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Tropod

RH Menus

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    On 10/26/2003 10:07:52 PM El Effe wrote:
    In my game the Modd overides the Water Polution results. Also it seems that the Extrapolation doesn't do anything regardless of the size of my cities.



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    Could you tell me what Resolution you are running the game at? This may possibly have something to do with it. I did test the Modd at 800x600 & 1024x768, and it works fine on both Resolutions.

     

     

    GrampaAl;
    As for the RCI Totals not matching up properly, I rather keep this thread on-topic, but like I said, the data I'm using is suppose to be coming straight from the game itself, yet it's not matching up properly. The way the Graphs handles data is slightly different to the way CSX lot handles it [the Graph(s) actually use the hex values itself, most of which are directly referenced in the LUA file], but in any event it should still be the same figures.

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    ----------------

    On 10/27/2003 7:29:51 AM Tropod wrote:

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    On 10/26/2003 10:07:52 PM El Effe wrote:
    In my game the Modd overides the Water Polution results. Also it seems that the Extrapolation doesn't do anything regardless of the size of my cities.



    ----------------


    Could you tell me what Resolution you are running the game at? This may possibly have something to do with it. I did test the Modd at 800x600 & 1024x768, and it works fine on both Resolutions.

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    I am running 1024x768 on a nvida TI 4200 128Meg using hardware control. My PC is an Intel 2.4Ghz, 1GRam. In my game the your modd seems to override the Water Pollution graph data whose button is immediately to the right of your RCI button. In other words, without your modd I get a graphical representation of the water pollution in my game. With your modd the water pollution graph is flatlined to zero.

     


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    On 10/27/2003 2:27:28 PM El Effe wrote:

    In my game the your modd seems to override the Water Pollution graph data whose button is immediately to the right of your
    RCI
    button. In other words, without your modd I get a graphical representation of the water pollution in my game. With your modd the water pollution graph is flatlined to zero.

     

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    hhmm...that doesn't make much sense. Are you sure the Water Pollution Graph shows nothing, at all? Because that doesn't add up. Could you perhaps be a little bit more specific? Is the Water Pollution Graph "Button" itself actually clickable with the Modd installed? The Modd shouldn't override anything, but even if it did, the Water Pollution Graph should still show something if the Button for it is actually clickable. 

    Anyone else having this [or any other] trouble with it? Works fine on my end 23.gif.

     

     

    On another, yet similar matter, I am making some [minor] head way with some menu stuff, though it's related to the Graphs still. Nothing majorly promising yet, so no guarantees, but I have been able to do some [minor] stuff which hasn't previously been accomplished {I believe]. Depending on the progress [& how things turns out], I may show some pics &/or post a file of the stuff I've done later.  If only I could edit these darn files from the Cells themself, it'd speed up the process even if by a little........*wink wink, nudge nudge, UI editor [3.gif:]*

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    Tropod, still off topic, but I had a thought about the RCI totals not matching up.  Could this be due to the occupancy of the buildings?  I know commercial and industrial buildings have a tendency to have fewer workers than they can actually handle, but I can't for the life of me remember if the same happens often with residential.  I think it does though.  Maybe the graph is reading the maximum POSSIBLE population based on maximum building capacities, not the ACTUAL population?  Of course, that possibility only works if the graph shows a higher population than you actually have...

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    Tropod,
     
    One thing i'm not sure about with the UI files is the "ID" field.  I looked at your AdditionalGraphButtonModd1 file, but I fail to see the correlation between your new id "400f" and "4021" and how you created these, or found these.  Any chance you could explain how this is done?
     
    Thanks!

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    ----------------

    On 10/27/2003 3:08:35 PM Tropod wrote:

    ----------------

    On 10/27/2003 2:27:28 PM El Effe wrote:

    In my game the your modd seems to override the Water Pollution graph data whose button is immediately to the right of your
    RCI
    button. In other words, without your modd I get a graphical representation of the water pollution in my game. With your modd the water pollution graph is flatlined to zero.

     

    ----------------


    hhmm...that doesn't make much sense. Are you sure the Water Pollution Graph shows nothing, at all? Because that doesn't add up. Could you perhaps be a little bit more specific? Is the Water Pollution Graph 'Button' itself actually clickable with the Modd installed? The Modd shouldn't override anything, but even if it did, the Water Pollution Graph should still show something if the Button for it is actually clickable. 

    Anyone else having this [or any other] trouble with it? Works fine on my end 23.gif.

     

     

    On another, yet similar matter, I am making some [minor] head way with some menu stuff, though it's related to the Graphs still. Nothing majorly promising yet, so no guarantees, but I have been able to do some [minor] stuff which hasn't previously been accomplished {I believe]. Depending on the progress [& how things turns out], I may show some pics &/or post a file of the stuff I've done later.  If only I could edit these darn files from the Cells themself, it'd speed up the process even if by a little........*wink wink, nudge nudge, UI editor [3.gif:]*


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    I just checked my game again by reinstalling your modd. Now the Water Pollution button brings up your RCI graph and the Education button brings up your Extrapolation graph.

     

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    ----------------

    On 10/27/2003 7:32:06 PM El Effe wrote:

    ----------------

    On 10/27/2003 3:08:35 PM Tropod wrote:
    ----------------

    On 10/27/2003 2:27:28 PM El Effe wrote:

    In my game the your modd seems to override the Water Pollution graph data whose button is immediately to the right of your
    RCI
    button. In other words, without your modd I get a graphical representation of the water pollution in my game. With your modd the water pollution graph is flatlined to zero.

     

    ----------------


    hhmm...that doesn't make much sense. Are you sure the Water Pollution Graph shows nothing, at all? Because that doesn't add up. Could you perhaps be a little bit more specific? Is the Water Pollution Graph 'Button' itself actually clickable with the Modd installed? The Modd shouldn't override anything, but even if it did, the Water Pollution Graph should still show something if the Button for it is actually clickable. 

    Anyone else having this [or any other] trouble with it? Works fine on my end 23.gif.

     

     

    On another, yet similar matter, I am making some [minor] head way with some menu stuff, though it's related to the Graphs still. Nothing majorly promising yet, so no guarantees, but I have been able to do some [minor] stuff which hasn't previously been accomplished {I believe]. Depending on the progress [& how things turns out], I may show some pics &/or post a file of the stuff I've done later.  If only I could edit these darn files from the Cells themself, it'd speed up the process even if by a little........*wink wink, nudge nudge, UI editor [3.gif:]*


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    I just checked my game again by reinstalling your modd. Now the Water Pollution button brings up your RCI graph and the Education button brings up your Extrapolation graph.

     


    ----------------
    I have that same problem, its because they kinda overlap each other, just gotta click over to the right some on the words and not on the buttons, Should be a easy fix for Tropod, i would attempt it but editing that stuff  as plain text gives me a headache

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    toroca;
    Well, I suppose that is possible. Though, with a small population I did a count of all the houses I had with the game paused, and it still doesn't add up either way. Not with the games original Jobs&Pop Graph, not with my RCI Totals Modd, & not in either respect of actual occupancy &/or capacity [timing is not an issue either, with the way I calculated/cross referenced the figures]. The graph does show a higher population than there actually is [RCI Totals Graph]. Not sure what to think about this at the moment, but I have other better things to do right now and this is probably better suited in another thread.
     
     
     
    ordio;
    Look at my post above where I actually explain this; "I have yet to fully explore this [link], however, it seems that the Instance ID of the Graph Exemplar file must match up ["in part"] with the (Hex) ID found in the Graph UI file [this UI file being Instance ID 6BC9065A]."
    If you look at the Instance ID of the additional Graph Exemplars, notice how they match up [well, the last set of hex values] with the ID in the Graph UI file. This is the correlation. This is probably as simple as it gets though for any UI links.
     
     
    El Effe;
    well that, sounds like something that can be easily fixed I would think. Though I can't understand why this would be happening on your game. Are you running the game in Windowed Mode, or full screen. Did you have any, or have you had any, complications with the game at all at any time [like during installation]. These sorts of things may be affecting/conflicting with your game when the modd is installed. Also, on a side note, if you need to or do use the quote when making a post, please try not to use the whole quote message if all of it is not needed thanks. It can often take up to much space, & can be an eye-sore to look at sometimes.

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    Tropod, here's a pic of the problem El Effe seems to be having and that I also have, but i just work around it. Clicking where the red arrows point to open the RCI Totals and Extrapolation menus, clicking where the green arrows point to open the correct menus. Just seems to be a case of overlap. /idealbb/files/Graph22.JPG
    Heh my drawing skills really suck.3.gif

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    Tropod,
     
    Yes, I understand what you said... I looked over the "graph window types".
    1, 2, 3, 4, 5, 6, 7, 8, 9, A, B, C, D, E, 11, 12 and 13 are the values I see.
     
    Then I looked at the UI file, and saw these values
    0x000040 + (1, 2, 3, 4, 5, 6, 7, 8, 9, a, b, c, d, e, 11, 12, 13).
    Plus, with the addition of the RCI Totals (400f), and RCI Extrapolated (4021), ... I don't see where you got the 400f or 4021.  That is what i am asking.  How'd you find 400f and 4021?  Or was it just trial and error?
     
    Thanks for the find again btw...

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    gizmo28;
    ar har, thanks for the pic. Seems like I have this problem too upong taking a closer look, a very very closer look 22.gif. I just didn't realise it before, it's so close/touchy I didn't pick up on it. Very detailed & miniscule indeed.
     
     
    ordio
    Nope, not trial and error at all. Soon as I saw that there was a partial link between the IDs in the Graph UI file, & the various Graph Exemplars' Instance ID [not the LUA file], I just decided to use/make those IDs, and just making sure that they weren't used by any other Graph Exemplar file. Also created a Graph Exemplar file for them to make the Link complete, and just made sure that everything else remained consistant.

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    Great!  Thank you.  This will help me in my quest for the UI modifications in general.  Now I understand where you got it from! 
     
    Thanks again.

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    ----------------

    On 10/27/2003 8:54:57 PM gizmo28 wrote:

    Tropod, here's a pic of the problem El Effe seems to be having and that I also have, but i just work around it. Clicking where the red arrows point to open the
    RCI
    Totals and Extrapolation menus, clicking where the green arrows point to open the correct menus. Just seems to be a case of overlap.
    /idealbb/files/Graph22.JPG
    Heh my drawing skills really suck.
    3.gif

    ----------------


    Thank you for illustrating my problem and providing a 'work around'. I am not good at graphics and capturing screenshots. When I started in computers they used magnetic cores for memory and a tickertape Flexwriter for input/output. As I got older I turned graphics, programming and other computer related items over to my kids. Unfortunately for me they also got older, moved out and have kids of their own. The only one left that lives near me now is a 15 year old grandson. I do have my computers networked so Ryan can get online with a computer I have set up for him to use when he comes to visit. I would like to know how you put the different colored arrows into your screenshot of the graph. BTW, I use the Garbage graph and it works perfectly for me.

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    Hey everyone, I was very excited when ordio made his discoveries a few weeks ago, and I haven't heard anything recently.  Have we figured out how to add submenus?
     
    I ask because the highway interchange additions project is quickly adding quite a few interchange possibilities, and it might be easiest if we could group them by some additional menus.  I don't know if this helps, but all I know about the highway menu at this point is that in order to make an exemplar create a button in the existing highway menu, it must have a Parent Button ID Key value of 0x6A47FFFF, where FFFF = the last four digits of the ID of the particular interchange it links to in RUL (INI Type) 0x10000000.
     
    So, is it possible to create additional highway menus in the transportation menu, or submenus within the highway menu?  Much thanks to all of you who have been chipping away at this 3.gif.

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    Well, I haven't had time in the past few weeks to try and see if adding additional submenus was possible (like an additional option submenu in highways).  I wasn't sure either how to add menu items to a menu, but after reading through (and the "rain" thread helped me understand how to add an item to a menu).  I'm off a little earlier today, so i'll do some experimentation with this later today.
     

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    Lol... Well, i don't know if it is possible... That's why i'm going to experiment when i get home later today and see if i can do that... But it's only 8am, and i still gotta get my coffee! haha..

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    There are two things that I should make mention of here [or rather, differentiate], and some other info...

    1. Menus; adding "new" menus is totally different to just adding to an existing menu [or adding additional items [buttons] to an existing menu]. Moving &/or copying existing menus around is not anything new [this was actually done Pre-RH], as it's somewhat easy to just copy existing menus to other menus [to a degree]. Problem with this is, any copied menus will most likely be the same as its original [in nearly every way, contents etc, except for where it branches off & perhaps some visual differences]. A number of the Games Menus are actually directly linked/attached with a number of Exemplars using a Parent Button ID Key. It's usually the first Tool/item only in a menu; don't remove this link though, you'll crash the game if you attempt to access the menu. Being able to actually use this particular info though to create any new menus, well it's a problem...defined in the EXE I fear, or elsewhere we've not figured out yet. Hence why creating new menus has been problematic thus far.

     

    2. Adding a new button, say like an additional Interchange Menu button/slot [call it what you will] in an existing menu, is and would be far easier to do I believe. The Dirt Roads was easy to create a Menu button for because there was already a reference for us to go by in the LUA files. Now if what you're saying is true though the7trumpets, it should be quite plausible to create additional & functional menu buttons [not menus] for any additional interchanges. All that would need to be done is [at a minimum at least], have an Exemplar file with a SubMenu Key and a Parent Button ID key property [with this Parent Button ID key matching up with, or linking with the [hex] value in the RUL file, and all/any other RUL/SC4Path files created etc] [A UI file wouldn't necessarily need to be done to accommodate for this, not if we're just adding network tools to an existing menu]. However, one problem that may exist with this is that some of these things may be [directly] defined in the EXE, in which case we're stuck with what we've got. The discovery I made the other week regarding the Graph buttons is as close as we've got at the moment regarding [the linking of] menu structures with which we can actually make any real use of, as limited as it may be. I fear though that the link that exists between the Graphs Exemplars and the Graph UI files, may not necessarily exist with any other menu structure, in which case again, we're stuck with what we've got. The only real way to tell for sure would be to do some experimenting. I [& others] have done (some) experimenting with some of the Menus, but aside from the Graph stuff {I myself] have thus far struck out unfortunately [though most of this/above has been done Pre-RH, and in which case the way it works may or may not have changed].

     

    One a side note regarding menus [& Button IDs]; the Parent Button ID key value for the Roads Exemplar/Tool was actually changed with RH. Oddly enough though, the same hex value [from Pre-RH] is still used in the UI file. This leads me to believe that there's something else at hand here [i.e. defined in the EXE or elsewhere that is]................now there's one or two things I've probably missed, but hopefully this'll be of some insight to some people perhaps.

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    ----------------

    On 11/14/2003 2:54:58 PM Tropod wrote:

    2. Adding a new button, say like an additional Interchange Menu button/slot [call it what you will] in an existing menu, is and would be far easier to do I believe. The Dirt Roads was easy to create a Menu button for because there was already a reference for us to go by in the LUA files. Now if what you're saying is true though the7trumpets, it should be quite plausible to create additional & functional menu buttons [not menus] for any additional interchanges. All that would need to be done is [at a minimum at least], have an Exemplar file with a SubMenu Key and a Parent Button ID key property [with this Parent Button ID key matching up with, or linking with the [hex] value in the RUL file, and all/any other RUL/SC4Path files created etc] [A UI file wouldn't 
    necessarily
    need to be done to accommodate for this, not if we're just adding network tools to an existing menu]. 

    ----------------


    I have already successfully done this.  It doesn't require any UI editing, and the associated exemplars don't even have submenu keys, just parent button IDs.  I was just hoping that I would be able to separate them out into additional menus since there are going to be quite a few buttons once it is completed if it has to stay in the same menu (18+ buttons in the highway menu).

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    Well, it seems this thread has officialy deflected from its title.  3.gif
    And Tropod, I really like your "mod" on the previous page.  Good job.
    My plugin total now is at 107.  6.gif

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    Hmm, just so i get this right...
     
    1. Did you want to separate the RH menu (highways) into say, separate menu's? 
     
    Transportation -> Roads
    ----------------> Highways -> Ground Level Highway Menu
    ------------------------------> Elevated Highway Menu
     
    This way, all gr lvl and el highway are in their own menus...
     
    2. A new menu in the highways menu, which separates the new interchange options (the ones you are creating).
     
    Or am i missing something else?  Thanks.

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    Either one of those would be fine ordio.  I tend to think splitting the highway menu into ground and elevated highways makes the most sense because it would not require clicking through an additional layer of menus, but it might be more complex since it might require editing UI graphics. 
     
    If it were a submenu within the highway menu, I think the best way to do it is to have the following menus within the highway menu:
     
    Ground Highway button
    Elevated Highway button
    Highway Interchanges Menu
    Road Onramps Menu
    Oneway Onramps Menu
    Avenue Onramps Menu
     
     

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    That is good where can we download this stuff?

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  • Original Poster
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     Just firstly before I do make mention of something; I've updated and corrected that RCI Total Graph modd & it should now work just fine [it's up in the Mods section, bundled with some other Graph additions].

     

    Now.......... 

     

    ----------------


    On 10/1/2003 9:04:23 AM Tropod wrote:

    I was using a PlayGround as a testing subject (one of a few test subject lots), when changing the menu for it, it seem to have affected whether or not its monthly cost still shows up in the budget. Plopp cost still seemed ok, but the monthly cost of the item no longer appeared in the budget menu, nor was any money being taken away on a monthly basis, even though the lot itself says there is a monthly maintenance cost. Whether this just applies to recreational lots (or this lot only) or not I can

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    Date:11/16/2003 12:27:11 AM
    Author:Equinox

    Dude, nothing final has been done yet, it is a WORK IN PROGRESS.  14.gif

    quote>

    Maybe its done now?!!3.gif

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    Date: 7/1/2004 1:33:59 AM
    Author:

    Date:11/16/2003 12:27:11 AM
    Author:Equinox


    Dude, nothing final has been done yet, it is a WORK IN PROGRESS. 14.gif

    quote>

    Maybe its done now?!!3.gif

    quote>

    I would love to be able to add sub menus to my game...parks separated into sizes, train stations in one folder & bus's in another etc...

    I read through the whole thread with great interest.
    Alas it seems the gurus have hit a dead end. 8.gif




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    Date:7/22/2004 8:46:31 PM
    Author:Synergy

    I would love to be able to add sub menus to my game...parks separated into sizes, train stations in one folder & bus's in another etc...

    I read through the whole thread with great interest.
    Alas it seems the gurus have hit a dead end. 8.gif

    quote>
     
    I read in another thread a while back that the game menus were created by Maxis with an application and the concensus was that new menus or submenus was not possible. (I'd LOVE to have more buttons in my game to separate the different types of lots...ie a submenu in the Rewards menu for custom lots, etc. I WANT THAT MAXIS MENU GENERATOR!!!!!!35.gif 3.gif 35.gif)

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    wouldnt work 15.gif

    the maxis menu generator modifed the dats yes, but it also modified the source code of the game while it was at it. we dont have the source code, so there's no way to run the generator even if we had a copy

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