"English is a easy language. But not for me." ;) sojo

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z9999+

This needs more tesing and hearing. Some comments, but not fully tested yet.

- station_coverage 1-7 is too small, some players want to use more larger value.
- default max_route_steps is 1000000, that is not under 32768. Value is not correct in settings window.
- 3 kinds of growthfactor should be more than 1, zero causes to crash.

The Hood

This is a great idea!  Keep up the good work.  Will it be possible one day to include "difficulty" settings in a dialogue like this?  E.g. vary base price of goods / different types of costs by x%?

jamespetts

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prissi

#8
All the advance setting could be done in priciple. The dialoge could also get input from a savegame, and get the different settings that way ... And you are right about growth factors.

I just tweaked this morning to make everything more easier and consistent.

EDIT: Allowing for very large station coverages may give severe problems, since simutrans assumes that not more than 256 stops could overlap. But 7 is already 225 tilesand 8 would be 289 tiles.

jamespetts

Might I make a suggestion about the GUI? Perhaps, instead of using the actual names from simuconf.tab as the text displayed by the individual settings, a translated string should be used for the text, but, a mouseover tooltip showing the actual simuconf.tab text could be displayed.
Download Simutrans-Extended.

Want to help with development? See here for things to do for coding, and here for information on how to make graphics/objects.

Follow Simutrans-Extended on Facebook.

VS

I guess it can all be translated later...

My projects... Tools for messing with Simutrans graphics. Graphic archive - templates and some other stuff for painters. Development logs for most recent information on what is going on. And of course pak128!

prissi

#11
One could use the string from the name as a tooltip. For display, I would like to use the name in simuconf.tab. Since the elements are now added by macros, tooltips are no problem (and even adding them only, if there is a translation is no problem).

Looking at the finished dialoge, it would make sence to make the climates a tab of this setting dialoge ...

z9999+

#12
Please allow to use zero to water_animation_ms, this eats CPU and this animation make us feel sickish, so many player using zero.

I'm always setting it to zero, but when I open settings window and close the window,
water animation will start. This is annoying.

Fabio

Lovely, i thought of this idea many, many times. ;D
It would be nice if the program could read every entry in simuconf.dat and let the player set it, this way whenever you add a new entry in simuconf the advanced settings would automatically include it.

IgorEliezer

#14
City categories: capitals, cities and villages. I always thought of posting this. What awesome!

Will pakset creators be able to choose on which city category a building will appear? For instance, I had made this Capitol (http://archive.forum.simutrans.com/topic/07334.0/index.html), I made it for the capitals. Buildings like a university, cathedrals, big monuments would appear only in capitals as well. A country house would appear in villages with a small growth rate. Villages that will look like a vilage; capitals looking like a capitals.

us (site down, do not visit) ]/image/show/HlCJWrq8C8/villagesfarms.gif]


Fabio

Quote from: IgorTekton on October 12, 2009, 12:50:55 PM
Will pakset creators be able to choose on which city category a building will appear?

this would be awesome! :P

IgorEliezer

A new flag for dat file, similar to climate: city_category

city_category=capital,city,village

The Hood

Is this city_category implemented?  That really would be awesome!  I think having some buildings reserved for certain types of city would add a lot more depth to the game. 

IgorEliezer

#18
Quote from: The Hood on October 12, 2009, 01:43:48 PM
I think having some buildings reserved for certain types of city would add a lot more depth to the game.

The good point is that urban landscape would be less repetitive. Seeing same building repeating in every city is not good (besides the buildings that don't fit in city size, like large cathedrals in a small town). This way, we will be inducing Simutrans to use a wider variety of buildings in an age.

EDIT:

The same could go to townhalls: big townhalls (max 4x4sq) for capitals; medium townhalls (max 2x2sq) for cities; and small ones (1x1sq) for villages. Such line-up could be decided by pak creator in dat.

The Hood

Totally agree.  Except:

Quote
the buildings that don't fit in city size, like large cathedrals in a small town

Of course, in the UK we have to be awkward ;)

http://en.wikipedia.org/wiki/St_Davids (population 2,000)
http://en.wikipedia.org/wiki/Wells (population 10,000)

wernieman

In Germany you have the same ...

At example Bardowick
http://en.wikipedia.org/wiki/Bardowick
A very smal town, but have a very big church ..

(Better to see in the german WikipediaPage: http://de.wikipedia.org/wiki/Bardowick)
I hope you understand my English

colonyan


Can
"spawn industry at each X growth"
be added to the setting tab?
Seems like that one is missing in 2742.

prissi

Since it is not in simuconf.tab, it is not yet included. Lets see.

colonyan

r2748-industry growth factor confirmed.
I guess this completes the setting list....
except when some player get to know how city grows and finds out they stop growing easily,
"minimum building per area" setting might come handy but that can be changed in simuconfig tab
since that setting can be changed even after the initial creation of the map.

So basicaly, once game is created, all setting cannnot be changed afterward except few others?

z9999+

#24
r2748 small problems

"Settings" in code but "Setting" in SimuTranslator
show_month 0-5 => 0-4 is correct.
citycar_level 1-1200 => Is this correct ? In display settings window or new map window, we can set only 0-16.


[EDIT]

pay_for_total_distance is missing.

And drive_left is missing but this won't be saved in savegame, so player must edit simuconf.tab anyway.

I think cost_signal, cost_tunnel, cost_third_rail had been obsoleted and no effects.

prissi

drive_left is not useful, as it must be set before a pakset is loaded, since it just shifts internally the images at load time. The other stuff will be corrected, that you.

z9999+

#26
Quote from: prissi on October 13, 2009, 09:33:01 AM
drive_left is not useful, as it must be set before a pakset is loaded, since it just shifts internally the images at load time.

Oh, I didn't know that. Thank you for explaining it.  :)



[EDIT]
Thank you for fixing them.
One thing, text on new map window is still "Settings".

z9999+


Index: gui/welt.cc
===================================================================
--- gui/welt.cc (r 2764)
+++ gui/welt.cc (copy)
@@ -492,7 +492,7 @@
use_intro_dates.set_text("Use timeline start year");
allow_player_change.set_text("Allow player change");
// use_beginner_mode.set_text("Beginner mode");
- open_setting_gui.set_text("Settings");
+ open_setting_gui.set_text("Setting");
open_climate_gui.set_text("Climate Control");
load_game.set_text("Load game");
load_scenario.set_text("Load scenario");