Sim City 4 Devotion Forums

SimCity 4 Devotion Custom Content Showcase => BSC Creations => BSC Place => Team Custom Content Projects => Daeley's Laboratory => Topic started by: daeley on November 12, 2007, 04:28:25 PM

Title: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: daeley on November 12, 2007, 04:28:25 PM
once the holy grail of SC4 modding, later abandoned considered "impossible" by SC4 modders... wouldn't it be great if you could create submenus with unlimited menu depth, or even mix items and submenus in one category? something like

(http://homepages.vub.ac.be/~jjborms/SubMenuXS.png)

well who knows... one day it might be possible  :satisfied:

(shall I post a teaser picture already? nah... it's getting late, shall go to bed and post one tomorrow... hint: I'm abusing the news messages like they've never been abused before)

Problems with Windows Vista? Try this first:

The fix is quite simple, you need to open the Properties of the DAMN/Support folder. Open the Security Tab, and then click edit then click add and type "Everyone" into the box that appears and then give "Everyone" full control.

Jonathan
Title: Re: Custom Submenus
Post by: wouanagaine on November 12, 2007, 04:33:22 PM
(shall I post a teaser picture already? nah... it's getting late, shall go to bed and post one tomorrow... hint: I'm abusing the news messages like they've never been abused before)

Dah, you're nasty  :P
(Shall I post your teaser picture ? nah, same timezone, shall go to bed also)


Title: Re: Custom Submenus
Post by: M4346 on November 12, 2007, 04:34:09 PM
You deserve a break and should get some rest. I suggest you go to bed before you hurt yourself. :P
Title: Re: Custom Submenus
Post by: sithlrd98 on November 12, 2007, 05:00:43 PM
Man , both of you are evillllllllllll! ()flamdev()

It sure sounds good though!
Title: Re: Custom Submenus
Post by: M4346 on November 12, 2007, 05:02:13 PM
It is!  ()stsfd()
Title: Re: Custom Submenus
Post by: Andreas on November 12, 2007, 05:06:01 PM
Someone wanted a teaser?

(http://img225.imageshack.us/img225/1183/teaseryp1.jpg)

Made with Barby's patented TeaserFactory V. 1.2 beta.
Title: Re: Custom Submenus
Post by: RippleJet on November 12, 2007, 05:27:38 PM
Someone wanted a teaser?

 :D

Knowing what is behind that teaser I won't laugh though! &apls
Title: Re: Custom Submenus
Post by: Travis on November 12, 2007, 05:58:31 PM
I knew someone would figure it out eventually, even after being dismissed as "impossible". They always said extra growth stages
were impossible too....

As the saying goes, where there's a will, there's a way.  :)

I'll look forward to hearing more news.  :thumbsup:
Title: Re: Custom Submenus
Post by: XiahouDun on November 12, 2007, 06:03:42 PM
Best... teaser... ever :D

This mod would make my gameplay so much easier than it is now. No more searching through hundreds of parks for the one specific lot or group? Yes please :thumbsup:
Title: Re: Custom Submenus
Post by: Pat on November 12, 2007, 06:17:10 PM
omg you all are sooooooooooo evil omg lol eviiiiiiiiiil just evil lol 

(http://www.freesmileys.org/emo/violent056.gif)

(http://www.freesmileys.org/emo/violent057.gif)
Title: Re: Custom Submenus
Post by: xxdita on November 12, 2007, 08:11:44 PM
Submenus? Now we're talking.
As for Barby's Teaserfactory, THAT should be a BAT. Right up there with the box factory.
Title: Re: Custom Submenus
Post by: wouanagaine on November 13, 2007, 01:44:00 AM
As for Barby's Teaserfactory, THAT should be a BAT. Right up there with the box factory.
A factory of submenus  $%Grinno$%
Title: Re: Custom Submenus
Post by: XiahouDun on November 13, 2007, 03:10:29 AM
A factory of submenus  $%Grinno$%
$%#Ninj2 (http://img.photobucket.com/albums/v151/phoenixcaptain/SC4/submenufactory.jpg)
Title: Re: Custom Submenus
Post by: Pat on November 13, 2007, 03:15:29 AM
LoL XD that is a good one.....
Title: Re: Custom Submenus
Post by: M4346 on November 13, 2007, 03:23:02 AM
 &apls &apls :P

I like it Xia! ;D
Title: Re: Custom Submenus
Post by: sebes on November 14, 2007, 02:12:05 PM
Daeley!!!!   &dance     

This would be awesome - and probably the most wanted mod ever.
And it would all save is from a lot of RSI complaints!!!
Title: Re: Custom Submenus
Post by: M4346 on November 14, 2007, 02:14:26 PM
shall go to bed and post one tomorrow...

Doh, Belgians have no sense of time! :P Is it tomorrow yet? Are you still sleeping?  :D
Title: Re: Custom Submenus
Post by: figui on November 14, 2007, 09:55:21 PM
this will we great &apls

thanks in advance (plase, a teaser ::))

mauricio.
Title: Re: Custom Submenus
Post by: SC4BOY on November 15, 2007, 01:46:30 AM
BarbyW!! Silence that rogue before a riot breaks out!!! Spreading things like that indeed!!! *GASP*
Title: Re: Custom Submenus
Post by: jeronij on November 15, 2007, 04:09:11 AM
Pictures will come in due time  ;)

After seeing what it is, I'll say this will be revolutionary for those cluttered Maxis menus  ::)  ;D

Thanks Daeley for the time and efforts you are putting on this  :thumbsup:
Title: Re: Custom Submenus
Post by: jplumbley on November 15, 2007, 07:11:35 AM
Talk about an ingenious idea  &idea.  There aint nothing new about it but, by golly george I think he's got it!!
Title: Re: Custom Submenus
Post by: DFire870 on November 15, 2007, 08:09:19 AM
Ooh, this is going to be great! No more endless scrolling through the Landmarks, Misc. Transit, or Parks menus, and no more fiddling with MMLs (they're great, but I think the MML mod is going to be obsolete after this is released).

-- John
Title: Re: Custom Submenus
Post by: Diggis on November 15, 2007, 08:15:41 AM
Ooh, this is going to be great! No more endless scrolling through the Landmarks, Misc. Transit, or Parks menus, and no more fiddling with MMLs (they're great, but I think the MML mod is going to be obsolete after this is released).

-- John

I know! :'(
Title: Re: Custom Submenus
Post by: Pat on November 15, 2007, 11:22:49 AM
Diggis Im sooo sorry for ya's my NZ friend, I hope and promiss you that it will be ok... You will always be the MML Master IMHO...
Title: Re: Custom Submenus
Post by: Diggis on November 15, 2007, 11:33:43 AM
Diggis Im sooo sorry for ya's my NZ friend, I hope and promiss you that it will be ok... You will always be the MML Master IMHO...

I'm not that worried.  Now I'm involved with the NAM team I've got work enough on my plate. I enjoyed making them, and probably still will for a while, untill daeley irons out the bugs in this.
Title: Re: Custom Submenus
Post by: capo on November 15, 2007, 11:44:52 AM
My scroll-finger is very thankful for this upcoming mod!

a bad thing is that my scroll finger has become very muscular because of all the scrolling in SC4, I've been proudly showing it to everybody, especially when stuck in traffic, but unfortunately response hasn't been that friendly...strange enough.
Title: Re: Custom Submenus
Post by: ScottFTL on November 15, 2007, 01:49:11 PM

I can't say that I understand how abusing the news messages will make this possible, but I will join everyone else in saying WOW!   :thumbsup:

I think the menu problem is the most annoying thing about SC4.  I can't tell you the time I spent reordering menus in a futile attempt to reduce scrolling.  This will completely revolutionize SC4 as we know it.

Between this and some of the other great work folks have been doing lately (CAM, countless transit projects, the hotly anticipated X-Tool, etc.), this old game still has a lot of life left in it.   &apls

Title: Re: Custom Submenus
Post by: Diggis on November 15, 2007, 02:02:25 PM
I can't say that I understand how abusing the news messages will make this possible, but I will join everyone else in saying WOW!   :thumbsup:

Patience, young one... all will be revealed in due time.... :P
Title: Re: Custom Submenus
Post by: zero7 on November 15, 2007, 02:55:12 PM
This sounds like a very cool breakthrough, but implementation worries me a little ... we could go from mega-scrolling through parks and landmarks to egocentric  "MY L337 T33M ... LOOK ItS MY M3NU W17H MY B4tS 1N" menus. 

However this is used needs to follow a logical content category based system.

But that aside, between all the eye-candy sets, traditional landmarks and the diagonal buildings this is going to extremely helpful in making all that content far more accessible.
Title: Re: Custom Submenus
Post by: jmyers2043 on November 15, 2007, 04:34:40 PM
Quote
helpful in making all that content far more accessible.

Richard's hit it on the head.

Quote
and no more fiddling with MMLs

I wouldn't go that far as I don't think that it will replace MML's. I think that there are applications and room for both. The user will decide in the end.
Title: Re: Custom Submenus
Post by: M4346 on November 15, 2007, 04:40:41 PM
This sounds like a very cool breakthrough, but implementation worries me a little ... we could go from mega-scrolling through parks and landmarks to egocentric  "MY L337 T33M ... LOOK ItS MY M3NU W17H MY B4tS 1N" menus.

Ha! The technical aspect of achieving these custom menus are, in my humble inexperienced opinion, high above the general abilities of those who would even dream of making such nonsensical menus.

Unless Daeley makes it publicly available, I don't see anyone else making their own custom menus very soon.

But hey! That's just my view on the matter.
Title: Re: Custom Submenus
Post by: daeley on November 16, 2007, 12:26:37 PM
Teaser Time! (attached for extra suspense)
Title: Re: Custom Submenus
Post by: wouanagaine on November 16, 2007, 01:51:59 PM
Lol

You sure know how to tease :D
Title: Re: Custom Submenus
Post by: jplumbley on November 16, 2007, 02:20:27 PM
Dude, the suspense is killing me!  Hmmm, News Ticker.. Abuse.. Why not take it a step further than abuse and get just downright criminal.
Title: Re: Custom Submenus
Post by: Pat on November 16, 2007, 03:17:42 PM
Daeley ummmm one word OMG err well techincaly speaking it would be 3 but for the sake of its 1, just as this is seeming to be the case....  &apls &apls
Title: Re: Custom Submenus
Post by: daeley on November 18, 2007, 01:36:58 PM
a little more to show... bear in mind that this is a beta shot, and the none of the icons are final
Title: Re: Custom Submenus
Post by: wouanagaine on November 18, 2007, 02:12:21 PM
This one is a real teaser ! :thumbsup:
Title: Re: Custom Submenus
Post by: RippleJet on November 18, 2007, 02:22:12 PM
none of the icons are final

Icons in a news message? :o

Now, what can we expect next? ::)
Title: Re: Custom Submenus
Post by: Krio on November 18, 2007, 02:27:09 PM
Now, what can we expect next? ::)

My guess is, something that will make EA sweat.
Title: Re: Custom Submenus
Post by: Pat on November 18, 2007, 11:55:37 PM
ooooooooh yea it will defintly get EA attention well at least maybe some one from there?? Daeley that is stunning, i soo cant wait to see more
Title: Re: Custom Submenus
Post by: jackal22 on November 19, 2007, 03:58:43 PM
this will be sooo good you cant imagine how badly my scroll finger is looking forward to this.

and it seems your finally getting those advisers to do something worth while, pitty you couldn't have used the environmental kill all factories woman.
Title: Re: Custom Submenus
Post by: powerpill-pacman on November 21, 2007, 04:46:49 AM
 &apls I'm so looking forward to this (allthough it won't change the loading time ;)). Thanks very much for your efforts.
Title: Re: Custom Submenus
Post by: GoaSkin on November 24, 2007, 08:11:12 PM
I am studying actually the assembler code of the game to find out how to add new standard IDs - meaning to find out if there are unused submenukeys and/or occupant groups that are handled by menu classes (button IDs in the UIs) that are also unknown.

Well... there isn't any hidden occupant group or submenukey but two empty CLSIDs for new tertiary menus in the traffic menus.

I found also out what changes on the binary are necessary to implement new menus. But I don't know how to make use of it.

Does any body know how to strip out symbols of an EXE and link them to a DLL? That makes enhancing the assembler code quite easier.
Title: Re: Custom Submenus
Post by: powerpill-pacman on November 25, 2007, 02:31:18 AM
Not that i understand very much of whar you're saying, but it sounds promising. I hope somebody can help you.
Title: Re: Custom Submenus
Post by: daeley on November 27, 2007, 04:37:16 PM
I'm not quite on the same track as GoaSkin :)

anyway, here a few shots from beta 8

<img src="http://homepages.vub.ac.be/~jjborms/SubMenu/SubMenu18-01.png>

<img src="http://homepages.vub.ac.be/~jjborms/SubMenu/SubMenu18-02.png>

<img src="http://homepages.vub.ac.be/~jjborms/SubMenu/SubMenu18-03.png>

<img src="http://homepages.vub.ac.be/~jjborms/SubMenu/SubMenu18-04.png>

enjoy ;)
Title: Re: Custom Submenus
Post by: figui on November 27, 2007, 05:09:16 PM
%BUd% %BUd%
lovely!
 &bis&

mauricio.

(1/4 thousand posts!)
Title: Re: Custom Submenus
Post by: Filasimo on November 27, 2007, 05:24:09 PM
thats pretty sick daeley keep pumpin em teasers out  :thumbsup:
Title: Re: Custom Submenus
Post by: bwatterud on November 27, 2007, 06:20:00 PM
Look what you've done daeley.  You just put diggis out of a job.   :D

Just wondering, how does the program (or whatever it is) know what lots are part of what set (I know its not important as long as it works, but I'm curious?  And if someone released a new set of canals/seawalls/anything that would be considered a set, would this have to be updated?
Title: Re: Custom Submenus
Post by: GoaSkin on November 27, 2007, 06:29:47 PM
I will explain a little bit about the submenu mechanisms in the game. At first, there are three menu levels:

primary menus: first menu instance (f.e. godmode, mayor and mysim)
secondary menus: submenus right beside the primaries (buildings, terrain tools)
tertiary menus: everything that contains tools or buildings as scrollable lists of icons

Implemented in the game is one additional secondary menu called fences menu. I have not figured out yet if it is possible to make use of it. But to get more space for buildings, the tertiary menu algotitm is more interesting.

Bound to the button click event of any UI button ID, the following function is called:

Code: [Select]
cSC4View3DWin::HandleButtonActivated(cIGZWin*, cGZMessage&)

The first parameter contains the address of the parent game window and the second a structure of delivered parameters (here there only may interest us the CLSID set in the UI the button links to). Because UI button IDs have very different functions from submenus over game speed to sound settings, the function checks the function this button belongs to. It forces different function calls referenced by the button ID. If a tertiary menu should be opened that only can contain buildings (identified by an occupant group), the function

Code: [Select]
cSC4View3DWin::CreateBuildingMenu(unsigned long, std::set<unsigned long, \
std::less<unsigned long>,std::allocator<unsigned long> > \
const&, std::set<unsigned long, std::less<unsigned long>, \
std::allocator<unsigned long> > const&, unsigned long, long)

is called and anyhow, the necessary parameters are either transmitted staticly or as result of a function call. For example the valid occupant groups for that menu are delivered here. This function identifies additional information from the building exemplars and finally calls

Code: [Select]
cSC4View3DWin::InvokeTertiaryMenu(unsigned long, cIGZWin*, \
unsigned long, cISC4WinCatalogView*, unsigned long, cSC4View3DWin::CatalogState*)

The final function illustrates (paints) the menu widget. For special menus where tools are allowed (networks, zones or other functions), the button handling function calls a META function first. For example, there are:

Code: [Select]
cSC4View3DWin::DoTransportMenu(cIGZWin*, cGZMessage&)
cSC4View3DWin::DoZoningMenu(cIGZWin*, cGZMessage&)

These functions assign SubMenuKeys for tool exemplars (used in non-building item exemplars to identify the menu to be placed in...) to the button-IDs and link buttons in the secondary menus that directly call a game function instead of a item list to their destination functions.
These functions do some extra steps for these special menus and call at last CreateBuildingMenu too.

Well... theoretically it is easy to understand what extra assembler instructions in the EXE make as many submenus as we want possible. The bad side is that I have no idea how to replace existing objects with enhanced versions (or how to knock out a single symbol into a working DLL).






Title: Re: Custom Submenus
Post by: SimRabbit123 on November 27, 2007, 06:41:17 PM
How will this work? Will you have to query a lot to open up the subemenus?

Thanks  ;)
Title: Re: Custom Submenus
Post by: vester on November 27, 2007, 06:42:49 PM
GoaSkin: I know the title of the thread is Custom Submenus, but still....

this is Daeleys thread, showcasing his work. Please open up a new thread for your project.
Title: Re: Custom Submenus
Post by: GoaSkin on November 27, 2007, 07:44:06 PM
Vester: I do not have any concrete project. This is actually just knowledge.
Title: Re: Custom Submenus
Post by: vester on November 28, 2007, 04:15:00 PM
Still not sure this is the right place to post it.
Title: Re: Custom Submenus
Post by: Meastro444 on November 29, 2007, 11:32:23 AM
maybe it is Vester....

it might be helpful knowledge to dealey.

anyway, i like this project very much, but i do have a few questions.

has it the same 'bug' as the MML's, that you have to plop the building and then reselect it or not?
if i plop one lot, will the menu go away so i have to reselect it, or wil the menu stay?
Title: Re: Custom Submenus
Post by: Serkanner on November 29, 2007, 12:42:36 PM
I agree with Vester that, although very interesting, the info provided by GoaSkin should be posted in a separate topic and as such doesn't take away any of the attention to Daeley's current work on the menu mod.
Title: Re: Custom Submenus
Post by: jeronij on November 29, 2007, 01:38:16 PM
I would suggest Goaskin to open a separate thread because this information would be easilier availble in such a thread, and more useful. I dont think this information will disturb Daeley's engineer mind in any way  $%Grinno$% ;)

Title: Re: Custom Submenus
Post by: FromTheAshes on November 29, 2007, 02:13:51 PM
What about colecting thousands of signatures and write an open letter to Maxis which says, that we -the SC4 comunity- would appreciate a patch or something that allows you to build your own menus in a small editor? Maybe they got the time to do this... :D

EDIT: Cross out those lines beyond. I didn't see the menu browser. Ingenious &apls
Title: Re: Custom Submenus
Post by: GoaSkin on November 29, 2007, 02:24:48 PM
...because thousands of signatures go to someone at Maxis but the change that it is forwarded to the right person is very small. There are better changes if you meet a developer on any computer fair.

With this code-hacking I am currently asking in coders forums for help. I think no one can help here so details may not be discussed at SC4Devotion. I asked for help in all known SC4 forums but nobody can help. I am looking for help in developer forums now.

Title: Re: Custom Submenus
Post by: jeronij on November 29, 2007, 02:28:13 PM
Our community has not that many professional programmers atm  ::) , but I hope that in due time some more will arrive to us. In the meantime I wish you the best luck in your search and I hope you can get fruitful results soon  ;)

Now back to topic. Daeley, please, keep us updated  :thumbsup:
Title: Re: Custom Submenus
Post by: daeley on November 29, 2007, 04:35:19 PM
has it the same 'bug' as the MML's, that you have to plop the building and then reselect it or not?
if i plop one lot, will the menu go away so i have to reselect it, or wil the menu stay?

nope :thumbsup: one you select you can plop away to your heart's delight  :satisfied:

And to answer another question, lots are not automatically detected by this mod, however the process of adding lots to the menu system is not very complicated. Once the internals are finalised (and I'm almost there), we will start adding some existing sets to this system (probably replacing some MML's in the process).
Title: Re: Custom Submenus
Post by: dragonshardz on November 29, 2007, 04:49:47 PM
oooh, just found this thread, and this is the MOST intruiging thing i have ever found....

it even beats the X-Tool (sorry Wou, but it does)
Title: Re: Custom Submenus
Post by: Diggis on November 30, 2007, 12:58:43 AM
And to answer another question, lots are not automatically detected by this mod, however the process of adding lots to the menu system is not very complicated. Once the internals are finalised (and I'm almost there), we will start adding some existing sets to this system (probably replacing some MML's in the process).

This looks like a job for.... well, me maybe..  :P
Title: Re: Custom Submenus
Post by: dragonshardz on November 30, 2007, 01:17:19 AM
looks like it diggis.
Title: Re: Custom Submenus
Post by: Pat on November 30, 2007, 01:59:21 AM

Daeley This is such wonderful news!!!

LoL Diggis it seems as you are not out of a job yet heheehehe  :D

Title: Re: Custom Submenus
Post by: Starmanw402007 on December 08, 2007, 09:37:11 PM
What is that menu browser for anyways? Just stumbled across this project.

Your Friend;
Mayor Of Steven's Point & Maxiston
(Proud To Be Cities Of Sim Nation!)
Title: Re: Custom Submenus
Post by: Pat on December 08, 2007, 10:50:49 PM
to answer as best as i know Starman it will essentially replace the MML and be as a selection in a menu form instead... So you can have all BSC parks in one scrolling menu the close that menu to go into anther menu such as NDEX towers and so forth... Of course this is my take on it and if I'm wrong someone please correct me thank you - pat
Title: Re: Custom Submenus
Post by: Diggis on December 09, 2007, 03:55:34 AM
Close Pat,  it's not a scrolling browser but a clicking through menus, and as you can from the pics ont he previous page it makes use of the advisors bar.
Title: Re: Custom Submenus
Post by: Pat on December 10, 2007, 02:21:19 AM
Ty Diggis  :thumbsup:
Title: Re: Custom Submenus
Post by: default on December 25, 2007, 05:13:56 AM
For some reason I think you've probably already thought of this daeley but I'll mention it just in case. Is I possible to add the little picture icons into the menu? Sometimes the names can be a bit misleading.

Amazing work so far though.

GoaSkin I just found your older thread at ST and read though it. I hope your making headway with the assembler code. Would love to help but I'd need to learn C++ (or whatever SC4 is) and while I'm good at teaching myself, in this I don't even have a clue as to where I'd need to start.
Title: Re: Custom Submenus
Post by: buddybud on December 30, 2007, 10:55:31 PM
holy freaking crap....

just found this thread.   :thumbsup: always glad to see such improvements in the game. looking forward to seeing this in action.
a big round of applause for all involved..... &apls
thanx daeley

Title: Re: Custom Submenus
Post by: City Builder on January 13, 2008, 07:09:54 AM
Wow, did this come to a screeching halt or what?  I think the building icon menus are one of SC4's very very few shortcomings and would love to see anything that would help to alleviate the super duper long scrolling menus that are the original menus.  I don't know why it is but it seems that SC4 hates my mouse so I scroll the mouse wheel to scroll the menus but find it doesn't always "catch" right away and I could have to scroll multiple attempts before the menus start to scroll.  So anything like what is proposed if it's at all possible would be a huge benefit.

I'll subscribe to this thread for now to see if it's died or just waiting a further update by the OP.
Title: Re: Custom Submenus
Post by: BarbyW on January 13, 2008, 07:54:37 AM
The system has been tested and works well BUT we are now at the tedious stage of needing to make the files for each of the sets that we want to use it with. It is a case of getting all the IIDs logged and images for each lot then putting it all into the LUA file.
Title: Re: Custom Submenus
Post by: City Builder on January 13, 2008, 09:49:55 AM
The system has been tested and works well BUT we are now at the tedious stage of needing to make the files for each of the sets that we want to use it with. It is a case of getting all the IIDs logged and images for each lot then putting it all into the LUA file.

Well that indeed sounds like very good news.  I do know what tedius is like, I've often had to create web applications that were long drawn out categorial databases and and and.... Uh oh, I think I just blew a gasket again.
Title: Re: Custom Submenus
Post by: j-dub on January 13, 2008, 10:20:37 AM
Well I hope its not too difficult, those images can be kinda tricky when your not playing the game its even more difficult finding stuff. For a while I've been using building plop menu, it seems to load a lot faster than the regular icon menu, the downside to this though is unfortanetly there will be the same dat names, rather than lot names and no icons, its nice to see there is a new option. Good job.  :thumbsup:
Title: Re: Custom Submenus
Post by: dragonshardz on January 13, 2008, 12:10:25 PM
Wondering: will we be able to edit the LUA file to include plugins that Daeley "missed"? And if so, will you post a guide to doing so so that we don't screw up?
Title: Re: Custom Submenus
Post by: BarbyW on January 13, 2008, 01:22:02 PM
Wondering: will we be able to edit the LUA file to include plugins that Daeley "missed"? And if so, will you post a guide to doing so so that we don't screw up?

This system is modular and with certain reservations can be made similar to the MML system with separate dats for different sets. It is, as I said, a tedious job to get a set done but eventually they will start to appear on the LEX.
Title: Re: Custom Submenus
Post by: dragonshardz on January 14, 2008, 06:39:57 PM
I was asking if it would be possible for the users to add to the LUA file for this to add custom sets in, ie, a rare Japanese aquaculture set.
Title: Re: Custom Submenus
Post by: Pat on January 14, 2008, 07:05:47 PM
sweet so this is coming to head with good strides i take it then?
Title: Re: Custom Submenus
Post by: xxdita on January 14, 2008, 09:04:21 PM
Dragonshardz, at the moment, it's in testing. And the only way to test it is to make a few. At the point that it's ready for public release, once all the kinks get worked out, I'm sure there will be a fairly thorough tutorial included.
Title: Re: Custom Submenus
Post by: flame1396 on January 14, 2008, 11:09:59 PM
I hate MML's... a real pain. I'll have to rebuild my plugins maybe to accomodate this  :-[. But I will have my hole diggers, rail caps, and retaining walls in their own menu.

I saw this thread and nearly soiled myself.  :D

As I see it, this will be a super modded query and easily customizable?
Title: Re: Custom Submenus
Post by: DrPepper on January 15, 2008, 11:17:30 AM
Lol Guys, I see lots of laughing and such, But whats the progress on this thing? Oh Yeah, Lol, I spent my whole Computer Class Reading this thread. Interuptions....
 $%Grinno$%

-DrPepper
Title: Re: Custom Submenus
Post by: City Builder on January 15, 2008, 01:20:04 PM
Lol Guys, I see lots of laughing and such, But whats the progress on this thing? Oh Yeah, Lol, I spent my whole Computer Class Reading this thread. Interuptions....
 $%Grinno$%

-DrPepper

Last Page Quote from BarbyW:
Quote
The system has been tested and works well BUT we are now at the tedious stage of needing to make the files for each of the sets that we want to use it with. It is a case of getting all the IIDs logged and images for each lot then putting it all into the LUA file.

So I would guess that the systems been tested and works well BUT they are now at the .... read last quote.
Title: Re: Custom Submenus
Post by: RebaLynnTS on January 18, 2008, 11:28:04 AM
I guess (when this comes out) I'll have to add my LAR lots to it :)
Title: Re: Custom Submenus
Post by: RebaLynnTS on January 19, 2008, 04:45:35 PM
Sorry to double post, but this tread does not seem very active right now. I have a question. Will it be possible to have the NAM puzzle pieces listed in the menus?
Title: Re: Custom Submenus
Post by: Andreas on January 19, 2008, 06:04:15 PM
Sorry to double post, but this tread does not seem very active right now. I have a question. Will it be possible to have the NAM puzzle pieces listed in the menus?

No, the transit items work completely different than lots, so you can't put them in such a window.
Title: Re: Custom Submenus
Post by: Jonathan on January 20, 2008, 01:50:55 PM
I don't know anything about LUA scripts but aren't puzzle pieces refferenced when those popup windows say do you want to build a el-ground highway extended transition thats in the NAM?

Anyway, the first time I saw this thread I was far more than amazed, hope it all works out with no set backs
Title: Re: Custom Submenus
Post by: RebaLynnTS on January 22, 2008, 02:01:02 PM
The thing that I was thinking is, if this is just type of advisor popup, and you can select "road" to up grade an over crowded street, when that advisor popup rears it's head, then why would you not be able to add Transit networks to it?

Note: We don't know how, yet .. is an acceptable answer :)
Title: Re: Custom Submenus
Post by: daeley on March 01, 2008, 03:26:12 AM
patience is a vitue ;)

(http://homepages.vub.ac.be/~jjborms/MenuTranslator/DAMN-BSCpath01b.jpg)

(http://homepages.vub.ac.be/~jjborms/MenuTranslator/DAMN-BSCpath02b.jpg)

credits to Diggis for putting together the first sets
Title: Re: Custom Submenus
Post by: Pat on March 01, 2008, 03:27:28 AM
ooooooooooooo and Daeley you stike again wow!!! Love the Updated Icons so pretty and pressitance also pays off to lol....
Title: Re: Custom Submenus
Post by: Diggis on March 01, 2008, 04:01:42 AM
This is quite a time consuming process.  Everything has the appearance of working at the moment, but I really need to do up a few more sets to make sure that it's all go.  Sorry about the delay guys... but we are working on it.
Title: Re: Custom Submenus
Post by: City Builder on March 01, 2008, 07:47:24 AM
Oh man that is going to be so awsome.  I absolutely hate trying to find things on the regular game menus so this is going to be supercalefragilisticexpealadocious fantastic!
Title: Re: Custom Submenus
Post by: RebaLynnTS on March 01, 2008, 09:51:46 AM
Diggis .. disreguard my question about this topic on SimPeg :)

As soon as you can share info on how to make these for my lots, I'd like to get started.
Title: Re: Custom Submenus
Post by: Diggis on March 01, 2008, 11:20:55 AM
Once we have tested a few to make sure we have the process right and that the Mod works we will release both the Mod and instructions.  $%Grinno$%
Title: Re: Custom Submenus
Post by: JoeST on March 01, 2008, 11:24:18 AM
/me waits uber-patiently

...

...

...


/me gets bored of that and decides to jump up and down instead

Cant wait for this, Thankyou soo much

Joe
Title: Re: Custom Submenus
Post by: CasperVg on March 01, 2008, 12:16:30 PM
I am very inpatiently waiting on this. Great work to everyone that (helped to) create(ed) this. If the proces of adding pieces is of intermediate level, I am always willing to help to create new sets.
Title: Re: Custom Submenus
Post by: bat on March 01, 2008, 12:19:35 PM
That's looking very great!

Looking forward to it, too! ;)
Title: Re: Custom Submenus
Post by: Pat on March 01, 2008, 12:33:27 PM
Diggis take your time M8 you and Daeley are doing a fantastic job here, I am waiting very patiently.....
Title: Re: Custom Submenus
Post by: RebaLynnTS on March 01, 2008, 01:00:54 PM
When the LAR starts getting close to the 300 pieces I have envisioned, this will be very welcome :)
Title: Re: Custom Submenus
Post by: kaos78414 on March 01, 2008, 01:02:06 PM
Wow I'm a little late to find out about everything haha... but this looks excellent, can't wait for it to come out.
Title: Re: Custom Submenus
Post by: dragonshardz on March 01, 2008, 10:05:23 PM
*drool*

Wow. I'm stunned. Awesome work Daeley
Title: Re: Custom Submenus
Post by: Diggis on March 02, 2008, 03:35:52 AM
I am very inpatiently waiting on this. Great work to everyone that (helped to) create(ed) this. If the proces of adding pieces is of intermediate level, I am always willing to help to create new sets.

Once we have a few more sets done and checked that it's all going to plan we will release instructions.
Title: Re: Custom Submenus
Post by: Yoman on March 02, 2008, 09:11:59 AM
Take your time to make this live up to your expectations (which no doubt result in something incredible). I've lived with maxis menu's for 5 years, think I can for a few more months if you need that much time :P
Title: Re: Custom Submenus
Post by: FrankU on March 04, 2008, 06:21:19 AM
I fear that I will download even more content when this mod is going to work. One of the things that make me picky is the fact that these days already a quarter of my SC4 time is spent on scrolling.....
Daeley, you make my day!
Maybe this mod is as good as the NAM? &hlp
Title: Re: Custom Submenus
Post by: City Builder on March 04, 2008, 11:13:02 PM
I fear that I will download even more content when this mod is going to work. One of the things that make me picky is the fact that these days already a quarter of my SC4 time is spent on scrolling.....
Daeley, you make my day!
Maybe this mod is as good as the NAM? &hlp

I applaud your patience.  I have pretty much stopped collecting new content even though I've seen some great stuff because I don't ahve the patience to try to find the content in the jumbled scrolling list that we currently have.  It will eventually be nice to have such a tool as this so that I can continue on my collecting spree.  The only good thing about the way the game currently does it is that I often get a nice suprise when I fiind a building in the list that I've never noticed before.  It can be like christmas everytime I play SC4 and get to see a new building in my jumbled list of content.
Title: Re: Custom Submenus
Post by: FrankU on March 05, 2008, 04:35:02 AM
Yes indeed,
Sometimes I suddenly stumble arcoss a lot that I completely forgot about....., but then I immediately want to put it somewhere, because I fear I'll forget about it, but then there is no good spot for it and I do indeed forget the lot and then some weeks later the same thing happens to me again and it always and always goes on (and now the sentence is long enough. Period).
Or I scroll and scroll and overlook the lot and scroll back and.... get angry.
Or all the time that I have spent with Ilive's Reader to get the lots in the desired order.

I hope it is not a too difficult job to add menu items into the new system? Maybe we could work all together.
We can divide the job between a lot of people and then share the results....So everybody needt to do just a tiny bit of the large amount of work.
If the job is within my capabilities I will gladly spend some time on editing.
Title: Re: Custom Submenus
Post by: City Builder on March 05, 2008, 04:39:37 AM
I was/am hoping that the average person will be able to get items into the new format on a custom basis so that people can organize their own content into it without having to rely on the authors or whomever to do it for them.  I don't mind tedius work if it will benefit me in some way and I'd gladly do what I need to do to be able to organize collections of items of other peoples that I've collected into my own organizational scheme for the new custom sub menus.
Title: Re: Custom Submenus
Post by: Diggis on March 05, 2008, 04:53:54 AM
It's not overly difficult, just quite tedious and repetative.  It takes a knowledge of the Reader and LUA scripts but not much more.  I'm sure once it's released a tutorial will accompany it.
Title: Re: Custom Submenus
Post by: FrankU on March 05, 2008, 05:18:10 AM
I know the reader, a bit, but what is a LUA script?
Probably will be abkle to learn about them.
I'll wait for the files and the instructions.

My offer still stands.

Everyone will have her/his own files and lots, but there are many lots that will be used by a lot of people. These could be edited by many for everyone.
All the personal lot can always be put into the much emptier old menus. Isn't it?
Title: Re: Custom Submenus
Post by: Andreas on March 05, 2008, 06:12:32 AM
LUA is a programming language, and a LUA script is, well, a script written in that language. ;) I know next to nothing about programming, and yet I managed to understand the basics of how to modify those scripts.
Title: Re: Custom Submenus
Post by: Diggis on March 05, 2008, 06:16:48 AM
the problem is if you don't have a lot installed it will still show up in the menu.  We are looking at ways of warning users they don't have it installed but it's not easy.
Title: Re: Custom Submenus
Post by: CasperVg on March 05, 2008, 06:42:19 AM
If I am correct the same issue (^) happens with MMLs aswell (MLLs appearing in the menu, while you may not have installed the lots), right?
I'm having the issue for an MML that happened to be a dependency for a lot that I downloaded (not the lots the MML covered) and while I didn't have the lots it still appeared in the menus.
Title: Re: Custom Submenus
Post by: Diggis on March 05, 2008, 06:46:55 AM
Ahh, no slightly different.  An MML is a lot. If it's in the menu you can select and plop it.  It won't unhide any lots but it won't cause any problems.

With this if you install a set of menus that contain lots you don't have it will look like you do have that lot, except you can't plop it.
Title: Re: Custom Submenus
Post by: RebaLynnTS on March 05, 2008, 08:02:45 AM
At least you don't have to worry about my creations, I'll be glad to do the sub-menu's for all of it :)
Title: Re: Custom Submenus
Post by: Jonathan on March 05, 2008, 10:48:59 AM
While this is the greatest thing after sliced bread, just an idea which is probably not possible, and certainly not neccessary, what about a search box. I have probably asked too much, but I'm just wondering if it's possible.
Title: Re: Custom Submenus
Post by: CasperVg on March 05, 2008, 10:57:19 AM
Quote
At least you don't have to worry about my creations, I'll be glad to do the sub-menu's for all of it
Seconded.

Thanks for the explanation Diggis!
Title: Re: Custom Submenus
Post by: City Builder on March 05, 2008, 12:29:13 PM
While this is the greatest thing after sliced bread, just an idea which is probably not possible, and certainly not neccessary, what about a search box. I have probably asked too much, but I'm just wondering if it's possible.

Yeah I hear ha, a search capability would be great to have in a game such as this with so much content.  I spent the longest time trying to find where a particular sea wall was at, I finally had to spend a long time going through each menu in the game to find where the author of the mod had decided to place it.  Had there been a search feature built into the game itself it would have made finding it infinitely easier.  I don't know if something liek that is even possible but sure would be nice if it was at some point down the road.  For now it will just be great to be able to break out of the small menu choices.  This thing will even be better than individually wrapped cheese slices.

I wonder however how long it will take some enterprising person to create a program that can build the menus automatically with a program, I figure if it can be done by hand then at least to some degree it might be able to have a program do it to some degree, maybe not with all details but maybe in a more basic format.
Title: Re: Custom Submenus
Post by: daeley on March 05, 2008, 02:39:41 PM
There is a spoiler deviously hidden in the following message:

So you want a search function? how about using the search button? you know, the one with a question mark? Yup, that's the search button (:

@#|^$^£%uu?kLè§

Title: Re: Custom Submenus
Post by: JoeST on March 05, 2008, 02:54:18 PM
/me dies of excitement...

Joe

EDIT: !?£">[email protected]!¬`'[email protected]"$^0£5£$$^~|":$^"!%>£$% daeley = GRUE
Title: Re: Custom Submenus
Post by: RebaLynnTS on March 05, 2008, 02:57:59 PM
All i can say is ...

I was wondering what that question mark was for.

&^#)JS&)|?><*&%!!!
Title: Re: Custom Submenus
Post by: Pat on March 05, 2008, 03:34:46 PM
Im confusseded here and I cant break that code  ()sad() :'(  can someone help me please!!!



Thank you Joe!!! For pointing out what to do  ;D :D
Title: Re: Custom Submenus
Post by: Jonathan on March 05, 2008, 04:16:37 PM
You are a god Daeley, you think of everything, Even more awesomeifiying  :o  :o :o

Greatest Invention since the wheel, brick and everything else. &apls
Title: Re: Custom Submenus
Post by: City Builder on March 05, 2008, 05:21:20 PM
Hmmmm, I thought that was for a help dialogue, great to find out it's not
1 Print 'searchstring';
2 if $searchstring > " " goto 94 else goto 3;
3 print 'item not found' goto 2;
4 end;
94 goto 2;
Title: Re: Custom Submenus
Post by: JoeST on March 06, 2008, 12:37:13 AM
.... I doubt the use of goto will be implemented... and you have a useless else, and maybe some other things

but yeah, its not a help dialog  :P

Joe
Title: Re: Custom Submenus
Post by: jaxom101 on April 11, 2008, 05:43:17 PM
Any new word on this yet? Its been awhile now with nothing said.
Title: Re: Custom Submenus
Post by: Diggis on April 11, 2008, 06:02:22 PM
Yeah, we are slowly adding sets into this so that we can release it.  Daeley is unavailable at the moment and we have a few bugs to iron out.
Title: Re: Custom Submenus
Post by: FrankU on April 12, 2008, 07:35:38 AM
Sounds good!



....... waiting patiently, tapping my foot......
Title: Re: Custom Submenus
Post by: daeley on May 08, 2008, 07:56:09 AM
Ok, so this is a bit earlier in the development then we would've liked as there still are some bugs unfixed, but we (Diggis and me, most work by Diggis actually) both have so few time that we're going to throw out some files for preliminary beta (or alpha?) testing.

in the following zip [click here] (http://homepages.vub.ac.be/~jjborms/DAMN/customMenu.zip) are the following files:
customMenu.dat
BSC Forest Tracks beta.dat
BSC Goobers Canals Base Set.dat
BSC Park Trails beta.dat
JRJ Modular Zoo.dat
SNM Health and Safety.dat
SNM Utilities.dat

the first is the base file needed to display custom menus, the rest are the menu button definitions for several sets of lots. Keep in mind that these are only the button definitions and do NOT CONTAIN ANY LOTS, if you don't have these sets, you will need to download them from LEX (or remove them from your plugins or just don't use those menus). Menu buttons from lots you don't have won't crash the system, but you obviously won't be able to select them even though they appear in the menu.

I will be releasing a development kit "soon", once I get a few bug removed there too...
Title: Re: Custom Submenus
Post by: DeatzoSeol on May 08, 2008, 08:04:24 AM
w00t! :thumbsup:
*seems* to work fine ...

edit: i think this is some kind of bug: the browser loses its focus when you click the text instead of the arrow ... weird ...
also, all entries are duplicated ... some BSC Paths won't plop (the 1x1 narrow with bench - probly added wrongly), others however will. You can also only plop one, and then you'll need to restart the browser (luckily it remembers its last position)...
Title: Re: Custom Submenus
Post by: SC4BOY on May 08, 2008, 08:21:22 AM
Is there a problem with the web site? I get no connection .. perhaps its only up during certain hours?
Title: Re: Custom Submenus
Post by: RippleJet on May 08, 2008, 08:24:43 AM
Is there a problem with the web site? I get no connection .. perhaps its only up during certain hours?

I have no problems accessing or downloading...
Title: Re: Custom Submenus
Post by: gn_leugim on May 08, 2008, 08:27:48 AM
i can't plop anything, but besides that, its gorgeous
Title: Re: Custom Submenus
Post by: Pat on May 08, 2008, 09:12:35 AM
I was able to download no problem... I will be testing now wooot!!!
Title: Re: Custom Submenus
Post by: HandsOn on May 08, 2008, 09:55:08 AM
Keep in mind that these are only the button definitions and do NOT CONTAIN ANY LOTS, if you don't have these sets, you will need to download them from LEX (or remove them from your plugins or just don't use those menus). Menu buttons from lots you don't have won't crash the system, but you obviously won't be able to select them even though they appear in the menu.
This definitely qualifies as the best news I've had since I accidentally stumbled on the STEX a few years back and restarted my SC4 playing!  &apls  &apls  &apls  &apls
Havent't tested it yet but will do so immediately.
One small query, though: in the absence of a search function the LEX (and I've lost my faith in the STEX recently): could you provide links for the following, please:
JRJ Modular Zoo.dat
SNM Health and Safety.dat
SNM Utilities.dat

I never even heard of these, and except for JRJ being presumably Jeronji, I would not know where to look..  ()what()
Title: Re: Custom Submenus
Post by: bat on May 08, 2008, 10:01:15 AM
It works on my city, too! Great work there so far on it!! :thumbsup:
Title: Re: Custom Submenus
Post by: Rayden on May 08, 2008, 10:03:12 AM
This definitely qualifies as the best news I've had since I accidentally stumbled on the STEX a few years back and restarted my SC4 playing!  &apls  &apls  &apls  &apls
Havent't tested it yet but will do so immediately.
One small query, though: in the absence of a search function the LEX (and I've lost my faith in the STEX recently): could you provide links for the following, please:
JRJ Modular Zoo.dat
SNM Health and Safety.dat
SNM Utilities.dat

I never even heard of these, and except for JRJ being presumably Jeronji, I would not know where to look..  ()what()


Please use the Power Search on the top menu or the quick search on the left bar. You will find that, despite there is no search by lot name, you will find several other searching options.  ;)
Title: Re: Custom Submenus
Post by: daeley on May 08, 2008, 10:03:34 AM
this one's for the zoo: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=414
the SNM ones are spread over several downloads, just look for "SNM" on the LEX
Title: Re: Custom Submenus
Post by: JoeST on May 08, 2008, 10:19:19 AM
Thankyou so very very much Daeley, you sir are a supreme person :)

Joe
Title: Re: Custom Submenus
Post by: HandsOn on May 08, 2008, 11:51:11 AM
this one's for the zoo: http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=414
the SNM ones are spread over several downloads, just look for "SNM" on the LEX
Thanks.

My immediate trials had me baffled for a moment (I tend to ignore the message window for a while in an established city), but then I noticed and successfully used it on the custom trails. Great idea. Now my question: would it be possible to later the size of the messaging window? Alternatively, would it make sense, as the submenu's grow, to use custom UI based on, let's say, a commonly used lot?
Finally, because I had already DAT-packed my entire folder only moments before, the originals of the menu icons were, of course, still in place. But I presume they will disappear next time I pack the menu, too?!
Title: Re: Custom Submenus
Post by: catty on May 08, 2008, 02:33:19 PM
Thank You Daeley and Diggis  &hlp have downloaded the file and as I am home for the next three days will be testing it out

a good excuse to be playing SimCity instead of RL things :D

I'll let you know the results in a couple of days

And much appreciate your hard work with this  &apls
Title: Re: Custom Submenus
Post by: Pat on May 08, 2008, 09:48:34 PM
OK Did I screw something up here cause I thought this was supposed to remove the lots from the menu and be in this... IE jeronij's zoo is still in my rewards.... Other then that the program works wonderful and is looking fantastic!!!!
Title: Re: Custom Submenus
Post by: Diggis on May 09, 2008, 01:59:51 AM
OK, sorry about the delay on replying.  Was drinking in the sun yesterday. (hey, I live in London, you take it when you can.  :P)

edit: i think this is some kind of bug: the browser loses its focus when you click the text instead of the arrow ... weird ...
also, all entries are duplicated ... some BSC Paths won't plop (the 1x1 narrow with bench - probly added wrongly), others however will. You can also only plop one, and then you'll need to restart the browser (luckily it remembers its last position)...

Not sure about the loses focus comment, can you please provide more info and a pic.
Can you also provide a list of all lots you have a problem with.  I thought I had got most of the kinks out of the paths.
With the only being able to plop one at a time, you still have an MML installed.  That will remove the icons from the menu but will also stop multiple plops.

i can't plop anything, but besides that, its gorgeous

Do you have the lots installed?  These are just the menu files.

SNM Health and Safety.dat
SNM Utilities.dat


I broke the SNM lots into what their function is, rather than what their download it.  If you have the other SNM stuff, you will have these.  I'm not sure the SNM utilities will work.  I have had some problems with it so don't be surprised if they don't show up.

Now my question: would it be possible to later the size of the messaging window? Alternatively, would it make sense, as the submenu's grow, to use custom UI based on, let's say, a commonly used lot?

Huh?  Sorry, not sure what you mean there.  More info please?

Finally, because I had already DAT-packed my entire folder only moments before, the originals of the menu icons were, of course, still in place. But I presume they will disappear next time I pack the menu, too?!
OK Did I screw something up here cause I thought this was supposed to remove the lots from the menu and be in this... IE jeronij's zoo is still in my rewards.... Other then that the program works wonderful and is looking fantastic!!!!

No, to both of those.  This is just a menu browser really.  To remove the lots from the normal menus we have to use the same trick as the MML's which will mean only being able to plop a single instance.  Once we have these working I will release a set which will have a option to hide them and you can pick which you want installed.
Title: Re: Custom Submenus
Post by: HandsOn on May 09, 2008, 03:28:54 AM
Ok, let's go into details. A priori: I had just dat-packed, so I installed the custom_menu mod outside the plug-ins compressed folder. Sorry 'bout the rambling - had an all-nighter..  %wrd

When I found it, it worked: used tha park path's and plopped them. Once. After that clicking on any of the menu icons did nothing for a while, and then it disappeared.
Next I started getting odd crashes: scrolling through a city froze the game; coming out to the region after a save & exit crashed SC4; opening a city crashed. Removed the menu folder: no more crashes. Will try it dat-packed next.

I don't have any SNM stuff, because all I found on the LEX was his/hers/their military stuff - am too much of an armed pacifist for that. No utilities or health I could see. What I do have is the trails and the parks, and they worked one time - and that's inconclusive.

Since the menu comes in the same "window" as the in-game messages, I was wondering if that UI box could be made bigger so you see more of your submenus.

The "?" icons did not do anything for me - maybe you'd be better off without them since they surely add to the mod's payload.

If the lots stay in the standard menu, that's not an issue really if the sub-menu get's there quicker. The clincher would be if you could select - during the installation - which lots you want to see in the menus. Because not everyone will have what you have or what everyone else has. One way to start might be to take all the Maxis Rewards, Landmarks, Parks into a submenu (tiered perhaps?), that way you could use mods like the "Maxis Parks at the Bottom" to move them out of the way (or take them out of the menu's altogether???).

The back button did not work here; nor did the home button; I then clicked it "away" - when it came back the menu opened again as it should.

Search - neat idea but is it really necessary? And what will it search for: filename, description, menu "text"? And it needs a "Cancel Search" - I think (might have missed that).

Hope I am not being a spoilsport here..  :-[

Title: Re: Custom Submenus
Post by: Diggis on May 09, 2008, 04:29:21 AM
When I found it, it worked: used tha park path's and plopped them. Once. After that clicking on any of the menu icons did nothing for a while, and then it disappeared.
Next I started getting odd crashes: scrolling through a city froze the game; coming out to the region after a save & exit crashed SC4; opening a city crashed. Removed the menu folder: no more crashes. Will try it dat-packed next.

Not sure why this is as no one else has had this problem with the mod.  I also wouldn't recomment DAT packing it.

I don't have any SNM stuff, because all I found on the LEX was his/hers/their military stuff - am too much of an armed pacifist for that. No utilities or health I could see. What I do have is the trails and the parks, and they worked one time - and that's inconclusive.

SNM - Sim Nation Military.   ;)  There are health and utilities lots included in the base set.

To choose which sets are installed you just need to choose which DAT's to install.  They are usually broken into sets, much like the MMLs.  If you don't have the set, don't install that DAT.

I don't remember what the ? did, I'll take another look tonight if I'm not drunk.  :P
Title: Re: Custom Submenus
Post by: HandsOn on May 09, 2008, 04:45:04 AM

I don't remember what the ? did, I'll take another look tonight if I'm not drunk.  :P
Don't search: the "?" might have been "I"'s - icons on the right - I'm no longer all that awake. Am about to restart the game with the CM's packed, to see what it does or not does..will report back shortly (with screenshots)..and have one (or more) on me.. :P

Edit: CM worked even dat-packed, albeit with considerable delay. In fact I only got the trails menu after I did as search for "park" (found the parking lot - very good), closed it & re-opened it. From then on everything installed worked, including info. Only the "Home" button seemed somewhat reluctant but that may have been my installation ..\plugins\custom_menu\..
So far so good.

But I still wonder if it would not be possible to combine MML & custom menu via the mml lot's UI: thus your idea in the "message window" but in a customizable UI window. This would give you more space and be specific to the selected group. Just an idea, mind you - I'll accept any solution to the current mess in the Maxis menus.

Thanks for providing it.
(http://i283.photobucket.com/albums/kk289/DocRorlach/custommenu.jpg)
Title: Re: Custom Submenus
Post by: Diggis on May 09, 2008, 09:07:04 AM
Sorry, your use of UI is confusing me.  UI means user interface.  The whole screen is basically the UI.  You might need to be more specific.  Do you mean the query? I'm not sure this method is that efficient as it would require you to plop a construction lot, then query it to get the other lots.  The way it is now you just open the window, go to the submenu you want and pick the lot you need. I have a sneaky suspicion we are stuck with the size of the window as is.

You made a comment about not being able to use the ?/i.  Which is it? As I see both on the screen.

What happens when you use the home button?
Title: Re: Custom Submenus
Post by: HandsOn on May 09, 2008, 09:18:06 AM
Sorry, your use of UI is confusing me.  UI means user interface.  The whole screen is basically the UI.  You might need to be more specific.  Do you mean the query? I'm not sure this method is that efficient as it would require you to plop a construction lot, then query it to get the other lots.  The way it is now you just open the window, go to the submenu you want and pick the lot you need. I have a sneaky suspicion we are stuck with the size of the window as is.

You made a comment about not being able to use the ?/i.  Which is it? As I see both on the screen.

What happens when you use the home button?

Home: a few times, nothing happend; once it worked.

Back: always worked;

Dat Packing: your advice is correct inasfar that packed it takes a lot longer for the menu (not the start-up links) to be useable;

The "I"'s have it: I meant the Info icons. They work now (did not last test) but I just wondered if they are really needed, and if they add to the payload of the sytem.

UI: Yes, I meant the queries, simply because they can be customized. But you're right, that would simply make it another form of MML. Don't mind me..  :P

Final Release: how will you go about it? Will it be user-updateable or will you be required to furnish endless updates whenever a new set of parks comes out? Or can it actually read what one has installed, maybe from the start-up manager's config files? Again, don't mind me; am simply stabbing in the dark here..

Altogether a brilliant start, even if I am not the first to say so..  :satisfied:
Title: Re: Custom Submenus
Post by: daeley on May 09, 2008, 09:38:38 AM
(http://i283.photobucket.com/albums/kk289/DocRorlach/custommenu.jpg)

do you have news popups turned off? Please turn them on :) the full functionality of this mod is only available as popup. From the small news window, some buttons will not work (which is exactly what you are reporting).

Unfortunatly, while the looks of query windows can be customized far more then news messages, there is no way to add LUA functionality to query buttons, which is needed for this mod.
Title: Re: Custom Submenus
Post by: Diggis on May 09, 2008, 09:39:36 AM
I like the info behind the 'i's as it gives you a small pic, which can be helpful in more complex lots like the SNM stuff.  I'll have to let Daeley answer the question on the resources.

There should be no reason why DAT packing slows it down that I know of.  

UI: Yes, I meant the queries, simply because they can be customized. But you're right, that would simply make it another form of MML. Don't mind me..  :P

They queries work differently from the advisor windows.  I think the answer there is it doesn't work.


Beat me to it.

Final Release: how will you go about it? Will it be user-updateable or will you be required to furnish endless updates whenever a new set of parks comes out? Or can it actually read what one has installed, maybe from the start-up manager's config files? Again, don't mind me; am simply stabbing in the dark here..

If you look at the files you downloaded you will see a seperate DAT file for each of the sets added.  Plus a custom menus file that makes it all work.  We just need to release a DAT for the set and you can add it.
Title: Re: Custom Submenus
Post by: HandsOn on May 09, 2008, 11:44:14 AM
If you look at the files you downloaded you will see a seperate DAT file for each of the sets added.  Plus a custom menus file that makes it all work.  We just need to release a DAT for the set and you can add it.

This you'll have to detail a bit: let me guess - for every set (like trails, park pieces, etc.) eventually there'll be a combined DAT. We download it and then edit the menu file - which is another DAT. Thus if you don't know how to edit the menu DAT, you're stuck. Won't there be some kind of congif file, or is it going to be the reader? Now I am really worried I'll never be able to use it.

Edit: Forgot to explain about the speed thingy: I've put it into "Custom Menu", then zapped it with DT, thus it loads right after all the BSC & CAM stuff. It then took its time to recognize who's in charge here. Unzapped, I had stuffed it into z_Custom, thus loading it after plugins_compressed - it came up way faster. By that I mean the icons reacting to a click - under z_Custom (unzapped) they were clickable after ten seconds or so. Zapped it took more than two minutes before I could click anything. Not that big a deal, though.

Edit #2: I just opend the .dat with the reader and lo & behold - it's "just a script"..  &apls :-[
Title: Re: Custom Submenus
Post by: High5Tower on May 09, 2008, 12:14:03 PM
A big congragulations on a fine job here. &apls Have tried it out and like where your heading with this. I am a big MML user and have every MML that I know of and this is defitnitely the next step. I notice it works even with the MML's in place so no problems there. Will have to get used to the news guy again but he's easy to turn off if your no going to be using any of the new files, lifes little ajustments. Have been follwing the threads so no questions at this time. Thank you for your great work. :thumbsup:
Title: Re: Custom Submenus
Post by: Diggis on May 09, 2008, 01:48:11 PM
This you'll have to detail a bit: let me guess - for every set (like trails, park pieces, etc.) eventually there'll be a combined DAT. We download it and then edit the menu file - which is another DAT. Thus if you don't know how to edit the menu DAT, you're stuck. Won't there be some kind of congif file, or is it going to be the reader? Now I am really worried I'll never be able to use it.

Huh?  You've lost me more than anything.

A creator of a set of lots like the park paths will also create a DAT file for their paths which will add them to the DAMN.  Then you install it and it works.  Simple.
Title: Re: Custom Submenus
Post by: HandsOn on May 09, 2008, 01:52:34 PM
Huh?  You've lost me more than anything.

A creator of a set of lots like the park paths will also create a DAT file for their paths which will add them to the DAMN.  Then you install it and it works.  Simple.

That's what I wanted to hear. I've noticed the LUA and the programming therein and can see how The Man did it. Clever & effective. Misunderstood your last message -thought we'd have to do the configuring. Much better that way.

Thanks again.
Title: Re: Custom Submenus
Post by: Diggis on May 09, 2008, 01:53:45 PM
That's what I wanted to hear. I've noticed the LUA and the programming therein and can see how The Man did it. Clever & effective. Misunderstood your last message -thought we'd have to do the configuring. Much better that way.

Thanks again.

Daeley has a package which he is putting together which makes the creation much easier.  So you could do it yourself.
Title: Re: Custom Submenus
Post by: HandsOn on May 09, 2008, 03:34:53 PM
Daeley has a package which he is putting together which makes the creation much easier.  So you could do it yourself.

Gee, that'll be swll (said the B-movie actor). Truly, I'd love to have a go at it. Daely's code is clear and consise and easy to comprehend, I am just a bit unclear which lingo it is. Looks like C#, but also looks a bit like advancaed JavaScript without the curlies. Maybe this is Python, ja?!

Definitely want to try & do it myself and finally, finally get order into the house that Maxis built (German genetic fault - we always need order, ja?)

Thanks, Diggis
Title: Re: Custom Submenus
Post by: catty on May 09, 2008, 04:08:28 PM
Initial Testing Report

Having been trying this out since downloading yesterday, I do not DatPack my Plugins folder which is 3GB in size (consisting of AAA-ZZZ (26 folders), 1-9 (1 folder), Network Addon Mod and the "SimCity 4 Extra Cheats Plugin.dll", so the ...

customMenu.dat (CCC folder)
BSC Forest Tracks beta.dat, BSC Goobers Canals Base Set.dat, BSC Park Trails beta.dat (BBB folder)
JRJ Modular Zoo.dat (JJJ folder)
SNM Health and Safety.dat, SNM Utilities.dat (SSS folder)

The "Open Additional Submenus" menu is available in the News window and even when you close it down, it will pop back up a couple of minutes later in the same location.

I have no problems selecting anything from this Menu and all the buttons (Home, Back, etc) all work correctly even when you are running at Cheetah speed.

The only problem as such is after selecting something from (as an example) the BSC Forest Tracks a second Menu will appear called "Menu Browser - BSC Forest Tracks" and while you can see everything that shows up in the "Open Additional Submenus" you cannot select anything from this menu, if you want to select a different track you have to go back to the "Open Additional Submenus" to do so, its a minor thing as I am now just ignoring the "Menu Browser" when it pops up.

Its great work and its so much easier to select something from this Custom Menu than the games default menu  :thumbsup:

Thank You Cathy
Title: Re: Custom Submenus
Post by: Diggis on May 10, 2008, 02:04:31 AM
Hands-On.  To create a new set you don't need to do any programming.  You don't need to look at the customMenu.dat file at all.  Take a look at the other DAT files, thats what you will be creating.

Catty:  Thank for the report.  To plop the lot from the menu, whithout going to the info page, click on the lot icon on the left.

Once tip on your file structure. Personally I would keep all the menu.dat files in the same place.  Then you can easily check what is installed in there.
Title: Re: Custom Submenus
Post by: jaxom101 on May 10, 2008, 10:46:57 AM
   I tried it with the Zoo and BSC Parks and everything seemed to work just fine. I did notice the 1x1 Trail Narrow with Bench was the only Lot that didnt work.

   I also think we need a MML to hide that Lots that are in the Menu. I have other lots with the BSC Park set and it would be nice to hide the lots that can be found in the Menus.

   Other then that I belive this is an awsome thing right up there with the Startup Manager.

Great Job
Title: Re: Custom Submenus
Post by: HandsOn on May 10, 2008, 11:51:36 AM
Hands-On.  To create a new set you don't need to do any programming.  You don't need to look at the customMenu.dat file at all.  Take a look at the other DAT files, thats what you will be creating.

Great - so, when can I start? And what exactly do I have to do to create the necessary menu files (got lots of candidates for it)?
Title: Re: Custom Submenus
Post by: SC4BOY on May 10, 2008, 12:25:39 PM
Well in spite of all the "it works for me" notes, I still cannot access the link. Is there some security setting I need to open? Any other ideas. This is the page I get directly from the link provided in Daely's message.

(http://img237.imageshack.us/img237/7084/daelyaccessjy0.jpg)
Title: Re: Custom Submenus
Post by: BarbyW on May 10, 2008, 12:33:28 PM
SC4BOY: you don't actually access the page but if you click the link you can download the zip directly.
Title: Re: Custom Submenus
Post by: High5Tower on May 10, 2008, 12:47:39 PM
After reading  the jaxom thread I most confirm that it does not work. I then checked the BSC Forest Tract set and found two that did not function. 1st, Forest Track Crossroad 1x1 Centre. 2nd Forest Track Corner 1x1 Offset (First one). Thank you for your hard work. :thumbsup:
Title: Re: Custom Submenus
Post by: Diggis on May 10, 2008, 01:10:11 PM
Great - so, when can I start? And what exactly do I have to do to create the necessary menu files (got lots of candidates for it)?

You wait till daeley has ironed the wrinkles out of the programs used to create them.

After reading  the jaxom thread I most confirm that it does not work. I then checked the BSC Forest Tract set and found two that did not function. 1st, Forest Track Crossroad 1x1 Centre. 2nd Forest Track Corner 1x1 Offset (First one). Thank you for your hard work. :thumbsup:

By IT I assume you mean the 1x1 trail narrow with bench?  Not the whole thing.
Title: Re: Custom Submenus
Post by: jaxom101 on May 10, 2008, 03:26:49 PM
Well in spite of all the "it works for me" notes, I still cannot access the link. Is there some security setting I need to open? Any other ideas. This is the page I get directly from the link provided in Daely's message.
Try right clicking the link and select save as. This isnt a page link but a download link and I know there is secruity settings in Most browsers not to access .ZIPs and thats probably your problem. Right clicking and save as should override and let you save it.
Title: Re: Custom Submenus
Post by: jaxom101 on May 10, 2008, 04:09:55 PM
Can you add in the Base Maxis sets?

You still need MMLs so you can find the Maxis items you will allways use. But if they could be built into this then you wouldnt ever need to use the regular menus again.
Title: Re: Custom Submenus
Post by: catty on May 10, 2008, 09:20:58 PM
Quote
Catty:  Thank for the report.  To plop the lot from the menu, whithout going to the info page, click on the lot icon on the left.

Went back and tried again with the same results, but taking your advice

Quote
Once tip on your file structure. Personally I would keep all the menu.dat files in the same place.  Then you can easily check what is installed in there.

I shifted the Custom Menu files from My Docs/Plugins into Program/Plugins as I don't keep anything in there except the background files and the problem with plopping went away.

The only noticeable thing now is the larger the city the more lag there is when clicking on it or plopping anything, but you have that when using the game default menu.

I am not sure that I plopped everything available, but had no problems with the ones I did plop.  :thumbsup:
Title: Re: Custom Submenus
Post by: CasperVg on May 11, 2008, 10:54:37 AM
caspervg cannot wait to see the final version and the development set released...  $%Grinno$%
Title: Re: Custom Submenus
Post by: dragonshardz on May 11, 2008, 11:48:24 AM
I haven't tested the CMM-B yet, but from all the reports so far it looks like it works.

Incidentally, who was it that created the BSC Forest Tracks? Deadwoods, right?

~~Dragonshardz~~
Title: Re: Custom Submenus
Post by: FrankU on May 11, 2008, 01:03:23 PM
Ha! Great news on the front!
I'm not a tester and thus are still waiting patiently for the result.
Only thing I can do is stand on the sideline and yell enthousiastically at you that are working so hard. :thumbsup:

I have an idea though.
Might it be possible to make a mod file that moves all the menu items of the lots into, e.g., the trash menu? So this is then going to be an awfully filled up menu, but it is hardly neccessary to access this menu. So the other menus will be cleaned from all the files that can be accessed by the new mod. Hopefully this is understandable?
Title: Re: Custom Submenus
Post by: Swamper77 on May 11, 2008, 01:35:20 PM
While it may be a good idea in theory to move the lots to the garbage utilities menu, it won't be a good idea in practice. The menu that lots are placed in has a direct effect on how they will function. Placing lots into a different menu than how they are designed to function might cause issues, so it is best to leave them where they are.

-Swamper
Title: Re: Custom Submenus
Post by: bwatterud on May 11, 2008, 01:45:26 PM
How about having the submenu file for a given set move that set to the bottom of whatever menu it is in.  That way, you wouldn't have to scroll through endless sets of, say for example, seawalls, in order to access lots that don't have a submenu file because they are standalone lots, or are a low priority. 
Title: Re: Custom Submenus
Post by: Jonathan on May 11, 2008, 01:51:18 PM
Wow, awesome work Daeley, I downloaded and tried out your menus, and they work great &apls

FrankU: As far as I understand it the Daeleys modd replaces the icons in the MAXIS menus, they still function correctly, but the icon is only in the news message. I tried making my own menus and lots in it, and managed to get it to work to anextent although I had to replace the ones in the download.

Anyway fantastic Work. :thumbsup:
Title: Re: Custom Submenus
Post by: yoshiisland2 on May 13, 2008, 05:22:02 AM
This is some awesome stuff Daeley, hats off to you my friend!  I'd do a beta test, but the BAT has both my hands tied these days...the reason I could never understand this modding lingo. ;D
Title: Re: Custom Submenus
Post by: daeley on May 13, 2008, 02:15:43 PM
In attachment the first public version of the DAMN Development Toolkit (DDTK - there's already enough 3-letter acronyms, don't you agree?)

obviously, read the tutorial first :)

(a fairly recent Java version is required to run the enclosed apps)
Title: Re: Custom Submenus
Post by: FrankU on May 14, 2008, 10:05:15 AM
Swamper,
Now, after I have moved almost all indusdtry and harbourrelated lots into my harbour menu, after everybody has told me this is without danger, you say that there can be issues?
OMG, I hope nothing serious?
In fact, I never found anything strange, but I msut admit I am not too interested in details...
As long as things start to grow and I am able to plop what I want to plop I am happy.
Title: Re: Custom Submenus
Post by: HandsOn on May 14, 2008, 11:03:22 AM
Swamper,
Now, after I have moved almost all indusdtry and harbourrelated lots into my harbour menu, after everybody has told me this is without danger, you say that there can be issues?
OMG, I hope nothing serious?
In fact, I never found anything strange, but I msut admit I am not too interested in details...
As long as things start to grow and I am able to plop what I want to plop I am happy.
Having done the same kind of moves, I think Swamper's concern is only true for the utility menus: I've accidentally moved a park into the Water menu and every time I tried to use it the city switched to underground view. Thus, yes, there maybe issues, but not with the harbour, misc. transport, or parks menus.
Title: Re: Custom Submenus
Post by: CasperVg on May 15, 2008, 12:21:06 PM
It's out, the developement kit is out. My day's good today :)
Title: Re: Custom Submenus
Post by: Jonathan on May 15, 2008, 02:01:43 PM
Awesome work on the DTK, I think I managed to do it all right up to step 4, what IID and package ID should be used? As far as I know the DTK only says to set them correctly, what is correctly?

Other than that, great work to all involved in this. &apls
Title: Re: Custom Submenus
Post by: daeley on May 15, 2008, 02:21:41 PM
Awesome work on the DTK, I think I managed to do it all right up to step 4, what IID and package ID should be used? As far as I know the DTK only says to set them correctly, what is correctly?

Other than that, great work to all involved in this. &apls

short answer:

 set the LUA IID and Package ID to the same number smaller then 0x7FFF FFFF

slightly longer answer:

 the PID and IID don't have to be the same, but for convenience I generally take them the same. The package number does have to be smaller then 7FFF FFFF because they seem to be read as signed integers. Hence anything higher becomes negative and invalid to SC4.
Title: Re: Custom Submenus
Post by: FrankU on May 16, 2008, 05:23:30 AM
Having done the same kind of moves, I think Swamper's concern is only true for the utility menus: I've accidentally moved a park into the Water menu and every time I tried to use it the city switched to underground view. Thus, yes, there maybe issues, but not with the harbour, misc. transport, or parks menus.

Thanks HandsOn. Now I can sleep again. :P
Title: Re: Custom Submenus
Post by: Chrisim on May 22, 2008, 08:52:25 AM
Dear Dealey,
your custom submenus system is fantastic - it can make it so much easier to select custom content and I had no problem so far  :)
I used the Reader to look and understand the system - and I can tell that it is a masterpiece &apls
The most significant achievement for SC4 custom gameplay for years, just next to the NAM. Thank you!  :)
However, there is still much work to be done to get the custom submenu system working for much more sets.

I downloaded the developer tool kit and read your tutorial, but I haven't tried generating new submenues yet.
Obviously, the customMenu.dat is the main "controller" LUA file for all folders (the main sub menu and sub-sub menues).
And each menu file like JRJ Modular Zoo.dat contains a LUA file that does reference the main LUA file. Clever!

I have a few questions:
Translations. It is easy to add more LTEXT (just changing the GID in the usual way). But much text is inside the LUA files. Do we have to create a LUA file for each language or can you use constants inside LUA that are defined in a central language file?

Is the main menu structure (Recreation, ..., Air) and the first level submenu final?
Example: for Transport, there are only two submenues: public transport and others
I would create one submenu for each type of network, e.g., train lots, ..., bus stops, ..., GLR stations, ...
If you ask 100 persons, you would get 200 opinions how to structure it.  ;)
Everybody could in principle create a personal version of customMenu.dat, but in order to get one system (to which everybody can contribute), you (or the BSC) may probably want to keep ownership of this main controller and update it from time to time?

Are you going to create a (high level) visible forum thread with a list of existing sets, where contributors can tell which sets they are working on (to avoid duplicate work)? New files, shall they be attached inside such a thread? A publication of single files on the LEX would not make much sense, but a regular LEX publication of all available sets would then be useful. What's the strategy?
Title: Re: Custom Submenus
Post by: HandsOn on May 22, 2008, 10:11:43 AM
I do agree with Chrisim - it is indeed the best thing since buttered bread (or was that breaded butter?). Anyway, I totally love the idea, but I do have one tiny problem: it's called "my brain". Because this little used grey mass between my ears hurts when I try to understand the read-me. It does assume a fair bit of prior knowledge which - unfortunately - I don't have. I've asked the master of ceremonial tutorials, Diggis, to write one for simpletons like myself, but he's perchance busy with the rest of his rugby life. Thus my question: could you elaborate the document a bit? Like what ID's for what; what are the pitfalls, if any; that sort of thing.

Much obliged..
Title: Re: Custom Submenus
Post by: Diggis on May 22, 2008, 10:24:29 AM
It think if you read the top of the readme it does point out that this is a medium level Modding excercise.  :thumbsup:

I will endeavor to write a version for dummies, as it were, but it will still require familiarity with the readme.
Title: Re: Custom Submenus
Post by: HandsOn on May 22, 2008, 10:26:28 AM
It think if you read the top of the readme it does point out that this is a medium level Modding excercise.  :thumbsup:

I will endeavor to write a version for dummies, as it were, but it will still require familiarity with the readme.
Back from the pub, eh?  ;D

Jokes aside, thanks, Diggis; it'll be a while before I get to "medium" - I'll have to pass "beginner" first..
Title: Re: Custom Submenus
Post by: daeley on May 23, 2008, 10:06:25 AM
Dear Dealey,
your custom submenus system is fantastic - it can make it so much easier to select custom content and I had no problem so far  :)
I used the Reader to look and understand the system - and I can tell that it is a masterpiece &apls
The most significant achievement for SC4 custom gameplay for years, just next to the NAM. Thank you!  :)
However, there is still much work to be done to get the custom submenu system working for much more sets.

I downloaded the developer tool kit and read your tutorial, but I haven't tried generating new submenues yet.
Obviously, the customMenu.dat is the main "controller" LUA file for all folders (the main sub menu and sub-sub menues).
And each menu file like JRJ Modular Zoo.dat contains a LUA file that does reference the main LUA file. Clever!

I have a few questions:
Translations. It is easy to add more LTEXT (just changing the GID in the usual way). But much text is inside the LUA files. Do we have to create a LUA file for each language or can you use constants inside LUA that are defined in a central language file?

Is the main menu structure (Recreation, ..., Air) and the first level submenu final?
Example: for Transport, there are only two submenues: public transport and others
I would create one submenu for each type of network, e.g., train lots, ..., bus stops, ..., GLR stations, ...
If you ask 100 persons, you would get 200 opinions how to structure it.  ;)
Everybody could in principle create a personal version of customMenu.dat, but in order to get one system (to which everybody can contribute), you (or the BSC) may probably want to keep ownership of this main controller and update it from time to time?

Are you going to create a (high level) visible forum thread with a list of existing sets, where contributors can tell which sets they are working on (to avoid duplicate work)? New files, shall they be attached inside such a thread? A publication of single files on the LEX would not make much sense, but a regular LEX publication of all available sets would then be useful. What's the strategy?

question 1: Everything in LTEXT's can be translated the usual way. This is limited to the description messages. The item and menu titles, and info[1] and info[2] messages can't be translated this way and are coded into LUA. If you would want everything translated including the menu titles etc, you would have to create a different version of the code.

question 2: The base menu structure can be changed, but I would recommend leaving it as it is. We have thouroughly discussed it (and as you say, every person has a different opinion) and as it is now seemed to be a good compromise. Stuff such as train, GLR etc can be put inside the transport menu, so you get menu's like Home > Transport > Public Transport > GLR Station sets > ..." In theort the menu depth is unlimited. For compatibility between users, the idea is that the main controller is the same for everyone.

HandsOn: If you think this version is difficult, you should've seen the first one... it didn't even have a button cutter or code generator  :shocked2:
Title: Re: Custom Submenus
Post by: Diggis on May 23, 2008, 10:17:59 AM
question 1: Everything in LTEXT's can be translated the usual way. This is limited to the description messages. The item and menu titles, and info[1] and info[2] messages can't be translated this way and are coded into LUA. If you would want everything translated including the menu titles etc, you would have to create a different version of the code.

question 2: The base menu structure can be changed, but I would recommend leaving it as it is. We have thouroughly discussed it (and as you say, every person has a different opinion) and as it is now seemed to be a good compromise. Stuff such as train, GLR etc can be put inside the transport menu, so you get menu's like Home > Transport > Public Transport > GLR Station sets > ..." In theort the menu depth is unlimited. For compatibility between users, the idea is that the main controller is the same for everyone.

HandsOn: If you think this version is difficult, you should've seen the first one... it didn't even have a button cutter or code generator  :shocked2:

I can vouch for that.  :angrymore:
Title: Re: Custom Submenus
Post by: HandsOn on May 23, 2008, 10:33:04 AM
I can vouch for that.  :angrymore:
No need, Diggis, I do program thus know about my betas and alphas. Where my understanding is still hapazard, partially because the explanations are so fractured over various sites buried in different tutroials and fori, is the relationship between files and parameters in SC4. It's like Betty-May's family in the Ozarks! LUA this, T21 that, exemplars that exemplify and exemplars that simply don't, and let's not forget the LD, 3D, DDT, and the meeting at the PTA!

Aargh, now my head hurts again - mother said I shouldn't be thinking about it AND play with the axe..  &cry2
Title: Re: Custom Submenus
Post by: Andreas on May 23, 2008, 10:48:08 AM
question 1: Everything in LTEXT's can be translated the usual way. This is limited to the description messages. The item and menu titles, and info[1] and info[2] messages can't be translated this way and are coded into LUA. If you would want everything translated including the menu titles etc, you would have to create a different version of the code.

Well, thankfully, it looks like you can use unicode in LUA code (as you can do in Item Name properties and the like), so it's possible to use accented characters. I still didn't had the time for a closer look, but I assume that we could distribute a special German base set at SimCityKurier that has the proper translations embedded into the code. :)
Title: Re: Custom Submenus
Post by: CasperVg on May 23, 2008, 10:52:02 AM
By the way, because you need to have info 'pop-up' setting on, does this mean you will also have the obnoxious pop-ups for information/reward unlocks? If so, is there a fix for making those not appear, while the Custom Submenu System would still work?
Title: Re: Custom Submenus
Post by: daeley on May 23, 2008, 04:32:01 PM
Well, thankfully, it looks like you can use unicode in LUA code (as you can do in Item Name properties and the like), so it's possible to use accented characters. I still didn't had the time for a closer look, but I assume that we could distribute a special German base set at SimCityKurier that has the proper translations embedded into the code. :)

for example, such a thing could be done. However you would have to take care to install all menu addons in german as well. If you install an english addon with a german base controller, the addon will create new english menu's for itself.

I will have a look if there's an easy way around this.

By the way, because you need to have info 'pop-up' setting on, does this mean you will also have the obnoxious pop-ups for information/reward unlocks? If so, is there a fix for making those not appear, while the Custom Submenu System would still work?

I never saw them as obnoxious so I never bothered to check... I'll see what I can do
Title: Re: Custom Submenus
Post by: Andreas on May 23, 2008, 05:37:05 PM
However you would have to take care to install all menu addons in german as well. If you install an english addon with a german base controller, the addon will create new english menu's for itself.

Well, there's always the problem that foreign lots will have English (or any other foreign language) names and descriptions, so I guess non-English players are used to that. From all languages, I assume the German fans have the largest selection of lots that got translated, and obviously, German addons could be released as well.
Title: Re: Custom Submenus
Post by: Chrisim on May 25, 2008, 03:53:28 AM
Translations - I translated the main file to German and played it together with an English addon file. As you said, Daeley, the english addon created an english main menu entry itself below the German main menu entries.
Is there a way to prevent this and keep things more consistent? Presently your system does reference menus by linknames that are also displayed in the menus.  Would it be possible to separate link and displayed text, by using an ID (a Daeley ID: DID ;) )? Such a system would permit localized main menues and international addons to work together.
Title: Re: Custom Submenus
Post by: daeley on May 25, 2008, 04:43:15 AM
well, while I could do something like that, it would make it slightly harder to develop files and build add-ons. Right now, if you see a menu called "Transport", you just use "transport" to add to that menu, no problem. With that system, you'd have to look up the id. Also, typing errors are generally easier to spot then id errors (I think). It's all not a big difference, I know, but I've been trying very hard to pinch off every minute needed to develop additional DAMN's and still there's only one person (thank you Diggis) who has done any.
Title: Re: Custom Submenus
Post by: Jonathan on May 25, 2008, 05:09:26 AM
Thanks Daeley for helping with the PID, I tried that and it worked so thanks :)

I tried making another set but I couldn't get it to work although I think I know why now.

Just wondering if you could get the LUA to "know" where the dat they are in is. So it would be possible to have a DAMN folder and then you just add folders for more menus?
Title: Re: Custom Submenus
Post by: daeley on May 25, 2008, 06:08:49 AM
Just wondering if you could get the LUA to "know" where the dat they are in is. So it would be possible to have a DAMN folder and then you just add folders for more menus?

not really sure if I understand what you mean bacause I think what you mean is already possible :) they don't really need to know where they are to work, you can put them anywhere. Even the order in which the game loads them shouldn't matter.
Title: Re: Custom Submenus
Post by: Jonathan on May 25, 2008, 06:18:37 AM
I mean depending where you put them in your plugins folder, they will show up in the custom menus.

So if you had a tram station and wanted it in the custom menu: Transport/GLR

You'd have some folder in your plugins like this:

Plugins
  DAMN
   Transport
     GLR
      Tram Station.dat
     Public Transport
     Other
And the LUA would know automatically where to put the tram station in custom menus.
Title: Re: Custom Submenus
Post by: daeley on May 25, 2008, 06:22:09 AM
hmm, that's actually not a bad idea... will have to check out the possibilities!
Title: Re: Custom Submenus
Post by: Chrisim on May 25, 2008, 06:25:04 AM
well, while I could do something like that, it would make it slightly harder to develop files and build add-ons. Right now, if you see a menu called "Transport", you just use "transport" to add to that menu, no problem. With that system, you'd have to look up the id.
Not if you use text as ID. This is what I had tried:
From my translated German customMenu.dat:
Code: [Select]
local culture    = DAMenu.addMenu(DAMenu,"Kultur")
   local cultural  = DAMenu.addMenu(culture,"Bildung")
   local religious = DAMenu.addMenu(culture,"Religion")
Then, the English addon tested:
Code: [Select]
local menu = DAMenu.findItem("Culture/Cultural/Jeronij's Modular Zoo & Aquarium")
if (menu == nil) then
...
and it created an additional main menu.
If the English addon would test for "culture" and "cultural" instead of "Culture/...", it should work. Unless I oversee an argument ...
Title: Re: Custom Submenus
Post by: daeley on May 25, 2008, 06:37:19 AM
well, that's not as easy as you say, because those are just variable names and they're not actually stored anywhere.

I think I'm going to have a look at Warrior's idea, that would solve some of the translation problem as well.
Title: Re: Custom Submenus
Post by: Diggis on May 25, 2008, 01:30:46 PM
I'd have to say Warriors idea was brilliant. As part of that the final menu title could be the file name.  Although that would mean you can't add new sets to an existing menu like you could if you used just the folder structure.
Title: Re: Custom Submenus
Post by: JoeST on May 25, 2008, 01:37:00 PM
so if i get you... you are going to see if you can use the LOT file as a placer in the folder structure it is placed in... nice idea

or is it going to be some extra file you have to use for each lot/set? that are then arranged in the directory structure?

Joe
Title: Re: Custom Submenus
Post by: Diggis on May 25, 2008, 01:51:45 PM
No, the folder structure of the DAMN that the DAT file for the set resides in.
Title: Re: Custom Submenus
Post by: Jonathan on May 25, 2008, 03:06:50 PM
Cool thanks, I had the idea some time ago, but didn't really think much of it.
Title: Re: Custom Submenus
Post by: RebaLynnTS on May 25, 2008, 03:36:57 PM
Personally, I think that is an great idea, it should cut down on the amount of programming needed to make a set as well. It would also allow folks to do their menu's any way they want.
Title: Re: Custom Submenus
Post by: Diggis on May 25, 2008, 03:44:18 PM
Personally, I think that is an great idea, it should cut down on the amount of programming needed to make a set as well. It would also allow folks to do their menu's any way they want.

It's only going to take one line out of the excell spreadsheet as you still have to the rest.
Title: Re: Custom Submenus
Post by: HandsOn on May 25, 2008, 03:44:36 PM
Let me see if I get this right: all you would need to do is to create a menu structure, following Daeley's patterns, under the "Custom Menu" folder where his mod is installed, and stuff the various lots that clutter up, for example, the park menu, into a correctly named subfolder and - presto - you've got the custom menu the way you want it???

If that really is the case (and I have my doubts, that would really be too simple), could you then still set the "hidden" parameter? Or would you need separate MML's for such sets?

Or am I - once again - missing the point altogether??  ???
Title: Re: Custom Submenus
Post by: Diggis on May 25, 2008, 03:48:37 PM
Let me see if I get this right: all you would need to do is to create a menu structure, following Daeley's patterns, under the "Custom Menu" folder where his mod is installed, and stuff the various lots that clutter up, for example, the park menu, into a correctly named subfolder and - presto - you've got the custom menu the way you want it???

If that really is the case (and I have my doubts, that would really be too simple), could you then still set the "hidden" parameter? Or would you need separate MML's for such sets?

Or am I - once again - missing the point altogether??  ???

No, not even close.  From what I gather, which would probably be close, is that you still have to create the DAMN DAT as per normal but instead of setting the menu structure in the LUA script it takes if from the folder structure of the DAMN.  I doubt there is a way to get the DAMN to read the lots from the menu files automatically otherwise Daeley would already have done it.
Title: Re: Custom Submenus
Post by: HandsOn on May 25, 2008, 04:36:19 PM
Thanks for clearing that up. Still, it appears if that "small step for mankind" would make it easier for us aliens..
Title: Re: Custom Submenus
Post by: daeley on May 26, 2008, 02:30:07 AM
No, not even close.  From what I gather, which would probably be close, is that you still have to create the DAMN DAT as per normal but instead of setting the menu structure in the LUA script it takes if from the folder structure of the DAMN.  I doubt there is a way to get the DAMN to read the lots from the menu files automatically otherwise Daeley would already have done it.

correct :) I'm still ironing out a few things... LUA doesn't have any filesystem functions in it. After (quite) a bit of searching I have found a .dll with some functions for lua 5.1 and a package to ensure compatibility between 5.0 and 5.1 that seem to work well in LUA sandbox mode... now let's hope the game buys it :p
Title: Re: Custom Submenus
Post by: HandsOn on May 26, 2008, 03:22:58 AM
correct :) I'm still ironing out a few things... LUA doesn't have any filesystem functions in it. After (quite) a bit of searching I have found a .dll with some functions for lua 5.1 and a package to ensure compatibility between 5.0 and 5.1 that seem to work well in LUA sandbox mode... now let's hope the game buys it :p
Great. Which brings me to my next loaded question: Since SC4 has to "buy" the modifications, as you say, I am going to presume that all the various tools must ultimately use the same system to merge, or pack the files, since the game would otherwise not be able to read your stuff and wou's packed dat's. Thus whatever method SC4 Tool uses must be common to all. And since I am this very moment writing a tool to help me manage all my SC4 stuff (folders, backups of individual cities, regions, et al) I would very much like to find out more on how that is done. And where can I find LUA scripting tools, if any?

Or am I asking for trade secrets here?  ???
Title: Re: Custom Submenus
Post by: Jonathan on May 26, 2008, 05:00:26 AM
Here is my first 2 attempts at making DAMN files, they use the GLR stations form the BSC/SFBT GLR Tram Modd (the one that adds color lines).

yes.. lets hope the game buys it...(not that I understood everything that Daeley said ;) )
Title: Re: Custom Submenus
Post by: Diggis on May 26, 2008, 05:15:20 AM
Here is my first 2 attempts at making DAMN files, they use the GLR stations form the BSC/SFBT GLR Tram Modd (the one that adds color lines).

yes.. lets hope the game buys it...(not that I understood everything that Daeley said ;) )

I'll try and give this a crack this afternoon.
Title: Re: Custom Submenus
Post by: daeley on May 26, 2008, 05:36:33 AM
Great. Which brings me to my next loaded question: Since SC4 has to "buy" the modifications, as you say, I am going to presume that all the various tools must ultimately use the same system to merge, or pack the files, since the game would otherwise not be able to read your stuff and wou's packed dat's. Thus whatever method SC4 Tool uses must be common to all. And since I am this very moment writing a tool to help me manage all my SC4 stuff (folders, backups of individual cities, regions, et al) I would very much like to find out more on how that is done. And where can I find LUA scripting tools, if any?

Or am I asking for trade secrets here?  ???

first question: this discussion is not related - remotely - to wou's datpacker or how the game stores files. With Warrior's idea, I'll probably even put the scripts un"packed" outside the Plugins folder.
second question: how about typing LUA in google? if that fails for some reason, www.lua.org is a good place to start.
Title: Re: Custom Submenus
Post by: HandsOn on May 26, 2008, 06:42:29 AM
Thanks, daeley. It had simply never occured to me that LUA existed anywhere outside of the game.
Title: Re: Custom Submenus
Post by: Diggis on May 26, 2008, 08:34:44 AM
It's all not a big difference, I know, but I've been trying very hard to pinch off every minute needed to develop additional DAMN's and still there's only one person (thank you Diggis) who has done any.

I think you need to revise that comment now.  ;)  I've just checked out the ones by Warrior and they seem to be in working order.  I'm going to start a thread listing the sets that have been done or are being worked on so we can avoid doubling up on work.
Title: Re: Custom Submenus
Post by: RebaLynnTS on May 26, 2008, 10:48:07 AM
I'm still trying to figure it all out, and working on a set for one of my projects.
Title: Re: Custom Submenus
Post by: JoeST on May 26, 2008, 01:18:28 PM
uhh... can I ask, is the scroll bar on the "form" supposed to be 100% of the height or not?

other than that, it is fantastic :) thankyou very much

(if only i could get the DDTK to work hehe)

Joe
Title: Re: Custom Submenus
Post by: Jonathan on May 26, 2008, 02:38:27 PM
One more thing, does it matter if there are conflicting PIDs and LUA IIDs?
If so you should put the PID/LUA IID used for the set next to the list on the first post?

Diggis suggested I post this here from the sets thread.
Title: Re: Custom Submenus
Post by: klaascornelis on May 27, 2008, 05:35:55 AM
Its Good to see my fellow Belgians taking the lead on this one. This is a major breakthrough in the comfort of playing with custom content in SC4.
Bravo  &apls &apls &apls

But i'm not good with all the programing stuff.
Now is my question. Can i use this mod without any knowledge of Vb or Java. Is this designed for simple use?
I know i probably should wait until the final version but my scrolling finger just cant take it anymore  :D.

Greetings,
Me
Title: Re: Custom Submenus
Post by: Diggis on May 27, 2008, 05:44:48 AM
You can use the Mod without any knowledge of Modding.  And you don't need to know Java or VB to create new ones.  Just excel and the Reader.  :thumbsup:
Title: Re: Custom Submenus
Post by: klaascornelis on May 27, 2008, 06:30:52 AM
Thanks for the reply i presume You can modify the amount and content of the menu's in reader.

Reader is programming so i don't understand one single line of it. And what does excel has to do with it?
Is there somewhere a tutorial for this program. Or is somebody willing to give a quick one on this particular case?


Before i make a fool out of myself i found the development kit thanks to digis

Greetings
Me
Title: Re: Custom Submenus
Post by: Diggis on May 27, 2008, 06:34:46 AM
Daeley has released a development kit to create the LUA script.  It's a couple of pages back in this thread.
Title: Re: Custom Submenus
Post by: JoeST on May 27, 2008, 01:36:49 PM
Infact... you dont realy need the DDTK... hehehe

and yeah, the system is brilliant, thankyou very much Daeley :)

Joe
Title: Re: Custom Submenus
Post by: klaascornelis on May 27, 2008, 02:11:30 PM
Clearly i'm to much of a noob on this front. Creating an Ltext file  ()what() ()what() ()what()
Title: Re: Custom Submenus
Post by: Diggis on May 27, 2008, 02:15:02 PM
Clearly i'm to much of a noob on this front. Creating an Ltext file  ()what() ()what() ()what()

Lol, I don't actually remember how to do that either.  I would suggest that you copy and paste one from another file and reIID it.  It's what I do.   :D
Title: Re: Custom Submenus
Post by: JoeST on May 27, 2008, 02:17:47 PM
open another lot... and copy (right click on the ltext, copy files(s)) into your file (rightclick on the main window and select paste file(s) )

then you can remove all the content of that file :) (remember to click apply to make sure it is and then to save the file by ctrl+s or using the save button :)

EDIT: and yes (thanks diggis) you must reIID it.. right click on the ltext file and generate new instance :)

Joe
Title: Re: Custom Submenus
Post by: klaascornelis on May 27, 2008, 02:21:42 PM
Lol, I don't actually remember how to do that either.  I would suggest that you copy and paste one from another file and reIID it.  It's what I do.   :D

Even that is chinees to me. This is what i do know. You doubleklik on the reader icon to open it  :'(
Title: Re: Custom Submenus
Post by: klaascornelis on May 27, 2008, 02:24:03 PM
open another lot... and copy (right click on the ltext, copy files(s)) into your file (rightclick on the main window and select paste file(s) )

then you can remove all the content of that file :) (remember to click apply to make sure it is and then to save the file by ctrl+s or using the save button :)

EDIT: and yes (thanks diggis) you must reIID it.. right click on the ltext file and generate new instance :)

Joe

This is something where i can get started with. Thanks

But I'm afraid I'm stuck again.
Wat are those Idd's and Gid's
Title: Re: Custom Submenus
Post by: Diggis on May 27, 2008, 02:28:29 PM
Please edit your previous post, rather than post a second one.  ;)
Title: Re: Custom Submenus
Post by: Andreas on May 27, 2008, 02:31:08 PM
Lol, I don't actually remember how to do that either.  I would suggest that you copy and paste one from another file and reIID it.  It's what I do.   :D

Actually, you will have to copy an existing one, since there is no way to create a new one, at least not in the Reader. Other modding tools, such as LEProp or SC4Tool, do create one if you add a name or description, but that's limited to lots.
Title: Re: Custom Submenus
Post by: Jonathan on May 27, 2008, 03:11:48 PM
Hmm... that does get annoying having to open another window just to get make a new file..

Joe: Generate new instance? Cool I never new that, I had to TGI generator, copy and then paste it into TGI editor. Thanks  :)
Title: Re: Custom Submenus
Post by: cogeo on May 27, 2008, 03:15:29 PM
OK, removed all my posts from the DAMN Sets thread.

As for the installer, some thoughts:
- As this plugin is going to be a "central" one, I think a better installer than those "light" ones we are using for lot's etc is needed.
- The installer in MS Visual studio is quite OK I think, it keeps track of versions etc, and automatically removes old stuff before installing the new one.
Title: Re: Custom Submenus
Post by: JoeST on May 27, 2008, 03:20:59 PM
Jonathan, touche my friend... I never knew about the TGI editor LOL

and there is a "create from template" option... but it doesnt have LTEXT template... (maybe templates can be created...)

cogeo: i dont know why the standard one wont suffice... as long as the basic packages included are carefully selected (and maybe selectable like some options in NAM installer)

Joe
Title: Re: Custom Submenus
Post by: Andreas on May 27, 2008, 03:21:21 PM
The installer in MS Visual studio is quite OK I think, it keeps track of versions etc, and automatically removes old stuff before installing the new one.

You are volunteering? ;) I assume the MS Visual Studio installer only works in Windows, like NSIS, so it might be feasible to use the latter one - just because most users know the look and feel from the NAM and similar installers.
Title: Re: Custom Submenus
Post by: Jonathan on May 27, 2008, 03:31:15 PM
and there is a "create from template" option... but it doesnt have LTEXT template... (maybe templates can be created...)

Done. :)
In the folder where your reader.exe is there is a folder called templates, extract the zip there overwriting the templates.xml


Oh and what's this installer? I would've thought the "light" ones would work fine?
Title: Re: Custom Submenus
Post by: JoeST on May 27, 2008, 03:32:55 PM
LOL... too fast mr Jonathan... too fast :p

thankyou very much :)

btw, the icon chopping tool only crops the lot icon and takes one of the squares? or does it do something else?

Joe
Title: Re: Custom Submenus
Post by: HandsOn on May 27, 2008, 03:38:38 PM
OK, removed all my posts from the DAMN Sets thread.

As for the installer, some thoughts:
- As this plugin is going to be a "central" one, I think a better installer than those "light" ones we are using for lot's etc is needed.
- The installer in MS Visual studio is quite OK I think, it keeps track of versions etc, and automatically removes old stuff before installing the new one.
Cogeo - a note of warning there. I've been working with VS for some time now and as far as installers go the vanilla projects VS throws up are pretty dicy and can give you tons of headaches. If anyone has a Wise scripted installer system, that would be the ticket. Besides, I believe (am not sure because I never tried) the VS installers can only track versions of DLL's and similar object files that conform to Microsoft's versioning pattern.

I will look into it, though, if someone lets me know what all has to be installed where (files involved, path pattern, etc) and a relatively easy to understand set of instructions - I am an old man. In fact, I've got the VS 2005 open right now..  :P

Andreas: the VS installer will work with nigh anything as long as the target OS is indeed Windows, and older than ME - but I doubt anyone still has that mistake..

Best to email me this stuff (see profile)..
Title: Re: Custom Submenus
Post by: Jonathan on May 27, 2008, 03:53:36 PM
The icon cutter takes the second square along and makes it 44x44 px.
Title: Re: Custom Submenus
Post by: daeley on May 27, 2008, 03:56:29 PM
I don't see the problem with the normal installers at all  ()what()

I've got the basic system done to make the DAMN scripts place the items depending on the directory structure. In the program files folder of SC4, there will be a folder DAMN, which holds the root of the menu. The folder names are categories of the menu. Each folder which has at least one lua script ending with extension *.damn.lua will be included in the DAMN structure. The scripts placed there are unpacked (simple ASCII "notepad" format) text files containing the code generated by the code generator application.

There's only a small modification needed to the addon scripts (just run the new code generator, once I get it done) so none of the work done so far is lost ;)
Title: Re: Custom Submenus
Post by: JoeST on May 27, 2008, 04:07:39 PM
Can I just ask.... the images linked to in the LTEXT files (the lot picture, i guess) can they be the PNG that is in the LOT file? or should it just be the same as the icon PNG?

my set is nearly finished :)
Title: Re: Custom Submenus
Post by: Jonathan on May 27, 2008, 04:10:31 PM
Quote
I've got the basic system done to make the DAMN scripts place the items depending on the directory structure.
Great, you simply awesome Daeley, First the save alarm, then the path tool(and the all the stuff before that), then the custom submenus, then the custom submenus has a search function, and now the submenu have this!!!! &apls &apls

Quote
Each folder which has at least one lua script ending with extension *.damn.lua will be included in the DAMN structure. The scripts placed there are unpacked (simple ASCII "notepad" format) text files containing the code generated by the code generator application.
Although I lost the plot here. :)

EDIT: Joe They can be any png as far as I know, I just used the lot picture.
Title: Re: Custom Submenus
Post by: Diggis on May 27, 2008, 04:14:37 PM
Can I just ask.... the images linked to in the LTEXT files (the lot picture, i guess) can they be the PNG that is in the LOT file? or should it just be the same as the icon PNG?

my set is nearly finished :)

That was kind of the intent, but you can make it any file you want.
Title: Re: Custom Submenus
Post by: daeley on May 27, 2008, 04:35:09 PM
Although I lost the plot here. :)

well since they say x > 1000 words/picture (or something similar)

(http://homepages.vub.ac.be/~jjborms/pictures/folders.jpg)

the resource (PNG and LTEXT) files still go into the plugins, but the script goes into the special folder structure - that's how I set it up now, but that's open for discussion of course
due to some limitations with LUA (I've been unable to load in additional functional libraries) the folder structure has to be relative to the sc4 "program files" directory, and any folder structure inside the "my documents" folder can't be seen.

edit: just realised I can put it in the a subfolder of the "program files" Plugins folder, that way you can add the resources at the same place as the scripts

edit2: renamed the thread to DAMN Development Thread

edit3: here we go:

(http://homepages.vub.ac.be/~jjborms/pictures/folders2.jpg)

better? the .dat contains all game data (PNG's, LTEXT's mostly) and the definition script is separated in a .damn.lua file (yes, the extension matters)
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Diggis on May 28, 2008, 01:45:35 AM
Brilliant, I love it.  Quick Question.  Is the LUA file a renamed DAT file, or is it something slightly different?  Do we still do it with the reader?
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Jonathan on May 28, 2008, 02:00:03 AM
So, If the set comes in the folder of Recreation/Paths and trails/BSC Trails. But I want it say Transport/OTher.

Do I just move the .damn.lua file and the dat into the Transport/Other folder.

ANd that's pretty cool how you got it to recognize somthing that's not a dat (unless as Diggis says it's just renamed, but judging by the icon I'd say it isn't) and how it could be outside a plugins folder.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: daeley on May 28, 2008, 02:49:31 AM
the lua file is just a plain text file.
it is loaded dynamically from the game's lua code, much like all the "dofile" command you see there in the code.

There's only one downside to this approach, because I couldn't get the lua filesystem library to work, you'll need to create an index file for all the folders, which needs to be rebuilt each time you change the folder structure or add files. I've made a script that can do that automatically (so no big deal to end-users I hope) but for now it only works under windows (as batch scripts tend to). I'll make one that runs on any platform.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Diggis on May 28, 2008, 02:55:51 AM
the lua file is just a plain text file.
it is loaded dynamically from the game's lua code, much like all the "dofile" command you see there in the code.

There's only one downside to this approach, because I couldn't get the lua filesystem library to work, you'll need to create an index file for all the folders, which needs to be rebuilt each time you change the folder structure or add files. I've made a script that can do that automatically (so no big deal to end-users I hope) but for now it only works under windows (as batch scripts tend to). I'll make one that runs on any platform.

Great work.  There is always a downside to everything we have tried, and this seems like the smallest one so far.  :thumbsup:
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: JoeST on May 28, 2008, 03:26:59 AM
That sounds great,  :thumbsup: tho I atm think that the current implementation will work better for "n00bs" as there is no rebuilding and creation of directory structures, there is just 1 file

Joe
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Diggis on May 28, 2008, 03:28:25 AM
That sounds great,  :thumbsup: tho I atm think that the current implementation will work better for "n00bs" as there is no rebuilding and creation of directory structures, there is just 1 file

Joe

We are looking at ways to overcome that at the moment, but I don't think it's a biggy really.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: RebaLynnTS on May 28, 2008, 09:19:08 PM
Just a thought, do the actual sets have to be in the DAMN folder too, or just the LUA files?
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: HandsOn on May 28, 2008, 10:05:29 PM
Just a thought, do the actual sets have to be in the DAMN folder too, or just the LUA files?
Hopefully not - I am currently writing an "SC4 Organizer" that "insists" that the game's plug-in folder remains as virgin as possible (game PNG's, DLL's & DAMN excepted, of course). Thus I'll be watching this space like a hawk..  $%Grinno$%
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: daeley on May 29, 2008, 05:12:52 AM
then rewrite it so it allows lua's?  :D
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Jonathan on May 29, 2008, 05:24:41 AM
So any news on the new DTK? Just eager and you could say excited, although I realise how complex the whole thing must be.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: daeley on May 29, 2008, 05:34:00 AM
actually, it'll be simpler. Just need to rewrite a bit of code here and there.

problem is I'm at work right now $%#Ninj2
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: HandsOn on May 29, 2008, 05:35:26 AM
then rewrite it so it allows lua's?  :D
Already did, I just need to know what else will go in - everything is cvonfigurable, but I would like to know what needs to be configured: so, there'll be LUA's, and afolder structure based on your menu structure. Anything else going in?
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Jonathan on May 29, 2008, 05:40:39 AM
actually, it'll be simpler. Just need to rewrite a bit of code here and there.

problem is I'm at work right now $%#Ninj2

Naughty Naughty :P
Generaly people at work do..well..work. ;D
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Diggis on May 29, 2008, 05:41:54 AM
Naughty Naughty :P
Generaly people at work do..well..work. ;D

That just shows that you are still at school.   :D  It's all an illusion.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: jplumbley on May 29, 2008, 11:01:40 AM
That just shows that you are still at school.   :D  It's all an illusion.

Im still in school but I already know the meaning of work.  Work is that period in the day where you are required to be physically in a specific place for you to find any and every way to avoid actually do anything of use.  Although, once in a while the boss will ask you for something and you will have to do some work, but just enough so the boss to be happy with what you have done.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: HandsOn on May 29, 2008, 11:23:03 AM
Im still in school but I already know the meaning of work.  Work is that period in the day where you are required to be physically in a specific place for you to find any and every way to avoid actually do anything of use.  Although, once in a while the boss will ask you for something and you will have to do some work, but just enough so the boss to be happy with what you have done.
Sorry, jp, but that last part only applies as a last resort - usually carrying a clipboard and (optional) peering depply engrossed at something arcane while mumbling jargon should deter any boss from adding to your obviously stressed-out workload..  :satisfied:
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: jplumbley on May 29, 2008, 11:30:30 AM
Sorry, jp, but that last part only applies as a last resort - usually carrying a clipboard and (optional) peering depply engrossed at something arcane while mumbling jargon should deter any boss from adding to your obviously stressed-out workload..  :satisfied:

Ill see what I can do about getting that last post ammended... Im not promising anything, but it may take me a while, if it is possible at all.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: daeley on June 01, 2008, 07:47:30 AM
all right... it's beta file time :)

DAMN.zip contains the new files needed for now. Unzip this to your SC4 installation plugins folder - not in my documents plugins! You should get this:
(http://homepages.vub.ac.be/~jjborms/pictures/folders3.jpg)

where Plugins\DAMN\Root is the menu root and Plugins\DAMN\Support contains the indexer and new root file customMenu.dat
As you can see, there is one file "BSC Park Trails.dat" included, edited to the new system.

damn-developer.zip contains the new version of the template spreadsheet and code generator. Not much has changed, with this new version you add the file you're going to put the code on top of the spreadsheet instead of it's path. The code of the base file has been changed to link a file to a position in the menu tree.
If you want to quickly convert your sets already done, do the following: open the lua file with the reader and change the header

local menu = DAMenu.findItem("Recreation/Paths and Trails/BSC Trails")
if (menu == nil) then
    menu = DAMenu
    local submenu = menu.items["recreation"]
    if (submenu == nil) then
        submenu = DAMenu.addMenu(menu,"Recreation")
    end
    menu = submenu
    submenu = menu.items["paths and trails"]
    if (submenu == nil) then
        submenu = DAMenu.addMenu(menu,"Paths and Trails")
    end
    menu = submenu
    submenu = menu.items["bsc trails"]
    if (submenu == nil) then
        submenu = DAMenu.addMenu(menu,"BSC Trails")
    end
    menu = submenu
end

into

local menu = DAMenu.items["BSC Park Trails.dat"]

where "BSC Park Trails.dat" (quotes needed) is obviously the file where the lua resides.

>>>> don't forget to remove any previous version of customMenu.dat from your plugins! <<<<
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: HandsOn on June 01, 2008, 07:53:40 AM
Great work, Daeley. Think I am finally going to take the plunge and see if I can work this out (being less than a novice) to get some good old German order into my menus..
Just hope all those "set-piece" creators are jumping on your bandwagon fast..  :thumbsup:
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Jonathan on June 01, 2008, 07:58:32 AM
Yay, Awesome work :thumbsup:, sadly it's my last day of holidays and I've got to to at least start two projects, revise and do my normal homework :(.

EDIt: Just too tempting, my homework can wait ;)
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: CasperVg on June 01, 2008, 08:50:26 AM
Looking great there, awesome work!
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Diggis on June 01, 2008, 09:11:23 AM
Have you repaired the ones that i did?  Otherwise I'll fix em up.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: JoeST on June 01, 2008, 09:15:03 AM
Is it that simple to convert old sets?

if so, WOOO will sort my set out once i finish sorting something out :)

Joe
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: bat on June 01, 2008, 09:30:47 AM
Thanks for it! Also wonderful work on it!!
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: RebaLynnTS on June 01, 2008, 10:33:48 AM
Good thing I haven't started my sets yet ... though I will be doing them very soon.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: dragonshardz on June 01, 2008, 11:16:44 AM
Daeley: there is a problem with where you are placing the DAMN files. Most Vista users are admins, but some of us (like me) are not and therefore can't edit ANYTHING (move, delete, copy, paste, etc.) without getting admin permission and my mom doesn't like to be bugged about this type of stuff much.

So what I'm asking if there is a way you could make this work from both Program Files/Maxis/SimCity4/Plugins AND Documents/SimCity4/Plugins?

And NO, I don't know any admin passwords so can't do anything about it.

~~Dragonshardz~~
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Jonathan on June 01, 2008, 11:30:55 AM
You not an admin on Vista!!! Can you do anything on your PC? ;)

You can ask your mum to type in her password once?
If so open the Programs Files folder,
Right click the Maxis folder (that contains the Simcity files like the exe)
Click Properties,
Click the Security tab at the top.
Then click the button with "Edit..." on it (it has a  little shield on it too)
Get your mum to type in her password when if it asks and click continue/allow or similar. (i don't know 100% cuz I'm an admin)
In the box which has group or user names in it.
Click the Users item. (It will be like this " Users (PC name here\Users)" )
Then tick "Full control" in the "Allow" column.
Then click Apply and you have control over the Maxis folder and alll the folders in it, including the plugins folder.


The above will work for most folders(if it works, I can't check because I'm an admin (but I have done that to stop the stupid permission windows)  If it doesn't just ask.



And the new system works just as great as the old one :thumbsup:
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: JoeST on June 01, 2008, 11:33:03 AM
LOL CHMOD FTW

that should work, tho i dont know how good windows (especialy vista) is at coping with security...

Joe
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: dragonshardz on June 01, 2008, 11:37:17 AM
Warrior: I know what to do, its just that my mom does NOT like it when I ask her to put in her password for SC4 stuff.

My question still stands: Is or is there not a way to make the DAMN work from either plugin directory?

~~Dragonshardz~~

EDIT: I know that atm it can't but I am asking if there is a way Daeley can make it work from either place. Should've been more clear, my bad.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: daeley on June 01, 2008, 01:30:23 PM
My question still stands: Is or is there not a way to make the DAMN work from either plugin directory?

short answer: no, right now I'm using the folder structure to build up the menu, and I can not make that work without access to the installed SC4 directory.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: JoeST on June 01, 2008, 03:18:45 PM
Daeley: WOW!!!!!!!!!!!!!!!!!!!!!! this next version has surpassed all my expectations, its amazing :)

The problem I am having with the DDTK is that i cant run the java, it opens itself in damn winRar... how u sposed to do it? (←massivly n00bish question)

and I just converted the set that I made... wow its ace :)

Joe
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: dragonshardz on June 01, 2008, 05:30:25 PM
short answer: no, right now I'm using the folder structure to build up the menu, and I can not make that work without access to the installed SC4 directory.

Blast. Looks like I'll just have to wait for my mom to finally give me admin privileges.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Diggis on June 02, 2008, 12:40:10 AM
Blast. Looks like I'll just have to wait for my mom to finally give me admin privileges.

Do you still have the original download?  That worked fine so you could use that and apply the changes Daeley suggested above in reverse.  :thumbsup:
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: daeley on June 02, 2008, 03:14:49 AM
Daeley: WOW!!!!!!!!!!!!!!!!!!!!!! this next version has surpassed all my expectations, its amazing :)

The problem I am having with the DDTK is that i cant run the java, it opens itself in damn winRar... how u sposed to do it? (←massivly n00bish question)

and I just converted the set that I made... wow its ace :)

Joe

hmm... the runnable jar file format is actually just zip format, which (if run as an executable) will run the main class. Apparantly for you it doesn't recognise it as a runnable. Try right click > "Open with" > "Choose Program" and then look for something like "Java (TM) Platform Binary" or "Java (TM) SE Platform Binary" or something with Standard Edition. If you don't see that in the list, check your Java installation.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: JoeST on June 02, 2008, 03:19:15 AM
 :thumbsup:

Thanks, just installing java

Joe
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: dragonshardz on June 02, 2008, 11:53:27 PM
 :D A programmer w/o Java installed...

~~Dragonshardz~~
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: daeley on June 03, 2008, 03:13:14 AM
:D A programmer w/o Java installed...

~~Dragonshardz~~

actually, a lot of programmers don't program in Java, you know ;)
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: dragonshardz on June 03, 2008, 10:52:08 AM
Really? Well, stand me on a stump and shoot me!

(Is that an orginal "hillbilly joke"?)

Just used to most people "owning" (its free) a copy of Java.

~~Dragonshardz~~

Bleah can't spell my own screen-name!
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: JoeST on June 03, 2008, 01:00:10 PM
well I am a php programmer, so dont need java, just a text editor ;)

and i have it on my pc but it doesnt have graphics drivers (linux) so cant play games heh...and its mostly corrupted :(

Joe
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: daeley on June 04, 2008, 05:17:49 AM
all right, seems we're picking up momentum again... let's not let it slide ;)

all I need for the mod to be complete is a Mac version of the indexer script (and a Linux version? can simcity run under linux?)
so if anyone with some Mac knowledge can translate the following (or check if it works on a Mac, but I doubt it)

Code: [Select]
echo off
del DAMN-index.txt
cd ..
cd Root
for /R %%i in (*.*) do echo %%i>> ..\Support\DAMN-index.txt

it recursively (/R) iterates over all (*.*) files in DAMN\Root and outputs their names to DAMN\Support\DAMN-index.txt

the mod is approaching prime-time ;)
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: klaascornelis on June 05, 2008, 07:46:38 AM
Great work dealy. &apls

Being a noob ad this kind of stuff i really hope that every package will be revised in order to work with your menu's $%#Ninj2.
Well a men can dream right....  :P
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Diggis on June 05, 2008, 08:01:20 AM
Great work dealy. &apls

Being a noob ad this kind of stuff i really hope that every package will be revised in order to work with your menu's $%#Ninj2.
Well a men can dream right....  :P

That would be nice, but it needs people to do it.  &mmm
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: dragonshardz on June 05, 2008, 01:18:37 PM
As far as I know there is no version of SC4 that runs under linux....unless Joe (star.torturer) has some secrets he'd like to share or is dual-booting...
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: JoeST on June 05, 2008, 01:20:01 PM
I was using my laptop... but it is possible to run on Linux using a windows emulator called WINE (but I couldnt as I didnt have any graphics drivers)

Joe
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: catty on June 05, 2008, 01:27:20 PM
TV-VCR has started a topic on Simtropolis called "How to run SimCity 4 on Linux"

How to run Simcity4 on Linux (http://www.simtropolis.com/forum/messageview.cfm?catid=22&threadid=96881)
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: JoeST on June 13, 2008, 04:38:09 AM
Well after reinstalling it on my pc, I realised that what would be a good idea would be to have a copy of the placeholder file in the Root directory so that people can modify the directory structure to their hearts content without ever deleting all the placeholder file's....

btw, how goes development? or has RL struck?

Joe
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Diggis on June 13, 2008, 05:14:38 AM
Actually, the power is in your hands...   :D

The last revision works really well and we just need enough sets to make a worthy release.  ;D
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: daeley on June 15, 2008, 10:31:31 AM
Since the files are a bit fragmented and not fully updated I'll post the near-final versions here again. I have updated all files including the tutorial and code generator to the latest version.

Click on the link (or right-click and "Save As...") to download

- DAMN.zip (http://homepages.vub.ac.be/~jjborms/DAMN/DAMN.zip): The latest base files needed for the menu to work ingame. Unzip to your SC4 installation plugins (typically in C:/Program Files) to create the folders Plugins/DAMN/Root and Plugins/DAMN/Support. After adding files to the menu folders, always run the indexer script (by double-clicking it) in Plugins/DAMN/Support.

- DAMN-DTK.zip (http://homepages.vub.ac.be/~jjborms/DAMN/DAMN-DTK.zip): The latest version of the development files and tutorial.

As soon as we have a sizeable menu set and no more bugs are found, these will be released on LEX

Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: JoeST on June 15, 2008, 10:38:58 AM
Thankyou Daeley, will download and try soon :)

Joe
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Jack_wilds on September 03, 2008, 05:06:18 PM
Hey Daeley, Jack wilds here...

Hows life treating you?  trust all is well...writing to state that this DAMN-thing looks good and promises to make SC4 file management better.  I like the look of the buttons and choice of data that can be added to a button. :thumbsup:

'As soon as we have a size-able menu set and no more bugs are found, these will be released on LEX...'

Has any thing new developed since this post?  what does the game plan look like -if you care to share it.  I'm not asking to be a bugger, ::) just asking 'whats happening' concerning the general release, but I'm sure as with all the projects 'it will be done when it gets done' applies... best regards

later, Jack
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: daeley on September 10, 2008, 05:42:47 AM
well, actually they were almost ready to be released but there was one file in need of a last update... which never came *oops*

let's see if I can get the ball moving again...
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: JoeST on September 10, 2008, 05:54:09 AM
Thanks daeley :)

this is a truly brilliant project

I would use it, but I only have 1 plugin :D

Joe

ps: is there any possibility of a set creating tool, that you just select the lot files and it creates the whole thing? (without the .... damn I have forgotten how it works its been so long since i used it :o  :-[)
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Diggis on September 10, 2008, 06:01:53 AM
ps: is there any possibility of a set creating tool, that you just select the lot files and it creates the whole thing? (without the .... damn I have forgotten how it works its been so long since i used it :o  :-[)

What, and take all the fun out of it?   :D
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: JoeST on September 10, 2008, 06:19:45 AM
hey, you can always do it the old way if you want :P :D

It waould also be nice if there were a comprehensive tutorial... as I truly have forgotten how it works :(

Joe
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: cogeo on September 10, 2008, 08:35:42 AM
Indeed, DAMN is an excellent addition, and a very useful one.  :thumbsup:

What I would like to know is if it's possible to have (custom) submenus under a pack (ie pack subcategories), instead of just a one-level hierarchy, as is now the case with MMLs (and I'm not talking about the general DAMN categories). Does this require a custom script, or the "standard" script does this already?

As for what's needed to be done, I think the next steps should be to finish the pack and release it "officially"; it should also get some support threads too, one explaining its use (I mean for players - this should be stickied) and another one for reporting errors. Then the first DAMN set should be released; this could be done as a "demonstration" package, possibly including a comprehensive tutorial.

Sorry JoeST, but I think making a "DAMN Creator" tool wouldn't be of high priority by now, not only its too much work (just consider that someone should find and use a library reading, writing and modifying DBPF files), you also have to find someone who knows how to do it, is willing for it, and has the time too (who really?  %confuso). And once the procedure is finally well understood and standardised, I wonder if making the tool will then be really meaningful and worth the effort.

Keep the good work Daeley!
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Diggis on September 10, 2008, 08:41:35 AM
Cogeo, the menu order of the DAMN is dependent on the file structure.  Users can customise this to their hearts content.  I would suggest going back a few pages and downloading the latest beta, and having a play and a read on some of the comments.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: daeley on September 11, 2008, 02:57:13 AM
it appears all bugs have been ironed out and a first version will be probably released in the next few days....
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: City Builder on September 11, 2008, 03:55:04 AM
it appears all bugs have been ironed out and a first version will be probably released in the next few days....

whoot whoot!  Congrats
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: FrankU on September 11, 2008, 06:17:19 AM
Yeah! That would be a great leap for the SC4 community!

Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Meastro444 on September 11, 2008, 03:03:21 PM
 &apls :thumbsup:

i like it, thanks Dealey!
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: CasperVg on September 13, 2008, 07:45:51 AM
After almost 10 months of development it's finally almost there! I can't wait!
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: daeley on September 14, 2008, 10:14:29 AM
after a long wait, the DAMN files are out!

when downloading, don't forget to read the DAMN readme ;)
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: JoeST on September 14, 2008, 10:18:01 AM
YAY, thankyou very much Daeley :) you did a great job when creating this, as groundbreaking a change to the game as Davids or Adams

Joe
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: CasperVg on September 14, 2008, 10:34:53 AM
I think it might be time to update your signature Daeley. I'm so glad that this has been finally released  :thumbsup:
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: bwatterud on September 14, 2008, 12:49:40 PM
Would there be any way for there to be a zip file installation (Mac version)?
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Jonathan on September 14, 2008, 01:04:09 PM
Awesome it's finally released, I'd get back to making sets but I've got a lot of other stuff to do at the moment.

I don't think it will work on a Mac because you haven't to run a .cmd file, which I don't think you can do on Mac. So there is either some Mac alternative or you'll have to manually add new sets to the index in your equivalent of notepad.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: daeley on September 14, 2008, 01:42:55 PM
there's probably a similar way to do it on a Mac with runnable script, but I don't know squat about Mac's...

if you know anyone who could write that script, please pass it on
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: JoeST on September 14, 2008, 01:55:59 PM
Daeley: so no chance of a program for creating a (simplified) DAMN set from a file? I would try but my attempts at file reading have failed and I don't yet know a suitable programming language.

also some help with the projects wiki article (http://www.wiki.sc4devotion.com/index.php/DAMN) would be greatly appreciated:) (ie do we have permission to upload and use pictures and copy text for use?)`

Joe
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: toxicpiano on September 14, 2008, 02:45:14 PM
there's probably a similar way to do it on a Mac with runnable script, but I don't know squat about Mac's...

if you know anyone who could write that script, please pass it on
probably automator, but I don't know anything about it. There's someone who posted on ST in the mac section about using automator as a substitute for cleanitol.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: bwatterud on September 14, 2008, 09:04:21 PM
what type of files does the .exe install, and where? 
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: City Builder on September 14, 2008, 09:47:54 PM
For the life of me i can't get it to bring up any example mods that Im 99.9% are installed.  Im running Windows Vista and perhaps it has something to do with that.  I noted that most of the folder structure was created as "read only" and both Authenticated users and Users didn't have full control of the folders that were created which I don't think matters since I am administrator on my computer.  I changed them to get rid of the read only attribute and gave permission to all users but the home menu just comes up without any items, clicking on each letter in the help menu and then ok, doesn't bring any menus up in the new mod menu manager either.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: CasperVg on September 14, 2008, 11:04:05 PM
Indeed, I'm having exactly the same issue as City Builder  &mmm
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Diggis on September 15, 2008, 01:43:09 AM
Have you run the indexer file?  And do you use the Startup manager.  I won't tell you the number of times I couldn't find the files cos I ran the startup manager and forgot to tell it to load those folders.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: daeley on September 15, 2008, 03:57:33 AM
you should make absolutely sure that the files are installed to your SC4 installation plugins, usually C:\Program Files\Simcity 4\Plugins\DAMN. If you changed the install path to your my documents plugins, the mod will NOT work.

@Joe, you do not need to be a modding expert to create DAMN sets. All you need is some basic knowledge of the reader and excel.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: City Builder on September 15, 2008, 04:01:52 AM
Mine are installed at D:\Vista Games\Simcity 4 Deluxe\Plugins\DAMN\
Since that is where my Simcity 4 is installed.  My Documents folder is moved for one of the other mods to work properly (to get the U out of the path name) and now resides at F:\Docs\

So Im guessing that this will not work with my game then huh?

I don't use startup manager and it's not installed on this computer.  I did run the indexer cmd file again but still nothing shows up in the menu manager pages anywhere.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Diggis on September 15, 2008, 04:37:20 AM
There should be no reason it won't work, as the game plugins is there.  Can you open the support folder and attach the indexer script text file up here for us?
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: City Builder on September 15, 2008, 05:28:38 AM
There should be no reason it won't work, as the game plugins is there.  Can you open the support folder and attach the indexer script text file up here for us?

Here ya go:
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: JoeST on September 15, 2008, 05:53:36 AM
Daeley: yeah I know, its not hart do make a set, I am just lazy :D

Joe
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Diggis on September 15, 2008, 06:06:14 AM
Ta, that looks fine.  Do you see the options to open the Menu Browser in the advisor window?
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: City Builder on September 15, 2008, 06:11:19 AM
Not really sure, I've never looked into the advisor window to find the link.   I usually just open it from the News ticker menu which opens it okay, just doesn't list anything.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Diggis on September 15, 2008, 06:13:49 AM
Thats what I meant.  Hmm, very strange, as it appears that the files are there, but the games no loading them.  Can you take a few screen shots please?
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Jack_wilds on September 15, 2008, 01:54:21 PM
Hey Daeley...

so this 'DAMN-thing' is finally off and running,  &apls  Like it lots  :thumbsup:

later

Jack wilds
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Pozzessed on September 17, 2008, 01:32:05 PM
 &apls
A really BIG thankyou from me, it works a treat!
At last something that takes the strain off my aching menus .. even the water facility menu wasn't immune thanks to Dedgren and his irrestistible fences  $%Grinno$% I just wish I could understand how to create them myself and fix the over-abundance of fences, walls, plazas, parks, fields etc that comes with having a 3.7GB (packed) plugins folder  :-[
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: z on September 21, 2008, 04:15:44 AM
I'm having the exact same problem as City Builder.  I ran the installation, sticking it in the global Plugins folder, and ran the indexer.  DAMN-index.txt looks good, the Root folder and its subfolders all look good, and when I run the game, there's the link to DAMN at the bottom of the news ticker.  But when I click on it, I get an empty menu, with just the Back, Home, and Help buttons.

I don't use Startup Manager, but like City Builder, I do use Vista.  (Specifically, Vista x64).  Has it been verified that this works with various flavors of Vista?

Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Jonathan on September 21, 2008, 04:43:03 AM
My guess would be that you need to allow access (UAC in vista) so that the game can access it. So in the security tab, and "Everyone" and give it full access.

Jonathan
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: z on September 21, 2008, 05:25:01 AM
I'm running as Administrator with UAC notifications turned off.  Administrators have full access to the DAMN hierarchy on my machine.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: City Builder on September 21, 2008, 05:26:15 AM
My guess would be that you need to allow access (UAC in vista) so that the game can access it. So in the security tab, and "Everyone" and give it full access.

Jonathan

UAC is turned off on my computer, which would make me wonder about it, since I believe that I installed SC4 Deluxe when UAC was still turned on, and which caused a problem in my Tiger Woods PGA 2008 game with custom courses showing up only when UAC was turned back on, but when UAC was turned to off the custom courses wouldn't show up, makes me wonder if I need to reinstall Simcity 4 deluxe while UAC is turned off because...

In my computer, the DAMN folder has the permissions for all the different types of users set to full.  I do know this works on vista as when I first tried the beta build it did show some items in the menu browser, but now it wont.  Since the beta build and now, I've reformated my computer and reinstalled windows vista 32bit from new, which means that simcity 4 and rushhour were reinstalled too (only now IM using the simcity 4 deluxe disk to install the game instead of the two seperate disks).
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Pozzessed on September 21, 2008, 05:44:19 AM
Hmm .. guys, don't shoot me if I'm wrong but maybe you're looking for something that isn't there. Unless my installation is up the creek, there are only a few things actually in the DAMN menu like the BSC parks and trails under (I think) the recreation bit.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Jonathan on September 21, 2008, 06:35:16 AM
I'm an administrator to and I run 32-bit Vista, I have had several cases when I am denied to create/read things even though I have allowed administrators full access to that file or folder.

You have to allow access from the game(which is not "an administrator").
As the DAMN folder is not a critical folder I just gave ownership to "Everyone", allowed full access to "Everyone" and made the auditing thing (not sure what it is) to "Everyone"

Try right clicking the game icon and click "run as administrator" and see if that works?

Jonathan
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: City Builder on September 21, 2008, 07:18:56 AM
Try right clicking the game icon and click "run as administrator" and see if that works?

Jonathan

Yup, I just did that but it didn't change anything.  Still can't get anything to show up.

Hmm .. guys, don't shoot me if I'm wrong but maybe you're looking for something that isn't there. Unless my installation is up the creek, there are only a few things actually in the DAMN menu like the BSC parks and trails under (I think) the recreation bit.

Yes, I understand that and that's all Im looking for, maybe I just don't know how to use it properly, I would think that the question mark allows me to query it to find items, so maybe Im not doing that right, I've tried entering things like BSC or REC or just R and or just P and B etc etc etc but nothing I enter and click OK brings back anything.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Diggis on September 21, 2008, 12:05:35 PM
Hmm, strange.  I have no idea about Vista, and expecially not 64 bit, but I assume you have tried navigating through the menues as well as using the search?
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: bwatterud on September 21, 2008, 12:54:29 PM
Sorry to be a broken record, but I'd like to put in my request for a Mac version again.  All it needs to be is the files installed by the .exe installer, in a .zip archive with instructions for where to put them (if anything goes anyplace other than the plugins folder). 
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Jonathan on September 21, 2008, 01:00:53 PM
The problem is that there are no menus, which I'd guess is the index's fault, could you copy the contents of the index to a post?

Jonathan
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Diggis on September 21, 2008, 01:22:53 PM
Sorry to be a broken record, but I'd like to put in my request for a Mac version again.  All it needs to be is the files installed by the .exe installer, in a .zip archive with instructions for where to put them (if anything goes anyplace other than the plugins folder). 

Unfortunatly that isn't all that is required, as Warrior pointed out earlier.  The format used to write the script isn't compatible I believe.  I'll check with Daeley as to whether it's just the index script, in which case you will have to manually add each folder and file to the index, or whether it's the whole menu script in which case... by a PC  :D.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: z on September 21, 2008, 04:21:10 PM
I've attached my index file.  My experience continues to be identical to City Builder's.  And the picture he showed of his root menu is exactly what I get as well.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Diggis on September 21, 2008, 04:24:44 PM
OK, it seems something, possibly to do with Vista, isn't letting the DAMN file read the index script file.  Out of my league sorry boys, will have to wait on the boss.  Sorry, I didn't see City Builders image before, I always miss the ones posted like that.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: daeley on September 22, 2008, 03:21:16 AM
I've attached my index file.  My experience continues to be identical to City Builder's.  And the picture he showed of his root menu is exactly what I get as well.

hmm, looks like that *should* work. I will try to have a closer look asap.

Only people with vista having this problem?
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: z on September 22, 2008, 03:45:35 AM
Maybe the problem is related to Vista's Virtual Store, which affects files written in the Program Files hierarchy by programs other than installers.  Just a guess...
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Jonathan on September 22, 2008, 12:44:41 PM
As I have said I run Vista and have got no problems at all with UAC turned on.

Might be a stupid idea but could be to do with the brackets () in the index file?
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: z on September 22, 2008, 02:12:47 PM
Another possibility:  Since I run Vista x64, my Program Files folder is actually named "Program Files (x86)".  You don't have this folder name hardwired anywhere, do you?  Also, in the installation script, I saw that you used 8-character DOS names for folders.  Since I have both "Program Files (x86)" and "Program Files" (for 64-bit programs), this could be another source of confusion.  (By default, DAMN installs in "Program Files (x86)", where it should.)
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: daeley on September 23, 2008, 02:44:57 AM
Another possibility:  Since I run Vista x64, my Program Files folder is actually named "Program Files (x86)".  You don't have this folder name hardwired anywhere, do you?  Also, in the installation script, I saw that you used 8-character DOS names for folders.  Since I have both "Program Files (x86)" and "Program Files" (for 64-bit programs), this could be another source of confusion.  (By default, DAMN installs in "Program Files (x86)", where it should.)

no, the "program files" is not hardcoded. Also, the installer doesn't use 8-byte names, the name you saw was retrieved from windows registry. There should be no conflict anyway, since both names would probably by translated to something like "PROGRA~1" and "PROGRA~2" in 8-byte names.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: z on September 26, 2008, 01:37:30 AM
Some more data:  I moved all my plugins out of the way, so that DAMN was the only plugin on my system.  I also reinstalled DAMN from scratch when I did this, and recreated the index file.  There was no change in my problem.  :'(
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: z on September 27, 2008, 07:15:53 PM
I found the problem.  Although Warrior had no problems running DAMN on Vista with UAC turned on, I run it with UAC turned off, as it really breaks some thing if I leave it turned on.  So I loaded up my spare XP partition, which is quite clean, having only a few test programs installed, started up my spare version of SC4, and installed DAMN.  I got the same problem exactly on XP.

Now at this point, my spare version of SC4, like my SC4 on Vista, had no plugins other than DAMN.  There was only one thing the two had in common that was different from a typical installation:  I had specified my own install path.  Instead of having the game installed under Program Files\Maxis, I had it installed under Program Files\Games.  I figured that had to be it - there was nothing else left.  So I uninstalled SC4, reinstalled it in the standard path, added the patches, and installed DAMN.  Sure enough, it worked perfectly.

So that's it.  Somewhere in DAMN, or in something it calls, is something that's hardwired to believe that the game is installed under Program Files\Maxis.

Before I tried this, I had guessed this was the problem, and I had simply tried copying the Support folder to Program Files\Maxis\SimCity 4\Plugins\DAMN (both with and without the "(x86)" on my Vista machine), but that didn't work.

So I look forward to the fixing of this bug, as RTMT plans to make extensive use of DAMN.   :)
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: jeronij on September 28, 2008, 03:43:32 AM
Hello D,

Excellent progress with this project  &apls &apls

I have pinned the topic, so the first post shows in every page. I did that because this way you can edit your first post and add some usefuls links and pictures, which will be seen in every thread's page, making it much more useful. If you have the time, o course  ;D

Thanks for this big step forward  :thumbsup:
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: City Builder on September 28, 2008, 05:42:23 AM
Just for information, SC4 on my Vista machine is Not installed in a program files folder, it is installed on my D drive as such: D:\Vista Games\Simcity 4 Deluxe
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: daeley on October 01, 2008, 09:37:14 AM
on one of my machines it's installed on "D:\Simcity 4", so the Program files should not be the issue.

hmmm... I vaguely remember something here... on your other installations, did you create the desktop SC4 icon yourself, or did you use the default installed one? I remember the regional tracking mod had a similar problem where the path would be incorrectly read with a custon icon because it would use "... \Simcity 4\Apps" as base directory instead of "... \Simcity 4". If this is the case, go to the properties of your SC4 icon and add your path to simcity (the full path, like "C:\Program Files\Simcity 4") in the "Start in" box.

I'd test it, but I'm not at home at the moment.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: z on October 01, 2008, 01:48:40 PM
That did it!  I use a hotkey manager, so when I created the hotkey for SC4, it used the Apps directory for a starting directory.  I never noticed this, as everything else worked.  But changing this as you suggested fixed the problem.  Thanks!
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Jonathan on October 01, 2008, 02:09:54 PM
Great you found the problem, I have been using object dock, which goes directly to the EXE with (apparently) no "Start In" path.

And because of what you found I think I found a way around having the DAMN in the Program files (Helpful if you don't have access to there because of UAC) I haven't found any side effects [yet].

Simply move the DAMN folder to your My Docs plugins and in your shortcut,  change your start-in location to "C:\Users\Username\Documents\SimCity 4" (or wherever you documents plugins folder is)

Jonathan
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: City Builder on October 01, 2008, 03:35:40 PM
Maybe I do something wrong...

1. I put the DAMN folder and subfolders into my F:\Docs\Simcity4\Plugins\    folder (cut and paste)

2. I create a new shortcut on my desktop with the following attributes:
Target: "D:\Vista Games\Simcity 4 Deluxe\Apps\SimCity 4.exe"
Start in: "F:\Docs\SimCity 4\Plugins"  (this is where my Simcity 4 plugins are located)

I start the game with this shortcut and open the menu, but still nothing is available in it.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Diggis on October 01, 2008, 03:39:44 PM
Did you redo the index file?
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: City Builder on October 01, 2008, 03:43:26 PM
Did you redo the index file?

Doh!  No I didn't.  I'll try that now and report back.

Okay I ran the indexer and tried again, still nothing shows up.

My index text file now shows:
F:\Docs\SimCity 4\Plugins\DAMN\Root\Civic\Amusement\PLACEHOLDER
F:\Docs\SimCity 4\Plugins\DAMN\Root\Civic\Amusement\Jeronij's Modular Zoo\JRJ Modular Zoo.dat
F:\Docs\SimCity 4\Plugins\DAMN\Root\Civic\Education\PLACEHOLDER
F:\Docs\SimCity 4\Plugins\DAMN\Root\Civic\Health\PLACEHOLDER
F:\Docs\SimCity 4\Plugins\DAMN\Root\Civic\Security\PLACEHOLDER
F:\Docs\SimCity 4\Plugins\DAMN\Root\Culture\Cultural\PLACEHOLDER
F:\Docs\SimCity 4\Plugins\DAMN\Root\Culture\Religion\PLACEHOLDER
F:\Docs\SimCity 4\Plugins\DAMN\Root\Inland Waterways\Canal\PLACEHOLDER
F:\Docs\SimCity 4\Plugins\DAMN\Root\Inland Waterways\Canal\Simgoobers Canals\Base Set\BSC Goobers Canals Base Set.dat
F:\Docs\SimCity 4\Plugins\DAMN\Root\Inland Waterways\River\PLACEHOLDER
F:\Docs\SimCity 4\Plugins\DAMN\Root\Inland Waterways\Stream\PLACEHOLDER
F:\Docs\SimCity 4\Plugins\DAMN\Root\Military\PLACEHOLDER
F:\Docs\SimCity 4\Plugins\DAMN\Root\Military\SNM Accomodation\SNM Accomodation.dat
F:\Docs\SimCity 4\Plugins\DAMN\Root\Military\SNM Health and Safety\SNM Health and Safety.dat
F:\Docs\SimCity 4\Plugins\DAMN\Root\Military\SNM Motorpool\SNM Motorpool.dat
F:\Docs\SimCity 4\Plugins\DAMN\Root\Military\SNM Offices\SNM Offices.dat
F:\Docs\SimCity 4\Plugins\DAMN\Root\Military\SNM Training\SNM Training.dat
F:\Docs\SimCity 4\Plugins\DAMN\Root\Military\SNM Utilities\SNM Utilities.dat
F:\Docs\SimCity 4\Plugins\DAMN\Root\Recreation\Fun and Sports\PLACEHOLDER
F:\Docs\SimCity 4\Plugins\DAMN\Root\Recreation\Paths And Trails\BSC Forest Tracks\BSC Forest Tracks.dat
F:\Docs\SimCity 4\Plugins\DAMN\Root\Recreation\Paths And Trails\BSC Trails\BSC Park Trails.dat
F:\Docs\SimCity 4\Plugins\DAMN\Root\Recreation\Woods and Green\PLACEHOLDER
F:\Docs\SimCity 4\Plugins\DAMN\Root\Transport\Other\PLACEHOLDER
F:\Docs\SimCity 4\Plugins\DAMN\Root\Transport\Other\Jeronij New Walls Set 1\JRJ New Walls Set 1.dat
F:\Docs\SimCity 4\Plugins\DAMN\Root\Transport\Other\Jeronij New Walls Set 2\JRJ New Walls Set 2.dat
F:\Docs\SimCity 4\Plugins\DAMN\Root\Transport\Other\Jeronij New Walls Set 3\JRJ New Walls Set 3.dat
F:\Docs\SimCity 4\Plugins\DAMN\Root\Transport\Other\Jeronij New Walls Set 4\JRJ New Walls Set 4.dat
F:\Docs\SimCity 4\Plugins\DAMN\Root\Transport\Other\Jeronij New Walls Set 5\JRJ New Walls Set 5.dat
F:\Docs\SimCity 4\Plugins\DAMN\Root\Transport\Public Transport\PLACEHOLDER
F:\Docs\SimCity 4\Plugins\DAMN\Root\Utility\PLACEHOLDER
F:\Docs\SimCity 4\Plugins\DAMN\Root\Waterfront\PLACEHOLDER
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: JoeST on October 01, 2008, 03:47:12 PM
what does the index file contain? is it not just a plain text recursive directory structure of the Root/ directory? cause I doubt linux can use the indexer.cmd :P and I seem to be missing it. Maybe I am using an old version of DAMN, i cant remember ;D
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Jonathan on October 02, 2008, 01:41:08 AM
Maybe I do something wrong...

1. I put the DAMN folder and subfolders into my F:\Docs\Simcity4\Plugins\    folder (cut and paste)

2. I create a new shortcut on my desktop with the following attributes:
Target: "D:\Vista Games\Simcity 4 Deluxe\Apps\SimCity 4.exe"
Start in: "F:\Docs\SimCity 4\Plugins"  (this is where my Simcity 4 plugins are located)

I start the game with this shortcut and open the menu, but still nothing is available in it.


You should just put "F:\Docs\SimCity 4" so without the plugins.Although I'd suggest using he Program Files plugins folder, unless you really can't like if you don't have the password for UAC.

Joe: yes it is a text directory structure of the root folder

Jonathan
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: daeley on October 02, 2008, 02:40:54 AM
Great you found the problem, I have been using object dock, which goes directly to the EXE with (apparently) no "Start In" path.

And because of what you found I think I found a way around having the DAMN in the Program files (Helpful if you don't have access to there because of UAC) I haven't found any side effects [yet].

Simply move the DAMN folder to your My Docs plugins and in your shortcut,  change your start-in location to "C:\Users\Username\Documents\SimCity 4" (or wherever you documents plugins folder is)

Jonathan

sounds like a good idea, but there's a few of my other mods that would get broken by this. It also requires most users to do some additional work after the installation, which is something I'd rather avoid as much as possible.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: City Builder on October 02, 2008, 02:41:50 AM
You should just put "F:\Docs\SimCity 4" so without the plugins.Although I'd suggest using he Program Files plugins folder, unless you really can't like if you don't have the password for UAC.

Jonathan

Thanks, works properly now.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Jonathan on October 02, 2008, 10:40:19 AM
Daeley, I knew it might have some side effects, but I suggested it just for people who can't use the Program Files folder. It is much better to install it where it should go, I don't see why City Builder you should put it in the Documents plugins folder.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: City Builder on October 02, 2008, 12:32:16 PM
I dont know why either, however it works this way but refused to work the in the games installation plugins folder even though it's not in the Program folder.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Jonathan on October 02, 2008, 12:37:02 PM
on one of my machines it's installed on "D:\Simcity 4", so the Program files should not be the issue.

hmmm... I vaguely remember something here... on your other installations, did you create the desktop SC4 icon yourself, or did you use the default installed one? I remember the regional tracking mod had a similar problem where the path would be incorrectly read with a custon icon because it would use "... \Simcity 4\Apps" as base directory instead of "... \Simcity 4". If this is the case, go to the properties of your SC4 icon and add your path to simcity (the full path, like "C:\Program Files\Simcity 4") in the "Start in" box.

I'd test it, but I'm not at home at the moment.

As Daeley said remove the "\Apps" from the start in box in your shortcut properties.

Jonathan
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: City Builder on October 02, 2008, 01:30:36 PM
As Daeley said remove the "\Apps" from the start in box in your shortcut properties.

Jonathan

Completely missed that post, I removed the Apps part of the shortcut and now it works properly with the DAMN folders in the games installation plugins folder instead of in the documents plugins folder.

Thanks,
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Diggis on October 06, 2008, 03:53:28 AM
OK, I think we have a way of removing the files from the menu.  However I need some testers to verify that it doesn't break the files.  I need people who are using the DAMN to test this for me, before I start releasing how we did it.  All going well I will let you all in on the secret.  ;)

Volunteers please PM me an email address to send the files to.  I will try sort it out and email them tonight.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: caronte22 on October 09, 2008, 10:54:43 AM
I don't know if this has bene discussed in the thread already, but just to let you know.
I was having problems with the indexing script. I'm running Vista 32-bit, UAC turned on. Naturally, it bounced with an 'access denied' when trying to run it, so I ran it with admin privileges.
It didn't work either, it got stuck in a loop of 'specified folder not found'.
I edited the script and removed the loop, and found that Windows was beginning from C:\Windows\system32, so it was impossible for the script to find the folders it was looking for, so I had to edit the script again and hardcode the Simcty 4 installation route, and now it works just fine.

Luckily I had some knowledge of how Windows scripts work, but what if a common user that doesn't know about this stuff encounters this?
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Diggis on November 12, 2008, 07:25:43 AM
OK, I think we have a way of removing the files from the menu.  However I need some testers to verify that it doesn't break the files.  I need people who are using the DAMN to test this for me, before I start releasing how we did it.  All going well I will let you all in on the secret.  ;)

Volunteers please PM me an email address to send the files to.  I will try sort it out and email them tonight.

Ummm, anyone able to do this?
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: daeley on December 16, 2008, 09:50:29 AM
Someone asked for the source for the apps I wrote, so here it is.

You'll notice it's a bit crude, but it was written a bit quick&dirty without taking much nice OO into account (PathCreator is much better, I promise).
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: JoeST on December 16, 2008, 10:17:31 AM
Thanks Daeley :)
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: FrankU on December 18, 2008, 06:21:56 AM
Well, that sounds promising to a noob like me.
Mouseclicks is something I can handle, but don't make it much more complex than that!  $%Grinno$%
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: City Builder on December 18, 2008, 04:33:54 PM
I agree, simple mouse clicks to put mods into the menu system is what is needed to really get this thing moving.

I send my best wishes that it works out good.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Meastro444 on December 27, 2008, 08:56:08 AM
i am currently in the proces of creating my very first DAMN set and so far one question: do the icons need unique ID's?

i am also looking for the Lot Exemplar IID in the SC4Tool, but i can't find it  &ops
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: daeley on December 28, 2008, 03:32:57 AM
Personally, I'd use Ilive's reader for this, it's a bit better suited for the tweaking we need here (I think... Andreas, prove me wrong?)

as for your first question:
Quote
do the icons need unique ID's?
short answer: yes
long answer: since you will be adding new icons to the game, these will need their own TGI so we can reference them from the news messages (and obviously, we need to reference them to show up). If you were using existing icons, you wouldn't need to give them a unique iid. In fact, you wouldn't need to add any textures at all. Chances are pretty small you will find good icons in the game though.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Andreas on December 28, 2008, 07:06:32 AM
Personally, I'd use Ilive's reader for this, it's a bit better suited for the tweaking we need here (I think... Andreas, prove me wrong?)

Yes, I'd say so. SC4Tool was never intended to replace the Reader, but it should only make those processes easier that are relatively complicated with the Reader, such as transit enabling or editing the properties of a building.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Meastro444 on December 28, 2008, 09:15:05 AM
Personally, I'd use Ilive's reader for this, it's a bit better suited for the tweaking we need here (I think... Andreas, prove me wrong?)

as for your first question:short answer: yes
long answer: since you will be adding new icons to the game, these will need their own TGI so we can reference them from the news messages (and obviously, we need to reference them to show up). If you were using existing icons, you wouldn't need to give them a unique iid. In fact, you wouldn't need to add any textures at all. Chances are pretty small you will find good icons in the game though.
i am using Peg's Icons. i already have cut them to the correct size and the resulting TGI's. since i am fearly new at modding, i will have a lot of questions ;). ill request a range of ID's that i can use.

i got the excel file done except for the Lot Exemplars ID's. i found the exemplar ID's now. (something tells me not to mod in night's ;)). ill process it now as a lua.

one question though, do i have to change the GID's and IID's from the cuts.txt? i can see they are different from the original ones.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: daeley on December 28, 2008, 12:13:07 PM
the TGI's that come with the image cuts are randomly generated, when you insert them with the reader, it will see those TGI files and automatically assign that TGI, so you don't really have to bother.

The IID of an FSH texture are bounded by some constraints (wealth, etc.) with limits the available range for base and overlay textures seen on buildings, which is why people have to request an IID range for their own textures. These however are not textures, they're just simple PNG icons so they can use the full range of IIDs. What's more, the GID (group id) is not bounded either, so there's really no need to request a personal range. The chances of the randomizer choosing the same group and instance id for two people (or for a PNG already ingame) are astronomically small.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Meastro444 on December 28, 2008, 03:35:42 PM
Yay, the reader finally read the TGI's.

I'll have this one finished tomorrow i think
. Yhanks again Dealey! ;)

Well, thought I was finished, but I ain't. Somehow the game/DAMN doesnt read it. I ran the indexer.cmd but it doesnt work.

Well, I got LUA file in there, along with the icons. the turorial said I had to get the package id and the iid correct, but what is correct? ()what() Tell me what I did wrong so i can make future sets work. I didnt know how to create a fresh new lua file, so I took the jeronij's zoo one, emptied it and reused it. The CSKBaseSet.dat is the only damn file in the DAMN menu so it shouldn't be a problem.

Attached is the CSK 2 Baseset DAMN menu, it doesnt work for me but I dont have a clue why it doesnt.
attachment removed

Thanks,

Meastro444
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: daeley on December 30, 2008, 07:48:01 AM
but what is correct? ()what()

unique = correct

if you took an existing LUA file, did you change the package id and iid? Some time ago Tage discovered package id should be smaller than 0x7FFF FFFF so make sure the first digit is smaller than 7.
I'll have a look at the files

update:

your LUA doesn't have a package id, and the first line is incorrect (probably an error while copy/pasting)
Code: [Select]
local menu = DAMenu.items["linkname description IID lot exempar IID info1 text info2 text icon GID/IID hidden"]
should be
Code: [Select]
local menu = DAMenu.items["CSKBaseSet.dat"]

where CSKBaseSet.dat is the filename of the DAMN file you place in your plugins

Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Meastro444 on December 30, 2008, 10:11:26 AM
unique = correct

if you took an existing LUA file, did you change the package id and iid? Some time ago Tage discovered package id should be smaller than 0x7FFF FFFF so make sure the first digit is smaller than 7.
I'll have a look at the files

update:

your LUA doesn't have a package id, and the first line is incorrect (probably an error while copy/pasting)
Code: [Select]
local menu = DAMenu.items["linkname description IID lot exempar IID info1 text info2 text icon GID/IID hidden"]
should be
Code: [Select]
local menu = DAMenu.items["CSKBaseSet.dat"]
where CSKBaseSet.dat is the filename of the DAMN file you place in your plugins
Ok, I modified the LUA, i added a package id:
Code: [Select]
--#-package:71ae4569# -- package signature this way it should work, but it seems the whole mod doesn't work on my computer: i installed the D.A.M.N. with only 3 D.A.M.N. menu's, ran the indexer.cmd but the menu's don't show up; only the advisor dialog with 3 icon's show up.

regards

Meastro444
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Jonathan on January 03, 2009, 03:15:05 AM
Where is the icon you click to open the game, is it in a dock or if you have Vista in the games explorer? Because it must be in normal explorer and when you right click it and go to properties, the Start in value must be the ...\Program Files\Maxis\SimCity folder (Sometimes shows up as C:\PROGRA~1\Maxis\SIMCIT~1\)

And it must be installed in the program files plugin folder (not the My Documents plugins folder).

Daeley, I have a request/suggestion (sorry  &ops)
Could you add functionality to be able to plop network items, that way we could have DAMN for the NAM?

Jonathan
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: daeley on January 03, 2009, 07:03:50 AM
Daeley, I have a request/suggestion (sorry  &ops)
Could you add functionality to be able to plop network items, that way we could have DAMN for the NAM?

I would have to modify the code a bit, but I think that would be possible.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Jonathan on January 03, 2009, 12:18:29 PM
Cool, if it's not to much trouble that'd be great :thumbsup:

Jonathan
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Meastro444 on January 04, 2009, 02:53:43 PM
Where is the icon you click to open the game, is it in a dock or if you have Vista in the games explorer? Because it must be in normal explorer and when you right click it and go to properties, the Start in value must be the ...\Program Files\Maxis\SimCity folder (Sometimes shows up as C:\PROGRA~1\Maxis\SIMCIT~1\)

And it must be installed in the program files plugin folder (not the My Documents plugins folder).

<snip>

Jonathan
-i did modify the path correctly
-done the programfiles maxis thing.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: JoeST on January 06, 2009, 04:04:46 AM
NAM in DAMN would be AWESOME!!!!!!!!!!!!!!!!!!!

Joe
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Meastro444 on January 06, 2009, 10:40:31 AM
Quote
Where is the icon you click to open the game, is it in a dock or if you have Vista in the games explorer? Because it must be in normal explorer and when you right click it and go to properties, the Start in value must be the ...\Program Files\Maxis\SimCity folder (Sometimes shows up as C:\PROGRA~1\Maxis\SIMCIT~1\)
what is a dock?
the starter value of the shortcut is: "D:\Games\Simulation\SimCity 4 Deluxe\Apps"
i have the SC4 shortcut in a folder named games, if that matters.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Jonathan on January 06, 2009, 10:54:11 AM
A dock is somethign that (generally) attaches to the edge of the desktop or screen and is like the Quicklaunch.
Like this (http://www.stardock.com/products/objectdock/) and this (http://circledock.wikidot.com/)

Anyway you need to remove the \Apps from the end of the path and then it will work.

Jonathan
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Meastro444 on January 06, 2009, 02:47:47 PM
Ok, thank you Einstein Jr. ;) It works now.

Daeley, I would suggest putting that in the readme, because it installed this way on my pc.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: j-dub on January 07, 2009, 09:24:57 PM
WHAT!? what is this computer talk doing here in this DAMN thread about another piece of Apple ending up in Windows with this dock thing!? That aside, I never say a word here, but after someone else mentioned it, I also think a DAMN should be given about NAM. Don't exactly know how this would be incorporated, since it would be divided alot with all the features. Daeley its great to hear you try to make a change instead of the TAB ring. Maybe accessing puzzle pieces would be easier and alot quicker this way.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: buddybud on January 08, 2009, 11:27:32 PM
wow...i forgot about this thread...tricky name change...lol

I have yet to try this out but it looks like a vast improvement over the mml method. Can't wait to try it out.

Thanx Daeley and all others involved.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: daeley on January 12, 2009, 03:42:53 AM
I have succeeded in adding network items (aka puzzle pieces) to the DAMN with minor modifications to the DAMN code. I will update the DAMN download once we have made some categories for the NAM.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: JoeST on January 12, 2009, 06:56:56 AM
is that tabrings or individual pieces or something else?

btw, AWESOME!!!!

Joe
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: daeley on January 12, 2009, 07:36:35 AM
any piece, including those anywhere on a TAB-ring

Now we have to divide all existing pieces in subcategories of 6-7 pieces, create according icons and labels, and put those in a DAMN script. This will probably take some time though :)

edit: volunteers to make some icons are greatly appreciated :)
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Jonathan on January 13, 2009, 10:49:55 AM
Sounds cool, what does SSP stand for?

Very nice tool, there are a few translation problems (not your fault though) could you provide details on how to translate it?
Also In the DAMN creator when you add a file, what does 002 mean in the exem and png column?

One other thing I think I got bug where I couldn't get past step 3, but I haven't got it again after restarting the program, maybe I just clicked the wrong button.

Otherwise extremely useful and clever! And you deserve a Karma point

Jonathan
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: daeley on January 13, 2009, 01:12:38 PM
I've tried this and it works great! Whole sets of lots can be DAMNed with just a few clicks :D
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Diggis on January 14, 2009, 03:36:53 AM

Otherwise extremely useful and clever! And you deserve a Karma point


Granted. 

I haven't had the chance to try this out yet, but have a couple of sets to test it on so will try this week sometime.  But a huge thanks in advance!
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Meastro444 on January 17, 2009, 11:49:52 AM
Found a bug:

Whenever I click a dat to make a DAMN file from, it selects S3D's as well as the FSH's. It shouldn't do that, it makes the filelist unnecessary long.

Regards

Meastro444
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: JoeST on January 19, 2009, 11:29:20 AM
A bit of a special case here... but still. I am on Linux (Fedora 10,  latest Java) and it hangs as soon as you press any buttons (even the exit x in the top corner :o) using the command
Code: [Select]
java -jar [filename]
Also how would I go about getting the source without using cvs?

(Oh and maybe you should create a support thread in the tools section of the forum?)

Joe
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Jonathan on January 19, 2009, 12:29:31 PM
I tryed it, I like the sytem look better btw,
but now when i add files it seems to add all the exemplars with icons, and then twice that without, so you get it 3 times the amount of items than you should. Also what happened to that nice view lot feature, now it only shows the icon (which doesn't work properly).

I think the first one was better personally, but keep going because this tool is great! :thumbsup:

Jonathan
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Stefan79 on January 20, 2009, 01:55:21 AM
!! ATTENTION !!

Hi together,

for further support of SSPTool, I have opened a new thread:
SimCity 4 Devotion Tools - Other Tools - SSPTool

Please post anything about SSPTool there, so this thread stays clean for DAMN.

Regards
Stefan

UPDATE: Moved every message from me to this new Thread
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: dragonshardz on February 17, 2009, 07:59:17 PM
uhm, Stefan, why not just combine the posts (replies to JoeST and Warrior + announcement) into one big post?
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Stefan79 on February 18, 2009, 12:57:18 AM
uhm, Stefan, why not just combine the posts (replies to JoeST and Warrior + announcement) into one big post?

Moved every message about SSPTool to one post in my thread and delete them here.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: dragonshardz on February 18, 2009, 08:57:33 PM
That works too! DAMN + SSPTool = ease of use upgrade!
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: daeley on February 27, 2009, 05:47:31 AM
Hear Hear!

These DAMN Development Kit released on the LEX is officially deprecated!

When you want to create DAMN plugins, you can now do this in a few clicks with SSPTool by Stefan79 - more details here: http://sc4devotion.com/forums/index.php?topic=6818.0

If you are wearing out your mouse with continuous scrolling, please consider creating a DAMN to help yourself and the community!
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Jack_wilds on February 27, 2009, 06:26:44 PM
Hello Daeley, Jack wilds here...

This rather project, however a over educated civil/design engineer tech is having troubles making heads/tails in making the menus -even with the DTK.  :-[ therefor I am requesting a 'damn for dummies' and one for the SSPTool by Stefan79. 

I think I'm making this harder than needed.  ???  Its just that I'm having troubles just to get SSPTool complete107 installed.  So is there a painfully obvious detailed instruction booklet on getting it all installed and running -Thank-you. 

I have latest java,  "$Deal"$ is the SSSPTool complete107 to be placed in the 'program files'... do I add plug-ins zipped or unzipped...and then the file paths set do I save the config...when the damn tab is pressed then install... its here it stops it says that the permits needed to checked and that it could install...

aside from this its beautiful cold day here in the northwoods of WInterwonderland  ::)

Jack  :satisfied:
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: JoeST on February 28, 2009, 10:04:07 AM
if you have the complete version, all the plugins are already there
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: buddybud on April 04, 2009, 07:36:09 PM
I've not read the whole thread but surely this little but wonderful bug has come up.

(http://img227.imageshack.us/img227/3065/newsicandig.jpg)

While multi clicking on the news box i was able to have the  menu open directly in the box. This left me free to scroll....however once alot was picked you could not choose anymore lots. Could something like this be done on purpose. Sacrifice the news feed for a direct link to your icons. And make it so you don't have to reload the feed to change sets or lots??? Presently it is only fully functional until you pick a lot. I did nothing at all by the way except click a lot.  :)

Anyways just wanted to point that out!.

Bud
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Jonathan on April 05, 2009, 02:53:42 AM
I have got something like that before, except it always went grey before I click on anything.

Also if it was accessed only through the advisor/news panel, then we could turn those pop ups off.
One thing I don't if is possible but to have in the News/advisor panels a button to give you the last plopped item, this would help loads.

Jonathan
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Breeze1965 on May 01, 2009, 01:33:52 PM
I installed this and the menu will appear but none of the sets do including the sets that came with it? additionally the lots can still appear in the my docs plugin folder?
 where sets have to be in game folder?
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: joeltp85 on July 10, 2009, 10:05:35 PM
I don't know if this has bene discussed in the thread already, but just to let you know.
I was having problems with the indexing script. I'm running Vista 32-bit, UAC turned on. Naturally, it bounced with an 'access denied' when trying to run it, so I ran it with admin privileges.
It didn't work either, it got stuck in a loop of 'specified folder not found'.
I edited the script and removed the loop, and found that Windows was beginning from C:\Windows\system32, so it was impossible for the script to find the folders it was looking for, so I had to edit the script again and hardcode the Simcty 4 installation route, and now it works just fine.

Luckily I had some knowledge of how Windows scripts work, but what if a common user that doesn't know about this stuff encounters this?

I've run into the same problem. I've re-installed the DAMN numerous times already in both the primary maxis/sim city 4 deluxe/plugins folder as well as the My Documents plugins folder, and I've done so both with and without UAC enabled. Yet every time I run the indexer script I get "Access is Denied" messages. And I just so happen to be one of those "common users" who doesn't know much (anything) about Windows scripts, so I'm at a loss as to how to fix this problem.

Would really appreciate if anybody is willing to help, though I realize this thread isn't very active anymore...
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: daeley on July 27, 2009, 07:34:28 AM
you could try Stefan87's SSPTool. It is mainly designed to create new DAMN plugins, but has a function to recreate the index as well. This is java-based rather then a shell script, so it might work in your case.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Rady on August 13, 2009, 05:46:53 AM
Daeley,

I just created some menus for you DAMN tool. Can you tell me - is there a possibility to disable the corresponding menu entries in the "standard" sc4 menue?
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: z on August 13, 2009, 06:00:07 AM
From Diggis:

Quote
You need to make a copy of each of the building exemplars from the lots and save them into a new DAT to preserve the original, then remove from each exemplar the lot resource key.  This will leave the lots fully functional and available to plop through DAMN but remove them from your maxis menu.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Rady on August 13, 2009, 11:27:44 AM
I've not read the whole thread but surely this little but wonderful bug has come up.

(http://img227.imageshack.us/img227/3065/newsicandig.jpg)

While multi clicking on the news box i was able to have the  menu open directly in the box. This left me free to scroll....however once alot was picked you could not choose anymore lots. Could something like this be done on purpose. Sacrifice the news feed for a direct link to your icons. And make it so you don't have to reload the feed to change sets or lots??? Presently it is only fully functional until you pick a lot. I did nothing at all by the way except click a lot.  :)

Anyways just wanted to point that out!.

Bud

Daelye,

I just run into the same problem that Buddybud mentioned some months ago. Do you have any information on that problem?

thx

rady
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Diggis on August 13, 2009, 04:24:55 PM
It's not really a problem, it's just the way the new popup works.  You closed it without selecting a lot, meaning it remains active in the other window.  So instead of clicking a lot in the popup window you click int here.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: z on August 25, 2009, 05:33:19 AM
I'm in the process of creating DAMN menus for RTMT, and they're mostly done.  (Using the SSPTool, over 50 stations took only 15 minutes to put into a multi-level setup.)  What would be really nice would be if I could have an RTMT icon placed at the end of each menu, where clicking on the icon would take the player back to the root of the RTMT tree, which is two levels below the main root.  Looking at the LUA scripts, it looks like it should be possible, but I don't know enough about how this works to actually do it.  Could someone please help me out here?
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: z on August 31, 2009, 04:27:20 AM
Still waiting for an answer to my previous post...

In the mean time, is it possible to make the menu popup box bigger, specifically longer?  If so, how?
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Stefan79 on August 31, 2009, 04:52:48 AM
Still waiting for an answer to my previous post...

In the mean time, is it possible to make the menu popup box bigger, specifically longer?  If so, how?

Hi z,
I have tried to make the popup box bigger, but the maximum regular size is 450 x 450 pixel. Think it has to do something with creating these dialogs in SimCity. The only thing you can do, is to make the scrollpane bigger, so more items would be visible, but then, the scrollpane laps over the dialog and you can't select the icon, which is outside the dialog, if its smaller than the scrollpane. These are the things I have found, so there is no option to make the DAMN dialog bigger but I will look at the LUA more closely when I have time.

Stefan
Title: Re: DAMN Development Thread - Bigger Dialogs are possible!
Post by: Jonathan on August 31, 2009, 06:35:24 AM
You can get bigger dialogs, you have to edit the UI file. The downside is it affects all the news items (well all the positive ones(blue background))
But if the news items can be hidden (z, you said you could do this?)without affect the DAMN. Then it doesn't matter.
Also the scroll bar goes off the dialog but that can be shortened in the LUA script ?

It's fully functional, you click on the icons as usual.

(http://i200.photobucket.com/albums/aa230/warriorST/Untitled.png)

Jonathan
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: z on August 31, 2009, 02:18:54 PM
Excellent!  I was looking at that box and thinking, "That looks like a standard UI box.  It should be possible to resize it."  I wouldn't need it as big as your example; just expanding it to 450x600 would be nice, at least as an option.

Right now there are a number of options that I'm looking at.  It appears that inserting the statement "a.news_only = 1" in an advice piece makes the advice show up in the news flipper, but not as a popup.  This would be the basis for the "No News Is Good News" mod.

But last night I discovered that the DAMN menus work fine with the Urgent Advice Dialogs option turned off - they just show up in the main news box.  But all the features are there and working; some of the selections just show up as new "news items" at the top.  So another alternative is to expand the news box a bit, as it's currently smaller than the menu popups.  Since the news box comes up only by user request, this should be a fairly innocuous thing to do, and it may even eliminate the need for the "No News Is Good News" mod.  I'll have to try a few things out.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Jonathan on August 31, 2009, 02:37:35 PM
Is there a way to make it so the news item doesn't get grayed out after selecting a lot?
And I'm guessing there's no way of stopping other news items from appearing in the news box (so they only show in the advisory panel?) without disabling them completley?

Or is there a UI "control" (feature/component) which allows for HTML?
Is there a list UI controls somewhere?

Jonathan
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: z on August 31, 2009, 03:26:51 PM
Is there a way to make it so the news item doesn't get grayed out after selecting a lot?

I don't think so, although you still have the ability of plopping the same lot multiple times.  And clicking on the "Open additional submenus" item at the bottom of the box re-activates the open menus.  This is one place where having a bigger news box would come in handy.

Quote
And I'm guessing there's no way of stopping other news items from appearing in the news box (so they only show in the advisory panel?) without disabling them completely?

I'm pretty sure the answer is "no" here.  However, each news item has a frequency (how often it's displayed) and a timeout (how long it persists).  By adjusting these, especially the timeout, you can keep the number of news items in the news box rather small, while still making sure that the items appear in the news flipper.

Quote
Or is there a UI "control" (feature/component) which allows for HTML?

To the best of my knowledge, no.

Quote
Is there a list UI controls somewhere?

I assume you mean something other than just the controls themselves in SimCity_1.dat.  I don't know of any.  But of course if you click on the "Entry" heading, you get all of the UIs in one place, which is the next best thing.  Unfortunately, there's a very large number of them.  Which brings me to my question:  Do you have the IDs of the news and popup box UIs?  That would save me some time searching through that long list.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Jonathan on August 31, 2009, 03:42:20 PM
There is a UI control named "GZWinHTML" The only 2 references to it on the web(google) are on Simtropolis and SimForum.de (and Google translate isn't perfect)
If we could have HTML in a UI file then the news could potentially be bypassed, and the DAMN built straight into the UI.

Jonathan
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Jonathan on August 31, 2009, 03:47:01 PM
Actually got a better idea. Not many people use the My sim feature right? Almost all players would sacrifice it for DAMN?

Well is there away to make the DAMN appear in the My sims news?

The TGI for the blue dialog which the DAMN uses is : 00000000     96A006B0     4A5A89D5   

Jonathan
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Andreas on August 31, 2009, 03:55:57 PM
Well is there away to make the DAMN appear in the My sims news?

Interesting idea - finally something that actually could make me use the MySims button (apart from disabling the UDI icons in a new city ;) ).
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: z on August 31, 2009, 04:15:33 PM
You've definitely got some interesting ideas there, Jonathan - well worth following up on.  As for that post on SimForum.de, it seems to me that we have a few German speakers around here somewhere.  I even sense one right above this post...  ;D

Oh, and thanks for those IDs.  :thumbsup:
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Jonathan on August 31, 2009, 04:58:10 PM
The My sims thing failed: You had to plop a sim first, and it would sometimes freeze and then delete the sim.
Also I couldn't move the My Sim news panel to the main UI.

But I figured out something else but can't explain at the moment, because it still needs to be done.

EDIT: I hope Daeley doesn't mind this hijacking?
EDIT2: z, when you use the damn menu in the news box with dialog pop ups off and you click on menus does it open them twice?

Also how do you make the news items that are just one line which can't be expanded? They are mostly jokes by Maxis like" 7% of sims think 0 is nothing".

Also would it be a problem for users if say the city planning and financial advisors were combined?
Jonathan
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Andreas on August 31, 2009, 05:27:58 PM
You've definitely got some interesting ideas there, Jonathan - well worth following up on.  As for that post on SimForum.de, it seems to me that we have a few German speakers around here somewhere.  I even sense one right above this post...  ;D

Well, GoaSkin mentioned that GZWinHTML thingy, but there's no further discussion about it. The rest of the postings are talking about the HTML links in reward messages, which is something daeley already has used for the DAMN.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: z on September 01, 2009, 01:13:41 AM
z, when you use the damn menu in the news box with dialog pop ups off and you click on menus does it open them twice?

No, not even when they're nice.  ::)

Do you see this happening?  Could you show a picture?

Quote
Also how do you make the news items that are just one line which can't be expanded? They are mostly jokes by Maxis like" 7% of sims think 0 is nothing".

If you look at the news items, you'll see that they begin with a call to create_advice_safety(), create_advice_transportation(), or advice creation for one of the other standard advisors.  Then there's create_advice_fluff(), named after Fluffy the Wonder Cat.  You can find a lot of these in the environment advice LUA.

Quote
Also would it be a problem for users if say the city planning and financial advisors were combined?

I wouldn't do something as drastic as that.  Aside from the amount of work involved, various people's plugins may depend on the current scheme.  Parts of it may also be hardwired in the executable, and you don't want to find out about those too late.  I sort of see where you're going with this, but could you spell it out a bit more?

BTW, if the Urgent Advice Dialogs are turned off and you use just the News window for the DAMN menus, having them grayed out and then clicking on "Open Additional Submenus" takes no more steps then the standard DAMN menus, since the popup box disappears when you select an item to be plopped.  To get it to reappear, you have to click the same "Open Additional Submenus" line.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: daeley on September 01, 2009, 02:58:11 AM
excellent development guys :) I'm glad to see this is finally picking up some speed.

as for a couple of questions: It's great to see the news box resized, but you have to keep in mind there might be people playing on lower resolutions or in windowed mode with a smaller Simcity box. Secondly, the box shouldn't become too big, because some people (including me) actually still like normal popups, especially for rewards. I think it's nice to have reminders, but that's just my playstyle.

I'm not sure if using the mysim news would work. In the past I've tried similar things (also tried using the green "mission" screen) but that never seemed to work as intended.

as Steve mentioned, the news lines with no story, only a title, are "fluff" news lines.

Also would it be a problem for users if say the city planning and financial advisors were combined?

why would you want to do this? you can actually create additional advisors :) I've done this before with the money transfer lot I made.

about the GZWinHTML, I think I have tried the GZWinCustom or something and that didn't work. If you really want to dig a bit deeper: in the tutorials, the tutorial messages are created with HTML markup. With some tinkering you can even point these buttons to custom LUA functions. I've never gotten this to work on non-tutorial UI's though, so if you're up for a challenge...
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Jonathan on September 01, 2009, 03:33:22 AM
Is there a way to get Fluff news to appear in the advisor panels?
If you create an aditional advisor can you create the matching UI?
Your right, The My Sim news didn't work, it deleted the sim quite often after freezing.

I downloaded the Money transfer lot, and took a look in the LUA files (most of it I didn't understand, I got the general idea though)

When you created the news for the new advisor, each one started with: a = create_advice_cityplanning
why isn't that something like  a = create_advice_newadvisor ?

Or does that just provide defaults for any thing not set below it? In which case changing the a.type is effectively the same?

Here's where I'm trying to go:
The advisors panel in the only thing on the UI that seems to like HTML, so a dedicated advisor panel to DAMN, and the DAMN is constantly open by making the title the same as the message.

One other question (sorry for so many) how is it the "open Additional Submenus" never gets grayed out, even after you've click the link? Where as if you open a menu inthe DAMN it greays out?

Jonathan
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: z on September 01, 2009, 03:41:22 AM
as for a couple of questions: It's great to see the news box resized, but you have to keep in mind there might be people playing on lower resolutions or in windowed mode with a smaller Simcity box. Secondly, the box shouldn't become too big, because some people (including me) actually still like normal popups, especially for rewards. I think it's nice to have reminders, but that's just my playstyle.

I agree; that's why I was thinking of increasing it from 450x450 to a maximum of 450x600, which would give just a little more elbow room for the menus (especially when submenus are present).  I know that for RTMT this would definitely help with the usability factor.  And a height of 600 is required for any monitor where you want to play SC4.  So how do those dimensions sound?  If they look reasonable to you, you might want to make them standard.  But I definitely agree that we don't want to wreck the look of the game for people who use popups.

One other question (sorry for so many) how is it the "open Additional Submenus" never gets grayed out, even after you've click the link? Where as if you open a menu inthe DAMN it greays out?

It's just like standard news entries, which don't gray out just because you click on them.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Diggis on September 01, 2009, 03:53:45 AM
Could you not force the change on people please?  Make it an option as I like it the way it is. ;)
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Jonathan on September 01, 2009, 04:05:51 AM
Definately optional,

The reason I made the dialog so big was to make it obvious that it was bigger :) So any size is possible, or give the user an option of say 3 sizes.

 
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: superhands on September 01, 2009, 04:23:27 AM
Quote
Also would it be a problem for users if say the city planning and financial advisors were combined?
Jonathan

or you could get rid of them all :D
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: daeley on September 01, 2009, 04:38:53 AM
I_advice_cityplanning
why isn't that something like  a = create_advice_newadvisor ?

Or does that just provide defaults for any thing not set below it? In which case changing the a.type is effectively the same?

yup, that's the idea. the create_advice_cityplanning sets a bunch of defaults and then I just switch the advisor.

Quote
Here's where I'm trying to go:
The advisors panel in the only thing on the UI that seems to like HTML, so a dedicated advisor panel to DAMN, and the DAMN is constantly open by making the title the same as the message.

I don't think that will work... as far as I know, all the news messages use the same news UI, regardless of the advisor. Maybe you could try to find the TGI (or only IID) of the UI's somewhere in the LUA's that define resources for the advisors, but I doubt it will be possible to change UI depending on the advisor or news type.

Quote
One other question (sorry for so many) how is it the "open Additional Submenus" never gets grayed out, even after you've click the link? Where as if you open a menu inthe DAMN it greays out?

that's because each time you click a link, the news message is triggered again, but with updated content. That's why you can sometimes see "DAMN garbage links", i.e. old links to submenus you've just visited that are grayed out but not yet removed.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Jonathan on September 01, 2009, 04:57:52 AM
:D

About the resizing of the dialog, it's possible to make the window resizeable in game, but the controls inside it don't move or change size which is dumb, there must be some sort of anchor property, but I can't find one in the Specs for UI (http://old_wiki.modthesims2.com/UI)
If someone finds it, then the user can make the window how much bigger they like  when using DAMN and keep it normal for other news

In the LUA file with an IID of FF048A3E. I thought if I changed the advice_types.CITY_PLANNER = 23 to 26 (26 is the FA's ID, and is also what the advice_types.FINANCIAL is) then it would make all the city planning news stories go to the Financial Advisor.
Because all news stories with a type of Financial (which I guess is just a more user friendly way of writing 26) go to the FA.

But instead it copied all the CP's stories to the FA, and then if I moved the FA's id before the city planners:

   advisor_ids.HEALTH_EDUCATION  = 22
   advisor_ids.FINANCES           = 26
   advisor_ids.CITY_PLANNING = 23
   advisor_ids.TRANSPORTATION = 24
   advisor_ids.ENVIRONMENT     = 25
   advisor_ids.SAFETY               = 27
   advisor_ids.FLUFF_NEWS       = 28

It moved the CP's stories to the financial advisor and copied FA's story to the city planner advisor.

I have no idea why it won't just move all the news stories to the FA?
I hope you understand what I'm trying to do as I don't know what the correct terminology is, and im not great at explaining things
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: z on September 01, 2009, 08:48:28 PM
Could you not force the change on people please?  Make it an option as I like it the way it is. ;)

I think Jonathan sums up my intention here perfectly:

Definately optional,

The reason I made the dialog so big was to make it obvious that it was bigger :) So any size is possible, or give the user an option of say 3 sizes.

And also:

About the resizing of the dialog, it's possible to make the window resizeable in game, but the controls inside it don't move or change size which is dumb, there must be some sort of anchor property, but I can't find one in the Specs for UI (http://old_wiki.modthesims2.com/UI)
If someone finds it, then the user can make the window how much bigger they like  when using DAMN and keep it normal for other news

I've seen some evidence of this myself; a lot of the reward boxes (especially the BSC ones) come with their own custom size.  Maybe looking at them will offer some clues.  I can't get to this right now, though.

Meanwhile, what about the main news box?  I've long thought that it was too small, even just for its primary function.  And it, like everything else, was designed long enough ago that people's monitor sizes tended to be a bit smaller.  I'd love to have a larger news box, at least available as an option.  And if the news box were large enough, having the Urgent Advice Dialogs option turned off would not be a problem for DAMN.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Rady on September 02, 2009, 07:30:21 AM
Sorry if this is a dumb question: I see you guys talking about the damn (sorry - DAMN  ;D) menu opening in a seperate popup box ... with my installation, after clicking on the "open additional submenues" entry in the news popup, i get an additional line that reads "open additional submenues" again. This line then behaves like the normel advisor information (like, "hospital is underfunded"). After clicking it, the whole DAMN menu tree rolls down in the news popup. Then from time to time I encounter the problem that after selecting one icon I cannot select another one, regardeless wheter I placed the first lot or not. I then have to close the "additional submenues" line and open it again as described above.

I run through the posts in this thread but didd'nt get a satisfaying answer to that problem. I tried to follow your conversation (in terms of getting a clue what you're talking about) but ended up somewhat lost.  ()what() So if this project is work under progress right now, just tell me, I' ll gladly wait for the outcome .. :thumbsup:
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Diggis on September 02, 2009, 08:03:40 AM
I would hazzard a guess you have the advisors set to off.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: daeley on September 02, 2009, 08:19:59 AM
I've seen some evidence of this myself; a lot of the reward boxes (especially the BSC ones) come with their own custom size.  Maybe looking at them will offer some clues.  I can't get to this right now, though.

actually, they don't come with their own box. There is one single UI file for all advisor popups (actually, two, a red and a blue one) which automatically resizes depending on the size of the text. I do not know how this resizing is controlled - my guess is that it is based on programmed behavior, linked to the clsid of the UI window. I have never looked into this resizing behavior in more detail, but it is entirely possible that some of it is controlled by the exe.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Jonathan on September 02, 2009, 09:36:45 AM
I'm not talking about each news one being different, I mean the user drags the window bigger and smaller (resets for each message though, which I have just realised probably won't work for DAMN as it opens a new window for each menu), but still want to know how it works. You can see the problems in the video.

EDIT: Just thought of another thing, what about making all the news messages blue (the advisors will still have red backgrounds) and making the DAMN red (or vice versa)? That way the DAMN Dialog can be be bigger without annoying people with the news messages?

http://www.youtube.com/v/LG_o58jNaNc

Jonathan

PS:Daeley, That Jing thing, do you pay for it? I tried it(free) and it's very jerky and a big filesize.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Diggis on September 02, 2009, 09:51:51 AM
Umm, your video is private :(
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: daeley on September 02, 2009, 09:52:29 AM
can't see the movie... something about it being private...

what do you use for screen captures then?
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Jonathan on September 02, 2009, 10:20:13 AM
I knew I'd mess it up somehow :)

It should work now?

I used CamStudio, and Live Movie Maker to Trim and upload it to youtube.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: dragonshardz on September 02, 2009, 06:25:59 PM
It isn't perfect, but hey, it works!

I can see it, it's great to see Jonathan moving on to bigger and better things.

Just don't forget the HSRP, eh?

(I still can't believe he's younger than I am)
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: z on September 08, 2009, 10:19:29 PM
I've created a mod that lets you use a Bigger News Window (http://sc4devotion.com/forums/index.php?topic=8841.msg274110#msg274110), which is extremely helpful if you're using DAMN with the Urgent Advice Dialogs turned off.  In fact, I like it better than the popup window form of DAMN, since it takes up less space and is a bit more responsive.  Daeley, is it possible to have an option in DAMN so that the popup windows are not created?  And regardless of the answer to that question, how would turning off the popups be done manually?
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: City Builder on September 09, 2009, 08:49:57 PM
This has probably been asked but (after 20+ pages in this thread...)  A simple question.

Will the DAMN still work if I datpack my plugins?
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: z on September 09, 2009, 09:21:21 PM
Yes.  Just don't DATPack DAMN itself.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: z on September 12, 2009, 03:31:40 AM
I'm in the process of creating DAMN menus for RTMT, and they're mostly done.  (Using the SSPTool, over 50 stations took only 15 minutes to put into a multi-level setup.)  What would be really nice would be if I could have an RTMT icon placed at the end of each menu, where clicking on the icon would take the player back to the root of the RTMT tree, which is two levels below the main root.  Looking at the LUA scripts, it looks like it should be possible, but I don't know enough about how this works to actually do it.  Could someone please help me out here?

Sure, I'd be glad to!  By modifying customMenu.dat only slightly, and putting the exact same small chunk of code at the bottom of every menu file, you get something like this:

(http://img188.imageshack.us/img188/8715/rtmtmenu1.jpg)

(These pictures are using my bigger news boxes, but this technique works the same with standard DAMN as well.)  If you then click on the RTMT icon, you go back to RTMT root menu:

(http://img248.imageshack.us/img248/6845/rtmtmenu2.jpg)

This is the feature implemented as requested by the OP.  However, consider the nature of DAMN menus:  They tend to be used by large projects, where a feature like this would come in handy.  I think that to generalize it would be very useful, as well as removing the need for another icon taking up vertical space.

The generalization I would call a local root, as opposed to the global root represented by the house button.  I think that the best way to implement it would be to have another button beside the house button (maybe a smaller house?) that DAMN creators could set to a local root menu; SSPTool could be modified to facilitate this.  This would come in very handy when you're plopping a number of different pieces from a set, and I think it would save a lot of time.  What do you think?

Meanwhile, there's another request which Diggis and Stefan thought I should post here.  There's partial support for other languages in DAMN (via LTEXT), but it's not complete.  Specifically, the linkname field does not use LTEXT.  Is there any reason it couldn't, in the same way that the description field does?  For example, in RTMT this would allow us to use all the translations for the stations that we have accumulated, and will continue to accumulate, without having to manually edit each .dat file.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: debaser on September 16, 2009, 06:00:51 PM
Hm.  I installed this and ran the indexing thing.  I can open up DAMN but there's nothing in the menus.  When I ran the indexing thing it said "access denied" a bunch of times on a DOS looking screen.  I suspect that may have something to do with it. 
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: debaser on September 16, 2009, 06:06:51 PM
Now my game will not open at all. 
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Rady on October 02, 2009, 09:54:44 AM
Hi, I already created some DAMN menus using the SSP tool but I cannot get a clue what I have to do in order to hide the icons in the "normal" SC4 menu? May anyone pls give advice! Thanks!
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Bobbi on October 02, 2009, 10:31:19 AM
Hi, I already created some DAMN menus using the SSP tool but I cannot get a clue what I have to do in order to hide the icons in the "normal" SC4 menu? May anyone pls give advice! Thanks!
In the step 3, there's a checkbox called "hidden". If you choose it, SSPTool will hide the icon when it creates the DAMN menu. If you want to hide a lot of icons, you can click "Mutil-tool", and choose "Set hidden for all lots". ;)
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: shanghai kid on October 03, 2009, 06:02:50 AM
also your folders in my doc->sc4->plugins must not start with a number, see here for more info -> http://sc4devotion.com/forums/index.php?topic=6818.120
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Gringamuyloca on October 21, 2009, 03:43:28 PM
I've been downloading and installing RTMT 3.60. The number of new goodies available has prompted me to finally install DAMN... I've been following it's development for a while...

1. Shows where DAMN is installed.

2. Ran the DAMN-Indexer.cmd  (double clicked)

3. The result... Hmmm...I remembered reading something about this in the DAMN thread, so online I go... yep there it is... right click SimCity 4 Deluxe icon in the start menu.... check where 'it' starts in;

4. Well gee, I don't see any \app in there.... hmm I'll reboot everything and try again..

(http://img12.imageshack.us/img12/2084/damn1x.jpg)

After rebooting I tried again with the same result,... so I right clicked and ran as Admin and the result is it looks in/for (?) C:\Windows\system32\DAMN-index.txt . The system cannot find the specified path. My system as follows:

OS Name   Microsoft® Windows Vista™ Home Premium
Version   6.0.6002 Service Pack 2 Build 6002
OS Manufacturer   Microsoft Corporation
System Name   DESKTOP
System Manufacturer   Seanix Technology Inc.
System Model   MS-7383
System Type   X86-based PC
Processor   Intel(R) Core(TM)2 Duo CPU     E4600  @ 2.40GHz, 2403 Mhz, 2 Core(s), 2 Logical Processor(s)
BIOS Version/Date   American Megatrends Inc. V1.1B1, 13/02/2008
SMBIOS Version   2.5
Windows Directory   C:\Windows
System Directory   C:\Windows\system32
Boot Device   \Device\HarddiskVolume2
Locale   Canada
Hardware Abstraction Layer   Version = "6.0.6002.18005"
User Name   DESKTOP\User
Time Zone   Pacific Daylight Time
Installed Physical Memory (RAM)   2.00 GB
Total Physical Memory   2.00 GB
Available Physical Memory   812 MB
Total Virtual Memory   4.23 GB
Available Virtual Memory   3.05 GB
Page File Space   2.29 GB
Page File   C:\pagefile.sys


Am I outa luck? Did I miss something?... I appreciate the effort that goes into MML's, but was/am looking forward to using DAMN!  :'( Anyone have any ideas?? Thanks.. t ;)



Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Jonathan on October 21, 2009, 03:51:30 PM
The fix is quite simple, you need to open the Properties of the DAMN/Support folder. Open the Security Tab, and then click edit then click add and type "Everyone" into the box that appears and then give "Everyone" full control.

Jonathan
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Gringamuyloca on October 21, 2009, 04:31:04 PM
IT WORKS! It works!!   &apls You're a good man Jonathan!  &kiss ;D ......now how did that little tidbit get by??? &ops

mucho mucho gracias!
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: camaro_69_327 on October 22, 2009, 05:22:59 PM
Thank You
 Thank You!
   Thank you!!!! &apls 


Wow ..

I posted in the SSP tool thread also. Cant be said enough Thank You.  Of course it Goes without saying the Reason we Needed this SOOOO much is all the Fantastic stuff the community here gives us. I Have a 1.4 Gig plugins folder that I know would have been 3 gig but I was overly selective because the menus were already out of control...lol 

Vista x64
UAC = off
C:\Program Files (x86)\Maxis\SimCity 4 Deluxe
C:\Users\Dark\Documents\SimCity 4\Plugins

Everything works!



Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Gringamuyloca on October 23, 2009, 11:00:38 AM
Thank You
 Thank You!
   Thank you!!!! &apls


Daeley...thank you for sharing your talent with us. Definitely increases my enjoyment of the game!  ()flower()
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Rady on October 23, 2009, 03:57:47 PM
Hi, I already used the DAMN menus with success. However, after I added some additional menu items, I suddenly face two problems:

1. the DAMN menu doesn't open in the extra window (although the advisors are turned on). This wouldn't be much of a matter to me, 'caues it's no problem having the DAMN menue in the news window. However, this is where problem 2 appears on the scene:
2. in the news window, when clicking on the "open additional submenues" line i get an extra "news" line (the root entry of the DAMN). Problem is, that the menu tunrs to light grey. This occurs both after selecting one entry or - if nothing is selecetd - after a given time (some 10 .. 15 seconds, I would guess).

So combining problem #1 and #2 makes it impossible to use the DAMN menu at the moment.    :'( :'( :'( :'(

What have I done so far:

> re-indexed the DAMN
> startet SC4, turned of the advisor windows
> stopped sc4
> started SC4 again, turned on the advisor popups again

With no appearant effect so far.   ()what() ()what() ()what()

Thanks


Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: z on October 23, 2009, 04:25:53 PM
The grayed-out items are easy to fix.  Just click on "Open Additional Submenus" again, and they'll turn black and be usable.

By any chance, are your additional menu items the RTMT DAMN menus?
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Rady on October 24, 2009, 01:22:04 PM
First, no, I haven't done anythinhg for the RTMT up to now. I saw that someone is working on that, so I decided to wait for that work to be finished ...  ;D This problem is with my own DAMN menus I created yesterday (some 30 or so ..)

Second, I took your advice how to get around that "greyed-out"-bug, but I only came so far. Finally, it reminded me of the first time I played DOOM where you had to find the hidden door. You know, where somewhere else a hidden door opend for some seconds when you passed by a certain point. You than had to manage to run fast enough to that door in order to get there while it's still open. It's the same with the DAMN menu. Once you click the "open submenu" line you need to scroll up the menue in a hurry and find the icon you're looking for before the menu greys out again.

Well, I haven't been a good 'DOOM secret door runner' then, and this is continued with the rush for the DAMN menu ... with large menus e.g. like some seawalls or parks it's nearly impossible to find the icon before the menue is disabled again.

Add to that that with some plugins you need to select the icon again after one plop even if you want to plop the same lot again ... so e.g. plopping Marrast's embankment is ... well .... let's just say I decided there are other important things in my city to be finished first. And who really cares about embankments ..  :P

So, is there any solution to that "grey-out" problem?
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: jp on October 24, 2009, 01:44:51 PM
hey Rady I found that when the game is paused the menus don't grey out, and it depends on game speed ;)
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Cougar2004 on October 24, 2009, 02:40:33 PM
Is this the Support Thread for the DAMN?

I just installed it, followed all the instructions, and when i run the DAMN-Indexer (with admin access) it continues to say:
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.
The system cannot find the path specified.

repeating forever until killed.

What may be wrong?
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Jack_wilds on October 24, 2009, 05:13:55 PM
The fix is quite simple, you need to open(right click on the file folder) the 'Properties' of the DAMN/Support folder. Open the Security Tab,
and then click edit then click add and
then type "Everyone" into the box that appears
and then give "Everyone" full control.

Jonathan

Hello Cougar2004,

Here is something from Jonathon... it helped me perhaps it will set things right for you too... also note that you can give yourself 'full permission' in the top frame -high light you name/ or your admin-name, then in the lower frame click the appropriate check-box...

Jack
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Cougar2004 on October 24, 2009, 05:37:34 PM
Hello Cougar2004,

Here is something from Jonathon... it helped me perhaps it will set things right for you too... also note that you can give yourself 'full permission' in the top frame -high light you name/ or your admin-name, then in the lower frame click the appropriate check-box...

Jack

Jack, thanks for the very clear instructions.  I did them without problem, but the problem still exists.  I noticed that the DAMN/support directory is still READ-ONLY.  I have removed it a dozen time, and clicked through all the security approvals to apply it, but everytime i open it it is READ-ONLY again.  I am wondering if this might be causing the problem.  The everyone-full access permissions are now set for the DAMN/support folder and all files in the folder, so i think that part is done now.  .

Other ideas?  (It might be good to mention that I use Vista x64 SP2.)

EDIT:  Oh nevermind!  After I finished writing this, i went back and tried it again and it worked perfectly.  Upon more research i verified that when i right click and run as administrator, it fails in that way shown above.  But after having set the permissions as Jack suggested, I can now just right click and open, and it works perfectly.  Thank you Jack.  I'm good now.  :)
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Jack_wilds on October 24, 2009, 05:59:26 PM
Hello Cougar2004, Jack wilds here...

Now the folder permissions are OK;  %confuso find the file 'DAMN-Indexer' then right click it, properties-security tab, highlight the same name used before in upper frame, then lower click-box appropriate permissions.

'Support' folder ought to remain 'read only' attribute.  The DAMN functioned properly for me after this.   :thumbsup:

Also be certain that the plugins in the 'my documents-simcity-plugins' don't have any numerals on the beginning of folder names.  Then make sure that your DAMN folders are in the proper location 'Cdrive:Program files-Maxis-simcity4deluxe-plugins'...

if you are still having troubles this is as far as my wit can take ya...  ::)

Good luck  ;)

Jack
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Rady on October 27, 2009, 09:25:17 AM
Hi, I already used the DAMN menus with success. However, after I added some additional menu items, I suddenly face two problems:

1. the DAMN menu doesn't open in the extra window (although the advisors are turned on). This wouldn't be much of a matter to me, 'caues it's no problem having the DAMN menue in the news window. However, this is where problem 2 appears on the scene:
2. in the news window, when clicking on the "open additional submenues" line i get an extra "news" line (the root entry of the DAMN). Problem is, that the menu tunrs to light grey. This occurs both after selecting one entry or - if nothing is selecetd - after a given time (some 10 .. 15 seconds, I would guess).

So combining problem #1 and #2 makes it impossible to use the DAMN menu at the moment.    :'( :'( :'( :'(

What have I done so far:

> re-indexed the DAMN
> startet SC4, turned of the advisor windows
> stopped sc4
> started SC4 again, turned on the advisor popups again

With no appearant effect so far.   ()what() ()what() ()what()

Thanks




Sorry but I have to take up that post of mine again. I thought it would be no problem using the DAMN menu in the news window, but I found out that the "greying out" problem is to big to be ignored. It's simply horrible to try to build e.g. a seawall or a canal system when you need to click on "open custom subemenu" after every single lot you plop.

As far as I remeber, the greying out of menu items does not appear when using the extra window (or am I wrong with that asumption?) So all I want is to get that seperate window back. Possibly there's a solution out there, 'cause if not, I need to go back to normal menus (which I wouldn't like, but as said before you can't work with the DAMN menue that way.

@jp: thanks for your hint, at least I could solve this problem so far!
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: z on October 27, 2009, 02:33:27 PM
The mandatory use of the News window for DAMN menus was due to an error in the final RTMT V3.60 build; my apologies for that.  You can fix it by replacing the file DAMN\Support\cusomMenu.dat with this version (http://sc4devotion.com/forums/index.php?action=dlattach;topic=5717.0;attach=6373) of that file.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: daeley on October 28, 2009, 11:05:55 AM
errr, I haven't looked into that file yet, but why would anyone have to use a different version of the DAMN Core file to use your RTMT stations?
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: WC_EEND on October 28, 2009, 11:22:03 AM
I have a question: why does my PC tell me "kan het opgegeven pad niet vinden" when I run the DAMN indexer?
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Rady on October 28, 2009, 11:29:49 AM
FIrst, I'm completely lost now.  :'(


But maybe I can contribute some results from my trial & error period ... as you can see from my posts above, I used DAMN but suddenly there was no more extra window. Instead the DAMN menu opened in the news window. So tofay I had the chance to dig into that matter. First, I replaced the existing custommenu.dat with z's version. Unfortunately with no result. After that I took a more organized aproach:  "$Deal"$

1) removed my existing DAMN installation and installed again from the exe, but with no default menu entries.

--> no change, DAMN opened in the news window only

2) After reading between the lines of z' post (which is kind of tricky since he posted only one line  ;D) I thought that the latest version of RTMT could be the problem and removed it from my plugins

--> Hurraahh!  &hlp DAMN opened in a seperate window as I expected it to do.

So obviously RTMT V3.60 has some impact on DAMN.

However, I encountered a strange behavior of that menu window. As far as I remeber, that window should stay open unless you decide to close it using the "Close" button. But now the window closes after every item that I select ..? So I again have to click on "open custom subemenue" every time after plopping a lot ... So ... this wasn't like that before, was it?

I could swear that window stayed open and you could easily select an place your lots, but on the other hand - I haven't done anything (apart from that RTMT part), so why should DAMN no behave in a complete different way?  %wrd  Daeley, could you clear things up for me, please?

Which leads us to the beginning of my post ...

I'm completely lost now ..
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: z on October 28, 2009, 03:31:06 PM
errr, I haven't looked into that file yet, but why would anyone have to use a different version of the DAMN Core file to use your RTMT stations?

Since the RTMT menus are extensive, and people go back and forth between different levels a lot, I introduced the idea of a "local root."  At the end of each RTMT menu, there's an icon that will take you directly to the RTMT root menu.  The RTMT testers were quite enthusiastic about it.  However, these icons required modifications to customMenu.dat, although those modifications don't affect anything else in DAMN.  It was the optional modification to use DAMN in a News window (which shouldn't have been there) that caused problems for Rady.

I had mentioned the local root feature before, and I'd like to suggest it again for DAMN.  It would be in the row of icons at the top of the menu, and would initially be set to the same location as the main root.  Developers could use this to implement a local root function for certain large hierarchies without having to modify customMenu.dat (which I'd rather not do anyway).  I think it would be a good addition to DAMN.

So obviously RTMT V3.60 has some impact on DAMN.

However, I encountered a strange behavior of that menu window. As far as I remeber, that window should stay open unless you decide to close it using the "Close" button. But now the window closes after every item that I select ..? So I again have to click on "open custom subemenue" every time after plopping a lot ... So ... this wasn't like that before, was it?

RTMT V3.60 has no interaction with DAMN, except through the customMenu.dat file.  The only way I can explain your experience is if you didn't remove the "DAMN Menus folder" from RTMT V3.60 at the end of installation, which the instructions tell you to do; this would produce exactly the behavior you described.  And it's always been my experience that DAMN will let you plop a given lot as many times as you want (as long as you don't have MML installed), but as soon as you stop plopping lots, the DAMN popup disappears.  This is one reason I introduced the News window variation - the number of clicks to plop lots is the same.

Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Rady on October 29, 2009, 01:48:24 AM
Ok, so that might be the case ... I don't know after all but think you're right (well, I'm quite sure you're right ..  ;)). But what do you mean with "as long as you don't have MML installed"?
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: CaptCity on October 29, 2009, 02:10:47 AM
...But what do you mean with "as long as you don't have MML installed"?

MML was kind of a predessesor to the DAMN where one icon 'hid' a set of icons in the menu until plopped. Then, once that icon was plopped, the icons for the complete set would appear in the menu. The drawback of this was that a lot could only be plopped once. If repeated lots were wanted, you had to return to the menu and select the item.

An MML was created for the RTMT set (and is included in the 3.60 download), but you don't want that if you're using the DAMN menus as it would cause the issue of one plop at a time. The file would be easily recognized by the letters "MML" in the file name.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Rady on October 29, 2009, 05:56:57 AM
An MML was created for the RTMT set (and is included in the 3.60 download), but you don't want that if you're using the DAMN menus as it would cause the issue of one plop at a time.

Ahh ... maybe things are getting clearer. I know about the MML itself since I used them prior to installing DAMN. So if I have DAMN installed I should neccesarily get rid of the MML lots because they interfere...? I suppose this is valid not only for the RTMT, but for other add-ons, too (like e.g. Simgoobers Brick Canals)?
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: daeley on October 29, 2009, 08:06:39 AM
Since the RTMT menus are extensive, and people go back and forth between different levels a lot, I introduced the idea of a "local root."  At the end of each RTMT menu, there's an icon that will take you directly to the RTMT root menu.  The RTMT testers were quite enthusiastic about it.  However, these icons required modifications to customMenu.dat, although those modifications don't affect anything else in DAMN.  It was the optional modification to use DAMN in a News window (which shouldn't have been there) that caused problems for Rady.

I had mentioned the local root feature before, and I'd like to suggest it again for DAMN.  It would be in the row of icons at the top of the menu, and would initially be set to the same location as the main root.  Developers could use this to implement a local root function for certain large hierarchies without having to modify customMenu.dat (which I'd rather not do anyway).  I think it would be a good addition to DAMN.

RTMT V3.60 has no interaction with DAMN, except through the customMenu.dat file.  The only way I can explain your experience is if you didn't remove the "DAMN Menus folder" from RTMT V3.60 at the end of installation, which the instructions tell you to do; this would produce exactly the behavior you described.  And it's always been my experience that DAMN will let you plop a given lot as many times as you want (as long as you don't have MML installed), but as soon as you stop plopping lots, the DAMN popup disappears.  This is one reason I introduced the News window variation - the number of clicks to plop lots is the same.


all right, when I have some spare time I'll add a "local root" feature in a way that is a bit more generic. It should be fairly simple to implement with backward (and forward ;)) compatibility.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: z on October 29, 2009, 02:00:51 PM
Great!  Thank you.  :thumbsup:
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Rady on November 01, 2009, 09:26:59 AM
Just wanted to stop over and say thanks  &apls &apls


... my DAMN is now working again! Obviously I missed the fact that when installing the RTMT you also install some DAMN components. Since they are installed in the "my documents\..\plugins" directory and not in the "\programmes\..\plugins" directory (where DAMN normally sits) I didn't realize that.  &idea

SO after moving this DAMN entries and removing all my MML lot's everything's fine again.  :thumbsup:
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: daeley on November 04, 2009, 11:30:01 AM
I was going to add a bit of code to the DAMN to make it possible to add a local root, when I realized it's already possible to do it with the current DAMN :P You see, the DAMN is set up as a linked list where each menu points to its children, but there are no limits to what you're pointing to :p

so, to create a local root, put a marker file in the menu you want to return to, for example "RTMT Root" (I choose to omit extension to signify it's a emtpy file, but this is not important), then add the following code to your DAMN menu definition - at the desired position before, in the middle or at the end of your items list.

local localroot = DAMenu.items["RTMT Root"]
DAMenu.addItem(menu,localroot)

Where menu should be the current menu created by the file and obviously "RTMT Root" the exact name of the file marking the local root. This works since you're pointing upwards, so the menu defined by "RTMT Root" is already created.

there you go, no ugly kludging of the code needed :p
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: hooha47 on November 04, 2009, 12:18:57 PM
Thank you so much for DAMN.  It makes the game playable again.

I have a question I posted on the SSP tool thread, but thought this might be the more appropriate place to ask.  Is there any way to use DAMN for items in the mayor mode menu?  I've been creating some new ploppables, but I'm concerned that the menu is getting awfully full.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: dragonshardz on November 04, 2009, 12:42:46 PM
daeley, care to elaborate more on the local root stuff? Perhaps a more in-depth tutorial?

hooha, the DAMN is intended for lots, but it might be possible.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: hooha47 on November 04, 2009, 12:47:00 PM
dragonshardz, understood, and it's a great tool for that purpose.  Between DAMN and MML, we're able to control most of the menus in ways we never thought possible a few years ago.  The one menu that hasn't been helped by these advances is the Mayor mode menu.  It's getting more crowded, and I'm planning to crowd it some more  ;), so just wondering if there might be some way, whether through DAMN or some other method, to help out that poor overcrowded mayor mode menu.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: z on November 04, 2009, 03:28:23 PM
I was going to add a bit of code to the DAMN to make it possible to add a local root, when I realized it's already possible to do it with the current DAMN :P

Sounds good to me.  I'll change that in RTMT for the 3.70 release.

Quote
there you go, no ugly kludging of the code needed :p

It is a pretty ugly kludge, isn't it?  ::)  I'll be glad to see it go.  ;)
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Stefan79 on November 05, 2009, 01:27:34 AM
Hi daeley and all others,

first it seems the local root item is a useful thing, so I will add this feature to my SSPTool-DAMN Creator for easier using.

Second - I ask daeley for this - you could change the customMenu.dat with the following code, so it might be possible to use also MayorModePloppable from DAMN menu. I've checked this with buildings, network pieces and flora and it works!  :thumbsup:

DAMenu.newItem = function()
   item = {}
   item.menu = false
   item.hidden = false
   item.network = false -- maybe I should make a "type" field?
   item.type = "" -- here is the type field, we will keep the item.network for compatibility
   item.linkname = "item linkname"
   item.info = {}
   item.info[1] = ""
   item.info[2] = ""
   item.description = "item description"
   item.iid = "00000000"
   item.icon = DAMenu.icons.plop
   return item
 end

DAMenu.itemCursor = function(item)
   if (item.network) then
     game.tool_plop_network(tonumber(item.iid,16))
   else
     if (item.type == 'flora') then
   game.tool_plop_flora(tonumber(item.iid,16))
     else
   if (item.type == 'network') then
     game.tool_plop_network(tonumber(item.iid,16))
       else
     game.tool_plop_building(tonumber(item.iid,16))
   end
     end
   end
 end 

Of course I would change/implement this in my SSPTool-DAMN, so everyone can use it easily.

Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: daeley on November 05, 2009, 04:03:11 AM
daeley, care to elaborate more on the local root stuff? Perhaps a more in-depth tutorial?

well... not sure how much indepth I can go but I'll give it a try:
- add an empty file (e.g. Another.menu) to the menu folder you want to point to (from any other menu defined after this one)
- add the following code to the other menu:

local localroot = DAMenu.items["Another.menu"]
DAMenu.addItem(menu,localroot)

optionally you can also add code to create infotext [1] and [2], or a custom icon for this button

that's it :) this will add a button to menu that will redirect you to the folder where Another.menu is defined.
Of course, if Stefan ads this to SSPtool, it will be even simpler...

first it seems the local root item is a useful thing, so I will add this feature to my SSPTool-DAMN Creator for easier using.

Second - I ask daeley for this - you could change the customMenu.dat with the following code, so it might be possible to use also MayorModePloppable from DAMN menu. I've checked this with buildings, network pieces and flora and it works!  :thumbsup:

@first: that would be really nice, people seem to be discouraged to edit code by hand.

@second: really nice idea! There's only one problem: I lost the code to compile the DAMN installer &ops so I can't update it without rewriting the code for the installer (which is a tedious task &Thk/() Not sure how to proceed with this...
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Stefan79 on November 05, 2009, 05:03:58 AM
Hi together,

@daeley
as you know I packaged your last customMenu.dat (19.01.09) with my SSPTool-DAMN.
I guess, the people use my program to create DAMN menus, so they can also install DAMN with my program and its not needed to make an extra installer.
This will also prevent to make any mistakes, automatically generate the index and works with all Windows versions (and maybe MacOS).

So, with your permission, I would add/change the lines in the customMenu.dat as listed in my last post and package it with my next version of SSPTool-DAMN which will be finished next Monday.
Beside I know "z" made a BiggerNewsWindows mod with an extra RTMT icon and always view regardless the Urgent Advice Dialogs are turned on. The only necessary change I found is the "a.priority = 0", so I would include this in the new customMenu.dat, too.
Will this be okay for you?

@z
With your permission I would package the three BiggerNewsWindow with my SSPTool-DAMN, so the user can not only install DAMN but choose a news size, too. The "local root" option will be implemented in my next program version, too, so there is no need to do more changes in the customMenu.dat.
Will this be okay for you?

Regards, Stefan
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Diggis on November 05, 2009, 07:41:04 AM
I love it when a plan comes together.  :D
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: z on November 05, 2009, 01:57:17 PM
@z
With your permission I would package the three BiggerNewsWindow with my SSPTool-DAMN, so the user can not only install DAMN but choose a news size, too. The "local root" option will be implemented in my next program version, too, so there is no need to do more changes in the customMenu.dat.
Will this be okay for you?

I think this is a great idea.  It will certainly make things simpler for RTMT, and hopefully for others as well.  I'll still leave the Bigger News Window as a separate download on the LEX, as many people like to use it just to see more of their news.  So yes, this is more than OK with me!  :thumbsup:
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Stefan79 on November 13, 2009, 02:07:56 AM
Hi together,

having spend some time trying and testing the various options for DAMN menus I come to this conclusions:

see here http://sc4devotion.com/forums/index.php?topic=6818.msg287605#msg287605 (http://sc4devotion.com/forums/index.php?topic=6818.msg287605#msg287605)

[EDIT](Deleted post as it is same in another thread but updated there)[/EDIT]

Best regards, Stefan
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: shanghai kid on November 13, 2009, 12:24:14 PM
Love the new 2-column choice, as this helps finding lots easier then having to scroll a lot to find one that is down on the list.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: daeley on November 17, 2009, 03:35:51 AM
excellent stuff, especially the two-column addition!
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Stefan79 on November 25, 2009, 01:42:03 AM
Hi together,

good and bad news:

 :thumbsup:
- Have finished SSPTool with DAMN and will upload it today (I hope I have fixed all bugs and implement the things you requested)

 :thumbsdown:
- Have cancelled the local root option in this version

The cancel of the local root option for now is because of some reason:
- I have to rewrite some more code as I thought, and so I will do this in the next new Plugin: DAMN-Management
- I think with the new option to choose more columns, bigger news size and more items for a submenu, it could be obsolete

For more information about the new options see my SSPTool Thread http://sc4devotion.com/forums/index.php?topic=6818 (http://sc4devotion.com/forums/index.php?topic=6818)

@z: sorry I haven't implement the local root option yet

Best Regards,
Stefan
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: z on November 25, 2009, 01:58:23 AM
@z: sorry I haven't implement the local root option yet

No problem - my ugly kludge is working fine for now.  ;D  But although I definitely like the new features you've been adding, I don't think they make the local root obsolete at all.  I know that we will continue to use it in RTMT.  So I do hope that you will implement it in a future version.  Thanks!
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: plutino on January 10, 2010, 03:41:21 PM
I'm not sure if it's appropriate to post here, but since the problem only comes with DAMN but not other plugins, I'll give it a try.

I play sc4 with wine on a linux box.  So the DAMN menu popups well, but no item shows up in the menu.  I suspect that the cause maybe an in compatibility of the index file.  I have copied the index file from a windows installation in which the DAMN menu works fine.  On my wine box SC4 is installed to the same path as in the windows installation, so theoretically this should work, but it doesn't. 

I have tried to use a backslash to escape special characters in the index file [\, space, (, and )], no use.  I also tried to use a linux absolute path, which does, of course, not work. 

As I said at the beginning, this might be a problem with wine, but since it can be pinpointed to the DAMN index list, I'm wondering if there is any special requirement/assumption for the index file list in the code? 

Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Stefan79 on January 11, 2010, 01:29:21 AM
Hi plutino,

if the DAMN menu popup but no items are shown this is a problem with the index file. But you can't simply copy the index file, cause the path might not be same as in the windows installation. Better is to run the Indexer script so the path will be correct.

You can also try my SSPTool which runs under JAVA to create the index, see http://sc4devotion.com/forums/index.php?topic=6818.0
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: plutino on January 12, 2010, 08:20:27 PM
Thanks for the reply.  The reason I'm copying the index file is that there is no way to generate it under "wine" in a linux box (and I have also tried to generate the index file with your SSPTool in linux and fixed it by hand, by the way, it was a great tool).  As I've said, one thing I'm quite sure is that the path names in my linux installation and windows installation are exactly the same. 

As thus, I suspect that the problem is some special characters are dealt differently in native windows and in a wine simulator.  Thus if would be great if one of the DAMN creators can tell me how the index file is read.  E.g., the function call used to read the lines in the file in C, Java, or whatever language the program is written.



Hi plutino,

if the DAMN menu popup but no items are shown this is a problem with the index file. But you can't simply copy the index file, cause the path might not be same as in the windows installation. Better is to run the Indexer script so the path will be correct.

You can also try my SSPTool which runs under JAVA to create the index, see http://sc4devotion.com/forums/index.php?topic=6818.0

Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Stefan79 on January 13, 2010, 01:52:21 AM
Hi Plutino,

DAMN is not an extra program but a normal SimCity Dat file (format DBPF) which includes a script entry in the language LUA. The lines that reads and interpret the index files are the follow:

...
-->> build from directory structure <<--

 function DAMenu.interpret(path)
  local _,i = string.find(path,"Root\\")
  local relpath = string.sub(path,i+1)
  local menu = DAMenu
  while (i) do
    _,i = string.find(relpath,"\\")
    if (i) then 
      local folder = string.sub(relpath,0,i-1)
      -- interpret folder
      local submenu = menu.items[string.lower(folder)]
      if (not submenu) then
        submenu = DAMenu.addMenu(menu,folder)
      end
      menu = submenu
      relpath = string.sub(relpath,i+1)
    end
  end
 
  -- create link from root to relative menu
  DAMenu.items[relpath] = menu
 end

 -- os.execute("echo off & del list.txt & for /R %i in (*.damn.lua) do echo %i >> list.txt") -- game loses focus :(
 local luainput = io.open([[Plugins/DAMN/Support/DAMN-index.txt]])
 local line = 1
 while (line) do
  line = luainput:read("*l")
  if (line) then
   DAMenu.interpret(line)
  end
 end

 DAMenu.currentMenu = DAMenu
end


Lines starting with "--" are comments and not recognized and the main important things of reading the file is the open function of LUA. I don't know much about LUA, so I can't tell you, if there is any chance to read the index under Wine. If I have some time I could test some things: Changing \\ with / and so on, because this character cause often problems between Windows and Linux.
Maybe Daeley could tell more.

Stefan
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: daeley on January 13, 2010, 05:16:04 AM
when defining a string of characters, for example in string.find(relpath,"\\"), the string "\\" looks for a single backslash in the original file. This is because you can look for special characters with a backslash (e.g. "\n" is the newline char, "\t" is the tab char), so a backslash must be written as a double backslash.

So, as long as all paths are written with single backslashes in the index script (i.e. C:/Program Files/Simcity 4/Plugins/DAMN/Root/...) it should work. The only problem I can think of is that it is not correctly loading the index script itself. You could try the following: open the DAMN main file with Ilive's Reader, look for the indexing code and replace Plugins/DAMN/Support/DAMN-index.txt with Plugins\\DAMN\\Support\\DAMN-index.txt
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: plutino on January 13, 2010, 10:36:21 AM
Thanks daeley and stefan.  I'll try to dig it a little bit.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: plutino on January 13, 2010, 12:28:37 PM
I managed to get it to work under wine by replace the relative path to the index file with an absolute path.  i.e. replace the line
local luainput = io.open([[Plugins/DAMN/Support/DAMN-index.txt]])
with
local luainput = io.open("C:\\Program Files\\Maxis\\SimCity 4 Deluxe\\Plugins\\DAMN\\Support\\DAMN-index.txt")

Thanks to both Daesey and Stefan for the help!

when defining a string of characters, for example in string.find(relpath,"\\"), the string "\\" looks for a single backslash in the original file. This is because you can look for special characters with a backslash (e.g. "\n" is the newline char, "\t" is the tab char), so a backslash must be written as a double backslash.

So, as long as all paths are written with single backslashes in the index script (i.e. C:/Program Files/Simcity 4/Plugins/DAMN/Root/...) it should work. The only problem I can think of is that it is not correctly loading the index script itself. You could try the following: open the DAMN main file with Ilive's Reader, look for the indexing code and replace Plugins/DAMN/Support/DAMN-index.txt with Plugins\\DAMN\\Support\\DAMN-index.txt
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: hconline on February 25, 2010, 09:07:16 PM
So... um yeah, DAMN would be great.... If I could get the damned thing to work. (sorry, bad pun)

I've been trying to get the DAMN to work for a week, no results. The menus keeps showing up blank. I've got the SC4 shortcut set up right so that it doesn't have \Apps. I've got DAMN un-datpacked in the program files\maxis\(sc4)\plugins folder. I've tried removing all the menus I made with SSPTool, I've tried uninstalling and reinstalling, I've tried reindexing... Just about everything. Any ideas to get a menu that actually has things on it?
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Diggis on February 26, 2010, 02:06:16 AM
Are you using windows Vista?  Further back in this thread is an explanation of why it doesn't work, and a fix.

In this post here:

http://sc4devotion.com/forums/index.php?topic=2917.msg282070#msg282070
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: hconline on February 26, 2010, 02:14:44 AM
Actually, Windows 7... :D I'll try that, see if it works. I seem to recall changing the permissions earlier so that the indexer would work.

Would it affect anything if my "My Documents" plugins folder were on E: drive versus C: drive? All of my \User folders are there, along with plugins etc. So I don't think so, but it can't hurt to ask.

Thanks
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Diggis on February 26, 2010, 03:10:54 AM
Not sure, but it shouldn't, it should only matter if your game is installed in a different directory and then I'm still not sure it would matter.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: hconline on February 26, 2010, 10:13:18 AM
Hmm... I still have blank menus. Everything works fine, but not a single submenu or set shows up in the DAMN menu. Would it matter if I installed whatever the menu is referencing in a different place than it is normally installed inside of the plugins folder? Again, I think this doesn't matter...

:(

Well this sucks.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Diggis on February 26, 2010, 10:16:44 AM
All the DAMN files HAVE to be installed in the game plugins folder.  The location of the original sets is irrelavent.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: z on February 26, 2010, 12:03:34 PM
Hmm... I still have blank menus. Everything works fine, but not a single submenu or set shows up in the DAMN menu.

Are you running DAMN as an administrator, or have you tried that?

I am also running DAMN on Windows 7, and it works fine.  I've even got my main Plugins folder set up as a junction point pointing into a folder into my Documents hierarchy next to my personal Plugins folder (for ease of use, so I can do all my work in one place), and the thing still works fine.  I have found DAMN to be quite robust.  Perhaps if you could outline specifically in a diagram what your file structure is, and enumerate the exact steps you take to set up DAMN, the problem might become clearer.  I'd suggest including everything, even if it means repeating some things from previous posts; having everything together in a single post may make it easier to see where the problem lies.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: slystone2 on February 26, 2010, 12:40:44 PM
I would do what z said, but just to add a suggestion...

Make sure there is a "DAMN Remove" folder in your Plugins folder, and see if it has anything in it - if you don't have the folder, it could be that your DAMN is configured wrong and it's putting the folder in the wrong place. Make sure your file pathways are set correctly, for example if your Plugins is in E instead of C drive, better check and see if DAMN knows that - I think the option to set the pathways are called "Configuration", but I'm not sure (I'm at work computer, no simcity here)

EDIT: FYI, I just realized that I use DAMN by way of SSP Tool, so I'm not sure if my advice is 100% accurate, I'm assuming it is the same setup



Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: z on February 26, 2010, 02:56:56 PM
I just realized that I use DAMN by way of SSP Tool, so I'm not sure if my advice is 100% accurate...

The folder zzz_DAMN_Remove is an optional folder created by the SSPTool.  It contains information on all the files you've marked to be hidden from your standard menu.  If you haven't marked any files to be hidden, the folder won't exist.  Even if it does exist, you can remove it and DAMN will still work fine - it's just that you will no longer have hidden files.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: hconline on February 26, 2010, 03:32:46 PM
Here is my DAMN folder:

C:\Program Files\Maxis\SimCity 4 Deluxe\Plugins\DAMN\

Inside is the Root and Support folder:

C:\Program Files\Maxis\SimCity 4 Deluxe\Plugins\DAMN\Support (has indexer and DAMN-index.txt)
C:\Program Files\Maxis\SimCity 4 Deluxe\Plugins\DAMN\Root

My Plugins folder:

E:\Harrison\Documents\SimCity 4\Plugins


What I did:
1. Install DAMN
2. Copy DAMN sets from the DAMN sets thread here on this board into the Root subdirectories
3. Run indexer
4. Run SC4, blank DAMN menus
5. Give "everyone" permission for DAMN\Support folder

Could I be needing to run SC4 as an admin?
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: slystone2 on February 26, 2010, 03:37:15 PM
z - thanks for the clarification, that's interesting to know.

I'll stay out of this then, but mention one thing I noticed: your plugins folder is in "Simcity 4", your program files are in "Simcity 4 Deluxe". I don't know if that matters as i use SC4+Rushhour and don't have Deluxe, just an observation...

cheers!
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: z on February 26, 2010, 07:04:20 PM
Could I be needing to run SC4 as an admin?

Very possibly (at least the DAMN part); under Vista and Windows 7, the OS does some fancy hand-waving if an ordinary user tries to write into the Program Files hierarchy, and the files are diverted to a private location for the user. That may be happening to you, and would certainly explain your problem; running as an administrator would fix this.

Your plugins folder is in "Simcity 4", your program files are in "Simcity 4 Deluxe". I don't know if that matters as i use SC4+Rushhour and don't have Deluxe, just an observation...

That shouldn't be a problem, as long as the folder name isn't changed after installation.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: hconline on February 27, 2010, 02:24:03 AM
Well, I tried running it as an admin... still nothing. I tried it with a plugins folder that was blank, but for a terrain mod, NAM, and tree controller. Still no DAMN menus. It's almost as if it doesn't even see the index file.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: z on February 27, 2010, 06:21:39 AM
I wasn't completely clear from your post - did you actually install DAMN from scratch as an admin?  (As opposed to simply running the indexer as an admin.)

The location of your Plugins folder wouldn't have an effect on whether or not your menus appeared - you don't even need a Plugins folder for the menus to appear.  You only need your Plugins folder when it comes time to plop the lots.  So it's got to be something in your DAMN installation that's the problem.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Jonathan on February 27, 2010, 07:01:47 AM
Quote
did you actually install DAMN from scratch as an admin?
This will not make a difference.

Can you post the contents of your index file?

Jonathan
 
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: hconline on February 27, 2010, 01:47:24 PM
Yeah, I installed DAMN from an administrator account with UAC permission. For some annoying reason whenever I run an installer, even one that doesn't install to the Program Files folder, it asks UAC for permission. Bah, damn annoying that UAC pops up when I install something to MyDocs.

Here's my index file:

C:\Program Files\Maxis\SimCity 4 Deluxe\Plugins\DAMN\Root\Civic\Education\PLACEHOLDER
C:\Program Files\Maxis\SimCity 4 Deluxe\Plugins\DAMN\Root\Civic\Education\Schoolpack 1.dat
C:\Program Files\Maxis\SimCity 4 Deluxe\Plugins\DAMN\Root\Civic\Education\Schoolpack 2.dat
C:\Program Files\Maxis\SimCity 4 Deluxe\Plugins\DAMN\Root\Civic\Education\Schoolpack 3.dat
C:\Program Files\Maxis\SimCity 4 Deluxe\Plugins\DAMN\Root\Civic\Education\Schoolpack 4.dat
C:\Program Files\Maxis\SimCity 4 Deluxe\Plugins\DAMN\Root\Civic\Education\SG Education Lots\SG_Education.dat
C:\Program Files\Maxis\SimCity 4 Deluxe\Plugins\DAMN\Root\Civic\Health\PLACEHOLDER
C:\Program Files\Maxis\SimCity 4 Deluxe\Plugins\DAMN\Root\Civic\Health\LBT Hospitals\LBT_Hospital.dat
C:\Program Files\Maxis\SimCity 4 Deluxe\Plugins\DAMN\Root\Civic\Security\PLACEHOLDER
C:\Program Files\Maxis\SimCity 4 Deluxe\Plugins\DAMN\Root\Civic\Security\LBT Police Stations\LBT_Police.dat
C:\Program Files\Maxis\SimCity 4 Deluxe\Plugins\DAMN\Root\Culture\Cultural\PLACEHOLDER
C:\Program Files\Maxis\SimCity 4 Deluxe\Plugins\DAMN\Root\Culture\Modular Amusement Park Pack\Ancillary Buildings\MAPP_Ancillary.dat
C:\Program Files\Maxis\SimCity 4 Deluxe\Plugins\DAMN\Root\Culture\Modular Amusement Park Pack\Classic Rides\MAPP_Classic.dat
C:\Program Files\Maxis\SimCity 4 Deluxe\Plugins\DAMN\Root\Culture\Modular Amusement Park Pack\Modern Rides\MAPP_Modern.dat
C:\Program Files\Maxis\SimCity 4 Deluxe\Plugins\DAMN\Root\Culture\Modular Amusement Park Pack\Rollercoasters\MAPP_Rollercoasters.dat
C:\Program Files\Maxis\SimCity 4 Deluxe\Plugins\DAMN\Root\Culture\Religion\PLACEHOLDER
C:\Program Files\Maxis\SimCity 4 Deluxe\Plugins\DAMN\Root\Culture\Rural Renewal Project\Cow Lots\RRP_Cows.dat
C:\Program Files\Maxis\SimCity 4 Deluxe\Plugins\DAMN\Root\Culture\Rural Renewal Project\Fences - Gates\RRP_FencesGates.dat
C:\Program Files\Maxis\SimCity 4 Deluxe\Plugins\DAMN\Root\Inland Waterways\Canal\PLACEHOLDER
C:\Program Files\Maxis\SimCity 4 Deluxe\Plugins\DAMN\Root\Inland Waterways\Canal\Simgoobers Canals\Base Set\BSC Goobers Canals Base Set.dat
C:\Program Files\Maxis\SimCity 4 Deluxe\Plugins\DAMN\Root\Inland Waterways\River\PLACEHOLDER
C:\Program Files\Maxis\SimCity 4 Deluxe\Plugins\DAMN\Root\Inland Waterways\Stream\PLACEHOLDER
C:\Program Files\Maxis\SimCity 4 Deluxe\Plugins\DAMN\Root\Military\PLACEHOLDER
C:\Program Files\Maxis\SimCity 4 Deluxe\Plugins\DAMN\Root\Military\SNM Accomodation\SNM Accomodation.dat
C:\Program Files\Maxis\SimCity 4 Deluxe\Plugins\DAMN\Root\Military\SNM Health and Safety\SNM Health and Safety.dat
C:\Program Files\Maxis\SimCity 4 Deluxe\Plugins\DAMN\Root\Military\SNM Motorpool\SNM Motorpool.dat
C:\Program Files\Maxis\SimCity 4 Deluxe\Plugins\DAMN\Root\Military\SNM Offices\SNM Offices.dat
C:\Program Files\Maxis\SimCity 4 Deluxe\Plugins\DAMN\Root\Military\SNM Training\SNM Training.dat
C:\Program Files\Maxis\SimCity 4 Deluxe\Plugins\DAMN\Root\Military\SNM Utilities\SNM Utilities.dat
C:\Program Files\Maxis\SimCity 4 Deluxe\Plugins\DAMN\Root\Recreation\Fun and Sports\PLACEHOLDER
C:\Program Files\Maxis\SimCity 4 Deluxe\Plugins\DAMN\Root\Recreation\Paths And Trails\BSC Trails\BSC Park Trails.dat
C:\Program Files\Maxis\SimCity 4 Deluxe\Plugins\DAMN\Root\Recreation\Woods and Green\PLACEHOLDER
C:\Program Files\Maxis\SimCity 4 Deluxe\Plugins\DAMN\Root\Transport\Other\PLACEHOLDER
C:\Program Files\Maxis\SimCity 4 Deluxe\Plugins\DAMN\Root\Transport\Other\Jeronij New Walls Set 1\JRJ New Walls Set 1.dat
C:\Program Files\Maxis\SimCity 4 Deluxe\Plugins\DAMN\Root\Transport\Other\Jeronij New Walls Set 2\JRJ New Walls Set 2.dat
C:\Program Files\Maxis\SimCity 4 Deluxe\Plugins\DAMN\Root\Transport\Other\Jeronij New Walls Set 3\JRJ New Walls Set 3.dat
C:\Program Files\Maxis\SimCity 4 Deluxe\Plugins\DAMN\Root\Transport\Other\Jeronij New Walls Set 4\JRJ New Walls Set 4.dat
C:\Program Files\Maxis\SimCity 4 Deluxe\Plugins\DAMN\Root\Transport\Other\Jeronij New Walls Set 5\JRJ New Walls Set 5.dat
C:\Program Files\Maxis\SimCity 4 Deluxe\Plugins\DAMN\Root\Transport\Public Transport\PLACEHOLDER
C:\Program Files\Maxis\SimCity 4 Deluxe\Plugins\DAMN\Root\Transport\RTMT (Road Top Mass Transit)\3 - RTMT Street Stations\1 - RTMT SAM Stations\RTMT SAM Stations.dat
C:\Program Files\Maxis\SimCity 4 Deluxe\Plugins\DAMN\Root\Transport\RTMT (Road Top Mass Transit)\4 - RTMT Road Stations\RTMT Road Stations.dat
C:\Program Files\Maxis\SimCity 4 Deluxe\Plugins\DAMN\Root\Transport\RTMT (Road Top Mass Transit)\4 - RTMT Road Stations\RTMT Tram in Road Stations\RTMT Tram in Road Stations.dat
C:\Program Files\Maxis\SimCity 4 Deluxe\Plugins\DAMN\Root\Transport\RTMT (Road Top Mass Transit)\4 - RTMT Road Stations\RTMT Tram on Road Stations\RTMT Tram on Road Stations.dat
C:\Program Files\Maxis\SimCity 4 Deluxe\Plugins\DAMN\Root\Transport\RTMT (Road Top Mass Transit)\5 - RTMT One-Way Road Stations\RTMT One-Way Road Stations.dat
C:\Program Files\Maxis\SimCity 4 Deluxe\Plugins\DAMN\Root\Transport\RTMT (Road Top Mass Transit)\6 - RTMT Avenue Stations\RTMT Avenue Stations.dat
C:\Program Files\Maxis\SimCity 4 Deluxe\Plugins\DAMN\Root\Transport\RTMT (Road Top Mass Transit)\6 - RTMT Avenue Stations\RTMT GLR in Avenue Stations\RTMT GLR in Avenue Stations.dat
C:\Program Files\Maxis\SimCity 4 Deluxe\Plugins\DAMN\Root\Utility\PLACEHOLDER
C:\Program Files\Maxis\SimCity 4 Deluxe\Plugins\DAMN\Root\Utility\Water\SG Water Lots\SG_WaterLots.dat
C:\Program Files\Maxis\SimCity 4 Deluxe\Plugins\DAMN\Root\Waterfront\PLACEHOLDER
C:\Program Files\Maxis\SimCity 4 Deluxe\Plugins\DAMN\Root\Waterfront\JRJ Breakwater\JRJ_Breakwater_Modular.dat
C:\Program Files\Maxis\SimCity 4 Deluxe\Plugins\DAMN\Root\Waterfront\JRJ Breakwater\JRJ_Breakwater_Street_TE.dat
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: z on February 27, 2010, 04:52:34 PM
This is a tough one.  It certainly looks like you're doing everything right.  Jonathan's correct, you shouldn't need administrative privileges to make this work, even on Vista or Windows 7 with all that file redirection.  But I never trust Microsoft completely, and I thought it would be good to rule that out.

Meanwhile, what happens if you just install DAMN from scratch from the LEX download?  Do you get the prepopulated menu?  It doesn't sound like it, but I haven't seen this stated explicitly, so I thought I'd ask.

Also, could you print both your "Target" and "Start in" folders for SC4 exactly as they appear in the shortcut that you use to launch SC4?  I know that you've removed the Apps folder, but I'm looking for a subtle inconsistency here.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: hconline on February 27, 2010, 06:24:01 PM
For my Windowed shortcut:
Target: "C:\Program Files\Maxis\SimCity 4 Deluxe\Apps\SimCity 4.exe" -w -r1024x768x32
Start In: "C:\Program Files\Maxis\SimCity 4 Deluxe\"

For my Fullscreen shortcut:
Target: "C:\Program Files\Maxis\SimCity 4 Deluxe\Apps\SimCity 4.exe" -f -CustomResolution:enabled -r1280x800x32
Start In: "C:\Program Files\Maxis\SimCity 4 Deluxe\"

As for a fresh install, I've tried that. Although, I think I may have added some of the DAMN sets here on this board and indexed them before I started DAMN for the first time. And I've always installed some of the built in DAMN sets from the installer.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: z on February 27, 2010, 06:58:12 PM
The shortcuts look fine.  So that's not the problem.

As for a fresh install, I've tried that. Although, I think I may have added some of the DAMN sets here on this board and indexed them before I started DAMN for the first time. And I've always installed some of the built in DAMN sets from the installer.

I would suggest then that you just run the fresh install using the default options and do nothing else, and see if you get any menus entries.  Don't even run the indexer script.  This probably won't work either, but at least it's worth trying.  And whether or not it works, it will help narrow down the problem further.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: hconline on February 28, 2010, 01:06:40 AM
haha! It works! I tried creating a new shortcut and it worked. I think the problem was that I was using Jumplist Launcher on Windows 7, so the shortcuts were getting changed by Jumplist Launcher...

Now, I have a new problem. The DAMN sets on the board, well, they the folders/categories show up, but the actual list for the lots doesn't. Like, I have the DAMN set for SG Water Lots, I have the lots installed, and when I get to that menu, it's totally blank. The ones that came with the DAMN installer, like the SNM ones, work just fine, but the ones I got from the DAMN sets thread don't. o.O
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Jack_wilds on February 28, 2010, 07:07:29 PM
Now, I have a new problem. The DAMN sets on the board, well, they the folders/categories show up, but the actual list for the lots doesn't. Like, I have the DAMN set for SG Water Lots, I have the lots installed, and when I get to that menu, it's totally blank. The ones that came with the DAMN installer, like the SNM ones, work just fine, but the ones I got from the DAMN sets thread don't. o.O

Hey hconline, Jack wilds here...

...if I may chime in here -although my techese concerning the DAMN is limited, I highly recommend getting stefan79's 'SSPtool (if you haven't done already)- DAMN program' as it will simplify the process of reconstructing the plugin disconnects, help reconstruct the 'damn root' in the maxis plugin file... also you might consider making your own root file tree instead of just settling for the default tree... best luck

Jack
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: hconline on February 28, 2010, 09:42:45 PM
Oh yeah, I know, the SSPtool is great.  I've been using it to create dozens of menus... I've got the RMIP and ACB VLT sets split up by plane and type of lot. I've got some for Buddybud's retaining walls, some for the MAPP, some for the RRP, some for SG's Water Towers... Some for PEG's CDK SP, for PEG's CDK OWW... and on and on and on... Gonna make some for SG's Urban and Irrigation Canals.

Edit: Hmm, new problem. All the lot's that I've set to hide with the SSPtool... well, they aren't hiding. Except, I think, for the BSC Parks Base Set DAMN menu that I made. And about 30 minutes into the game, my DAMN menus went completely blank. The ticker shows up, but there isn't anything there, no folders, no root, nothing.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: hconline on March 04, 2010, 06:58:19 PM
I hate to double post... but um, anybody?
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Stefan79 on March 09, 2010, 07:22:59 AM
Hi together,

I'm currently working on my new DAMN Manager and I hope it will solve some problems here.
(Some menus won't hide with last DAMN although selected to hide.)

@hconline: There are some things you may consider:
Are the advisors turn on?
Are you using the popup dialogs or the news ticker to show the DAMN?

Stefan
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: z on March 09, 2010, 04:13:20 PM
What I had found was that the "hide" function didn't work if you were trying to add it to an existing menu item.

In the new version, what I'd like to see most is that the dialog boxes remember where you were last and start from there.  At a minimum, this would be helpful during a single session; remembering from one session to the next would be even better.  Since I use DatPacker, all my files are in Plugins Disabled, not Plugins, and I often have to go several levels deep to get to them.  A feature like this would save an enormous amount of time.

An "Up Level" button in the file dialog box would also be quite helpful.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: hconline on March 09, 2010, 09:13:26 PM
What I had found was that the "hide" function didn't work if you were trying to add it to an existing menu item.

In the new version, what I'd like to see most is that the dialog boxes remember where you were last and start from there.  At a minimum, this would be helpful during a single session; remembering from one session to the next would be even better.  Since I use DatPacker, all my files are in Plugins Disabled, not Plugins, and I often have to go several levels deep to get to them.  A feature like this would save an enormous amount of time.

An "Up Level" button in the file dialog box would also be quite helpful.

Well... before I got my DAMN menus to work, the hide function actually did work, for anything I applied it to. But now that my DAMN menus do work, I can't get anything to hide.

As for the Up Level button in the DAMN tool, there is one. It's right next to the dropdown menu. It just doesn't have an icon, so you have to sort of mouse over it and find it by the little animation it has, sort of a depression.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Rady on May 31, 2010, 02:52:41 PM
May I contribute something that I discovered today (most likely this is common knowledge to the rest of SImcity world, but at least it wasn't to me): after re-installing my PC I forgot to re-install JAVA ... which basically led to the DAMN menu missing in-game ... it worked fine after I reinstalled java and re-indexed my menu.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Stefan79 on June 01, 2010, 12:49:22 AM
May I contribute something that I discovered today (most likely this is common knowledge to the rest of SImcity world, but at least it wasn't to me): after re-installing my PC I forgot to re-install JAVA ... which basically led to the DAMN menu missing in-game ... it worked fine after I reinstalled java and re-indexed my menu.

Hi Rady,
JAVA isn't really needed to have the DAMN menu in your game, but it is necessary to run the Indexer (in the folder /damn/support). This will rebuild the index file which gather the paths to your DAMN menus and make it available in the game.
Only for the SSPTool/DAMN which can also run a DAMN Indexer you will need JAVA.

Stefan
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Rady on June 01, 2010, 12:57:46 AM
Hi Rady,
JAVA isn't really needed to have the DAMN menu in your game, but it is necessary to run the Indexer (in the folder /damn/support). This will rebuild the index file which gather the paths to your DAMN menus and make it available in the game.
Only for the SSPTool/DAMN which can also run a DAMN Indexer you will need JAVA.

Stefan

Fine, thanks .. glad to see that my observation wasn't completly out of place.  ;D Since I only copied the DAMN menu from my backup into the plugin directory and then run the indexer without JAVA, the indexer just did nothing obviously (apart from running, which is what he did of course).
Title: help/problem with usuing the damn =)
Post by: starfinder9659 on June 06, 2010, 12:32:24 AM
hi,
I am having trouble with usuing the damn, see pic http://img697.imageshack.us/img697/5156/damn2.jpg

now when I click/choose  a sign, everything goes like this? The image “http://img405.imageshack.us/img405/3663/damn3.jpg” cannot be displayed, because it contains errors.

why???

thank you to who responds,

starfinder :thumbsup:
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: z on June 07, 2010, 06:07:49 PM
I notice that you're using the Bigger News Window mod.  If the window isn't at the top of the screen, move it up, and you should be able to see everything else.  If you still can't, replace your current news windows file with one of the smaller files from the Bigger News Window mod.

Does that solve your problem?
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Stefan79 on June 07, 2010, 11:23:54 PM
@starfinder9659:
If you have used the SSPTool-DAMN to install the DAMN, then be sure you have choosen the size which fits your screen in the Installer.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: buncheesy on June 08, 2010, 02:18:38 AM
Hi

I have been making DAMN menus using the now locked version of the SSP Tool.  I am aware this is currently being updated.

I have just downloaded Dapacker and was wondering whether packing everything would upset my DAMN menus. Sorry of this has been answered before.  have been searching but am still puzzled  ()what() as my computer literacy is fairly low (in fact I am getting into Simcity so much I am actually getting marginally interested in how the computer actually works!!)

Thanks.  I will experiment at somestage anyways and see what happens.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: z on June 08, 2010, 02:34:02 AM
I have just downloaded Dapacker and was wondering whether packing everything would upset my DAMN menus.

No, plenty of people do this without any problems.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: AzaToth on November 07, 2010, 12:11:09 PM
I'm not sure if it's appropriate to post here, but since the problem only comes with DAMN but not other plugins, I'll give it a try.

I play sc4 with wine on a linux box.  So the DAMN menu popups well, but no item shows up in the menu.  I suspect that the cause maybe an in compatibility of the index file.  I have copied the index file from a windows installation in which the DAMN menu works fine.  On my wine box SC4 is installed to the same path as in the windows installation, so theoretically this should work, but it doesn't. 

I have tried to use a backslash to escape special characters in the index file [\, space, (, and )], no use.  I also tried to use a linux absolute path, which does, of course, not work. 

As I said at the beginning, this might be a problem with wine, but since it can be pinpointed to the DAMN index list, I'm wondering if there is any special requirement/assumption for the index file list in the code? 



Sorry for necromancing this post, but I've also got problem trying to get it to work under wine, I've tried everything to create an index file, but neither has worked. I thought about checking the code, but I can't find the full code anywhere :(

Of all different ways to create the index file, I think following is the "right" way:
Code: [Select]
(cd ~/.wine/drive_c/Program\ Files/Maxis/SimCity\ 4\ Deluxe/Plugins/DAMN/Root/ && perl -MFile::Find -MFile::Spec::Win32 -e 'binmode(STDOUT, ":crlf");find(sub{ -f && /\.dat$/ && print File::Spec::Win32->canonpath(File::Spec::Win32->catpath("C:/", "Program Files/Maxis/SimCity 4 Deluxe/Plugins/DAMN/Root", $File::Find::name))."\n"}, ".")' > ../Support/DAMN-index.txt)
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: travismking on December 12, 2010, 02:41:26 PM
I have a small problem with the DAMN, hopefully someone can help me with

Recently I changed the structure of my SC4 files, using the default plugins folder for the unpacked plugins, and using a different folder for the datpacked plugins, and launching it using the -userdir thing. DAMN works,it just doesnt hide the original lots in the standard menus, even after not datpacking the hide files, after reinstalling DAMN etc... Ive tried everything I could think of, anyone else that has had this issue? Or any ideas how to solve it?
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: joeltp85 on December 14, 2010, 12:10:14 PM
Hey guys,

Anybody else seeing a weird box-shape flash on the middle of the screen when the game is set to cheetah speed? It's a quick flash every 2-3 seconds or so, and it's very annoying. I'm not 100% sure this problem is related to DAMN, but there are a couple of reasons that lead me to believe that it is. One, I didn't have this issue before I started using DAMN, and, two, it only occurs when I have popups enabled; if I turn popups off, then the problem goes away. Of course, with the popups off I am then unable to access the DAMN menu! Ugh. So, does anybody have any idea what might be causing this box-shaped flashing? Any help would be appreciated.

By the way, I just want to thank all those involved with the creation of DAMN and the SSP tool. They're awesome. :thumbsup: 
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: $ Dj D.P.E. $ on December 28, 2010, 04:55:27 PM
haha! It works! I tried creating a new shortcut and it worked. I think the problem was that I was using Jumplist Launcher on Windows 7, so the shortcuts were getting changed by Jumplist Launcher...

I'm lost here having the same prob the DAMN menu pops up but I have no folders or menus in it just the three icons at the top  ()what()
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: WC_EEND on February 05, 2011, 10:53:34 AM
Sorry for bumping the thread, but I have quite an annoying problem with the DAMN. The "open additional submenus" shows up in my news ticker and when I click it, I get the usual DAMN menu, the only problem is, it's empty. I tried reinstalling it a few times, also let the indexer run a few times, both didn't solve it. I'm running windows 7 x86  with UAC completely disabled.

Xander
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Stefan79 on February 07, 2011, 05:14:47 AM
Hi Xander and others,

if the DAMN Menu seems to work but no icons are seen, it may be the following reason:
When starting SimCity with an link from desktop, be sure to have the working directory without the "Apps" at the end,
e.g. c:\Programme\Simcity 4 Deluxe\ instead of c:\Programme\SimCity 4 Deluxe\Apps.

Stefan

Sorry for bumping the thread, but I have quite an annoying problem with the DAMN. The "open additional submenus" shows up in my news ticker and when I click it, I get the usual DAMN menu, the only problem is, it's empty. I tried reinstalling it a few times, also let the indexer run a few times, both didn't solve it. I'm running windows 7 x86  with UAC completely disabled.

Xander
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Grasool on June 19, 2011, 01:32:48 PM
hey,

does anybody know if it is possible to include maxis buildings in the damn?

thx
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Diggis on June 19, 2011, 05:04:47 PM
There should be no reason you can't.  You'll need to find the exemplar of the lots you want to damn, and separate them out in the reader to load into Stefan's tool.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Grasool on July 10, 2011, 06:49:42 PM
thx for your quick answer. I finally got around to try this out. I did as told and copied the exemplar files into a new .dat.
I put that into my plugins folder but somehow it doesn't load into the sspt.

Are there any other files other than the exemplar i would need, or is there something else i am doing wrong?


alright saw my mistake.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: CaptCity on July 15, 2011, 11:23:45 PM
If I may offer up a question... There's a situation that's come up at ST where it seems that some are able to DAMN mayor mode ploppable items and some can't. (thread here (http://www.simtropolis.com/forum/topic/44657-problem-with-damn-and-flora-brushes/page__view__findpost__p__1172821)). Would there be any reason for this to be the case? I seem to be able to create DAMN menus for MMPs just fine, and I can't seem to recreate the problem others are having. Thanks for any assistance...
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: DAB_City on August 03, 2011, 08:37:17 AM
Hello everybody,

I have installed DAMN on SimCity 4 for PC successfully, but I was wondering if there is a way to set up a functional DAMN system on the Mac, possibly by organising the lots on the PC, and then transferring the files to SimCity 4 on the Mac. If any of you have any ideas about how to do this, I would find it incredibly useful to know...

Nevertheless, well done to Daeley and the team, and I look forward to future versions of the DAMN.  :thumbsup:
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: wunderlong88 on September 12, 2011, 07:32:10 PM
I installed Damn and the SSP-Tool and the SSP-Tool Damn plugin.  I now see the Damn menu in the newsticker in the SC4 but nothing is in it.  I have downloaded lots of content and it is in the plugin folder in my documents\simcity 4\plugins

The Damn plugin installed into the Programs(x86)\Maxis\SimCity 4 Deluxe\Plugins folder

I can't figure out why it doesn't find any of my plugins.

Can some one advise on what I still need to do?

TY,

Linda
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: wunderlong88 on September 12, 2011, 07:53:16 PM
Oh and to let you know the Maxis - Plugins folder with the DAMN install does have the addons installed - the folder structure shows up in the directory with .dat files in it.  Although I don't have these sets in my Documents/Plugins folders.

I'm unclear whether I have to have the files in both places or what?
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: joshua43214 on September 12, 2011, 10:24:14 PM
You should have this file structure on C
C:\Program Files (x86)\Maxis\SimCity 4 Deluxe\Plugins\DAMN\Root\"your various menu category fodlers"

and this structure in your docs
C:\Users\YourName\Documents\SimCity 4\Plugins\DAMN
C:\Users\YourName\Documents\SimCity 4\Plugins\DAMN menus
C:\Users\YourName\Documents\SimCity 4\Plugins\zzzzz_Damn remove
to be extra clear, thats 1 folder in the program files, and 3 in the documents

I had to change the z file so it had 5 z's before it worked for me - it has to be the absolute last thing to load. It also seems to be buggy when used with datpacking.

As a final note, you have to run the indexer everytime you change the file structure of the plug in folder. The indexer is in the extra tools in the ssptool.

I got tired of fighting with it and datpacker, and gave up on it a while back. Every now and then I'll fool with it for a while and quit. Datpacking is far more important to me, I have a trackball with a 2 inch scroll wheel, it goes through even the parks menu quickly enough.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: wunderlong88 on September 13, 2011, 07:48:17 AM
I do not have any of the 3 DAMN folders in Documents\Sim City 4\Plugins\

I have root & support (which contains the index file, which I ran) in the other Plugins folder.

I've installed twice (and used the SSP-Tool w/ the damn plugin).  Not sure if I did the SSP-Tool right - when I installed it, it automatically opened I chose plugin and picked the zip file with the SSP-Tool for Damn plugin and it said it installed.  What else should I be doing?

I can, of course, create those 3 missing folders but what files should be in them?
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: wunderlong88 on September 14, 2011, 08:17:07 AM
Here's what I've done -
I have read the guide at Simpeg.com and installed DAMN - SSP TOOL & SSP TOOL DAMN PLUGIN per the instructions - in a nutshell I did this:

- Download and install (unzip) the 'SSPTool_Complete.zip' to your desired folder.

- Download 'SSPTool-DAMN Plugin' - no need to unzip, just remember the location where you saved it.

- Start SSPTool (double click the 'SSPTool.bat' inside the installed folder).

- Select 'Tool | Install Plugin', then select the 'SSPTool-DAMN Plugin' ZIP archive (hopefully you do remember where you saved it to) and press 'OK'. This will install the plugin to the correct folder.

- Restart SSPTool so it can complete the install - now a menu called 'Plugins' and the 'DAMN' plugin itself should appear.

- Press 'Install DAMN' in the lower left corner of the DAMN plugin to install DAMN; select the options to your needs.

- Now you can start the DAMN Manager and manage your DAMN menus.

I've done this multiple times and I always get the same result - when I start SC4 I see the blue open menu link in the newsticker but I never see anything except for the 3 icons.  I have installed the addon file structure that was available and this does not show up in the menu area.

I see the Damn root & support folders in the simcity program plugins but there are no damn folders except zzz_damn remove in the my documents plugins folder.  This only appeared after I attempted to use the Manager in the SSP Tool to begin setting up my menu navigation.  Neither the original file structure in the manager (which I removed) nor the new structure which I created appear in SC4.  Just the blue link for Damn - which gives me 3 icons - arrow, home, ?.

I have tried installing and uninstalling 4 or 5 times - nothing changes.

The damn plugin in SSP does appear to be there - I see the installer, manager, etc.  I've used this installer as well as installing manually. ANd yes I've run the index file (or in the case of the SSP Tool install, it does it for me).  I notice there are no files listed in the index window - it begins and ends but no folders show up in between as I've seen in online screenshots of the index file.

After setting up folders/subfolders and installing files using the manager I do have .dat files in my root menu.

I have Windows 7.

I'm very frustrated. 

Any ideas???
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: wunderlong88 on September 14, 2011, 11:56:39 AM
Found my solution...I had to remove "apps" from my shortcut start in line in my shortcut for SC4.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: wunderlong88 on September 15, 2011, 12:41:02 PM
Well, happily the DAMN menu system is working but I have a formatting issue that I can't seem to resolve.

When I open the DAMN menu in SC4 and I click on one of the icons for the menus it goes to the subfolder set then when I click on that set I get more columns than I can see in the newsbox.

I've tried reinstalling the program with different settings - If I set it to 1 column in the subfolder icon set I see 2 but the 2nd one doesn't fit (can't see the works only the icon with an i on it).  If I set the columns to 2 I see 3 in the subfolder set of icons and the 3rd is cut off.  I can see all the folders it is only when I get to the actual icons for the landmarks, buildings, etc. that I have more columns than will fit in the newsbox.

Help??

Linda
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: joshua43214 on September 15, 2011, 12:45:21 PM
Glad you are working out the issues, they seem like they are similar to things I worked out and can never remember how lol.

Silly question, have you repositioning the popup?

Also, do you have the Bigger News Window plugin?
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: wunderlong88 on September 15, 2011, 12:50:12 PM
I have tried repositioning the image and I don't have a the bigger news plugin - don't really want the box any bigger. 

If I change from 300 to 350 or 400 it just makes the columns wider and they still don't show.  I was going to attach and image to this post but I can' figure out how...
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: joshua43214 on September 15, 2011, 01:08:56 PM
Ya, my window fills a 1/4 of the screen, I move it arround when I work.

either use the ingame photo taker - it saves into the mydocs\SC4 folder\albums. or use f12 and paste the screeny into any photoeditor. Upload it to photobucket or a similar site. On the forum, click the Insert Image button, and paste the "direct link" from the photobucket.

A heads up if you missed it - NAM 30 and NWM 2.0 is out. get it before the server locks up lol
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: wunderlong88 on September 15, 2011, 02:41:52 PM
(http://www.flickr.com/photos/shore_pk7/6150516927/in/set-72157627678117450)

Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: wunderlong88 on September 15, 2011, 02:43:31 PM
I inserted the image using the "image" icon but I only see a blank post (directly before this one). So, not sure what's up with that but here is the link to the pic:
http://www.flickr.com/photos/shore_pk7/6150516927/in/set-72157627678117450
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: joshua43214 on September 15, 2011, 03:16:27 PM
(http://farm7.static.flickr.com/6180/6150516927_3dce967cb5_b.jpg) (http://www.flickr.com/photos/shore_pk7/6150516927/)
DAMN MENU (http://www.flickr.com/photos/shore_pk7/6150516927/) by keechivalley (http://www.flickr.com/people/shore_pk7/), on Flickr

bleh...I hate flicker lol
click share, click "grab HTML BBCode," select the BBCode button, copy the code in the window right into the forum page without using any of the buttons
The code will be a big mess with a bunch of url= type stuff

Your window is too small, sorry :(
There is someway to select a bigger window in either the bigger menu mod or in the installation of the DAMN itself, can't remember which.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: wunderlong88 on September 15, 2011, 03:19:00 PM
I installed using the ssp-tool damn plugin...it gives options but no matter which i pick it still does that - even in a bigger window
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: wunderlong88 on September 15, 2011, 04:13:17 PM
I've been playing some more with the settings that are in the dialog that comes up when you use the "install DAMN" from the Damn Plugin in the SSP Tool - No matter how many columns I choose it gives me +1 columns in the icons sets within my folders/subfolders.

So, if I set it for 6 columns and 300 pixels wide, it automatically puts in 1914 pixel under size (widthxheight) in that same dialog.  After installing and updating the index, when I view in SC4 the Damn Menu the folders icons are fine (6 across) but when I select a folder and see the ploppable icons I have 7 wide and I can't see the 7th one. 

Obviously I haven't tried all possibilities but it appears no matter how many columns I select (1-6) or how wide I make them (300, 350 or 400) I have one extra in SC4 that I can't see but part of the icon as in the pic above.

BTW I have it set to Urgent Advice Dialog and 30 items in the menu.  Reduce the amount of news messages is checked.

Any ideas?  Is there some where else to change these settings that might be more effective?  Am I the only one who experiences this?
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: packersfan on September 16, 2011, 02:53:37 PM
I reinstalled my SC4 and reinstalled DAMN and SSP following a step by step tutorial like I did the first time I used it, however this time when I go into SC4 and creating a few menus nothing shows up when I click the additional subfolders.  Just HOME but nothing else.  What's the deal?  It used to work.  Why doesn't it work anymore?
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: packersfan on September 16, 2011, 03:06:08 PM
Sorry for not reading a few posts ahead of me!  Just had to remove apps from the shortcut.  Sheesh.  I was just a little frustrated.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: SC4BOY on October 17, 2011, 12:00:51 AM
I am new to the DAMN/SSP Tool thing. I have put it off for a long time (years) due to what appeared to me to be a lot of "dynamics" in it... I will say I am VERY IMPRESSED by all the work. Kudo's to all!

I have an odd request and am not at all sure this is the place to post it, but I figured if not someone would send me to the right place. My problem to a personal vision problem where seeing things against a WHITE background is very difficult to read. I wondered if there is a way without serious programming talent to change the DAMN menu display window to a "graph-paper green" background? Any thoughts would be appreciated.. :) Thanks.

Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Grneyes on January 14, 2012, 02:14:49 PM
I just installed DAMN and have a question. Some things still show up in my Parks Menu, isn't the DAMN supposed to remove those things, like SimGoober's brick canals (which are in the DAMN)?
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Rady on January 16, 2012, 01:21:56 AM
You just need to delete the "Lot Resource Indicator" key of these lots using Ilive's reader to make them disappear from the SC4 menu. However, it's strongly advised to make a copy of that LOT prior to modifying it ...

(I prefer to use the "folder" way of disabling them -  there's a folder calles "zzz_DAMN_remove" in my plugins directory that holds a modified copy of each of the lots I've DAMNed with just the Lot Resource Indicator missing. Tis folder is to load at last).
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: cvds on March 02, 2012, 09:09:21 AM
Hello all,

I was playing with DAMN today on linux (with wine of cource). Now I was not able to find any resource on how to get this working under linux so I will post my exploits here.

My original post is on simtropolis which includes the explanation:
http://www.simtropolis.com/forum/topic/46607-rtmt-addon-pack-v360-install/page__view__findpost__p__1228271 (http://www.simtropolis.com/forum/topic/46607-rtmt-addon-pack-v360-install/page__view__findpost__p__1228271)

Basically all I did was replace the indexer script to its linux variant like so:

find . -type f | sed -e "s|\\.\(.*\)|`pwd`\1|" -e "s|.*drive_c\(.*\)|c:\1|" -e "s|\\/|\\\\|g" > ../Support/DAMN-index.txt

Things of note:
1) I run this command inside the root folder
2) I am not responsible if you wreck your sc4 installation
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: c0pr4x on June 18, 2012, 11:24:32 AM
Hello,

I would like to know where i can found a tutorial for the Damn Menu. I download all the thing.. but it won't work... and i don't know why..

Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: NCGAIO on June 18, 2012, 08:03:10 PM

 :thumbsup:   A full tutorial can be downloaded at the link below of the Simpeg4

http://www.simpeg.com/forum/index.php?action=articles; cat = 7 (http://www.simpeg.com/forum/index.php?action=articles; cat = 7)


They will be in the title - Tutorials - Custom Development


.                                         Sub Categories: DAMN Those Full Menus



 "$Deal"$  But first it is necessary to register. If you have not already joined it can be done at this link


http://www.simpeg.com/forum/index.php?action=register (http://www.simpeg.com/forum/index.php?action=register)
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: c0pr4x on June 19, 2012, 07:30:15 AM
Thx! I will try this!
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Yild on June 29, 2012, 05:07:32 PM
Hello

I have a problem with DAMN and NAM elements.

I added NAM to DAMN menu and when I try to plop element all I get is red cursor. Other lots work ok.

I found that others had problems with some flora mods (Pasture Flora) but I have checked them (installed) at my current sc4 installation and they are working fine.

Things that i have checked:

I had only NAM folder in plugins dir whene i was doing tests,
I deleted (moved) all entries in DAMN root dir, and added NAM again with reindexing.

But still after selecting element from menu and moving cursor outside DAMN window it becomes red.

Any idea ? is NAM working with DAMN ?
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: io_bg on November 14, 2012, 02:52:00 PM
Sorry for writing in this old thread but I've a problem using the DAMN... I already had it a while ago (probably 2-3 years ago) but can't find the solution which was given to me by Diggis. Anyway, here's the problem - I install the mod (in the proper place of course) but, apart from the pop-up not showing up, the menu box stays empty (except the navigation controls). I ran the indexer exe just in case but that didn't help. Any ideas what's wrong? Here's a pic in case it's needed:

(http://i.imgur.com/JGqvM.jpg)
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: ivo_su on November 16, 2012, 10:45:19 AM
In fact, yesterday I installed this program and DAMN I faced the exact same situation. I really do not know how to proceed further. I even downloaded and DAMN manager but alas for now there is no progress. I'd love for some clarification.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: z on November 16, 2012, 02:43:08 PM
Have you people modified the "Start in" field of your main SC4 shortcut to be the Apps subfolder, and not the main SC4 folder?
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: ivo_su on November 16, 2012, 03:45:36 PM
Steve I just run the game from the Apps, not a shortcut but it does not change anything. My problem is still on the agenda.

(http://img341.imageshack.us/img341/2901/simcity4201211162347203.jpg)
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: io_bg on November 17, 2012, 04:54:13 AM
Have you people modified the "Start in" field of your main SC4 shortcut to be the Apps subfolder, and not the main SC4 folder?
Didn't know the solution could be so simple. It works now, thanks!
One more question though - how do I make the menus show in pop-up windows instead of using the advisor's menu or the news feed? This makes navigation harder.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: ivo_su on November 17, 2012, 07:45:04 AM
Thanks io_bg I discovered how to fix this bug. I really only had to delete / Apps from my shortcut and now everything is fine.
I do have one question. I have two folders with plugins, one is located in My Documents and the other is in D: \ GAMES \ Sim \ Plugins. The problem is that when I open DAMN manager I see only lots that are in C: \ Users \ Super Ivo \ Desktop \ Documents \ SimCity 4 \ Plugins.
How can I do so that the handle and the other lots.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: markussaage on December 22, 2012, 11:51:24 PM
Hi,

I have a little prob here... :) some of my plugins a still showing up in the game menus. They appear also in the damn menus. I've tried the hint above deleting the Lot Resource Indicator, but I can not find it...
It is not the same as the Lot Resource Key, right? So, does anybody know the exact line I have to delete in the Reader? Thanks in advance!

And Merry X-Mas!
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Yild on December 23, 2012, 01:41:53 AM
Yes Lot Resource Key is property that you search...
but there is no need to modify anything... use this (http://sc4devotion.com/forums/index.php?topic=15279.0)  ;D


Edit: for flora 'lots' property name is "Item Button ID"
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: z on December 23, 2012, 01:42:51 AM
I've tried the hint above deleting the Lot Resource Indicator, but I can not find it...
It is not the same as the Lot Resource Key, right?

It is.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: markussaage on December 24, 2012, 12:52:00 AM
Hi guys,

thanks for your help. I deleted the Lot Resource Key in Reader in one unhided lot and I got a CtD, when I started
the game...  :'(
So I've tried the new DAMN Manager and everything works fine now...   :thumbsup:
Great tool...  &apls

Thanks a lot and merry christmas!
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Yild on December 24, 2012, 01:03:19 AM
Hi guys,

thanks for your help. I deleted the Lot Resource Key in Reader in one unhided lot and I got a CtD, when I started
the game...  :'(
There are sometime problems with reader when saving files - more to read in ilive reader support thread.

Great tool...  &apls

Thanks a lot and merry christmas!

Thanks and thanks... and mc to you to  :D
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: powerpill-pacman on February 24, 2013, 02:16:01 AM
I installed the Damn Menus yesterday and already deleted apps from my shortcut, but still nothing but the navigation keys when i open up the DAMN menu.
I'm running SC4 on Win7.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Diggis on February 24, 2013, 04:33:26 AM
I installed the Damn Menus yesterday and already deleted apps from my shortcut, but still nothing but the navigation keys when i open up the DAMN menu.
I'm running SC4 on Win7.


Have you installed any menus?  The DAMN from Daeley is only the function. You need to install the separate menus too. Some developers will release them separately or you could download the DAMN manager and create them yourself (It's really really easy)
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: powerpill-pacman on February 24, 2013, 05:05:54 AM
I downloaded the Manager, let it create the root structure and added some custom menus. Then i saved changes. I already tried reindexing the menus, changed the properties of the support folder and deleted apps from the start in path.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: CasperVg on February 24, 2013, 05:19:59 AM
I downloaded the Manager, let it create the root structure and added some custom menus. Then i saved changes. I already tried reindexing the menus, changed the properties of the support folder and deleted apps from the start in path.

Do you use the Steam version of SC4 by any chance? For some reason the DAMN refuses to work on Steam installations. No idea why.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: powerpill-pacman on February 24, 2013, 05:23:04 AM
No, i'm using a "normal" cd version. The version number is: 1.1.640.0
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Yild on February 24, 2013, 05:24:33 AM
I downloaded the Manager, let it create the root structure and added some custom menus. Then i saved changes. I already tried reindexing the menus, changed the properties of the support folder and deleted apps from the start in path.

Do you use the Steam version of SC4 by any chance? For some reason the DAMN refuses to work on Steam installations. No idea why.

does it? my Steam SC4 Deluxe must be magical... :P
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: memo on February 24, 2013, 05:57:43 AM
I installed the Damn Menus yesterday and already deleted apps from my shortcut, but still nothing but the navigation keys when i open up the DAMN menu.
I'm running SC4 on Win7.

I had very similar trouble in getting started with DAMN. In my case, it was a Windows 7 security problem. The indexer-script did not have the right permissions, and thus, it would do nothing at all.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: CasperVg on February 24, 2013, 06:10:49 AM
I downloaded the Manager, let it create the root structure and added some custom menus. Then i saved changes. I already tried reindexing the menus, changed the properties of the support folder and deleted apps from the start in path.

Do you use the Steam version of SC4 by any chance? For some reason the DAMN refuses to work on Steam installations. No idea why.

does it? my Steam SC4 Deluxe must be magical... :P

Teach me your ways, master, for I cannot seem to get it to work :P
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: powerpill-pacman on February 24, 2013, 07:05:27 AM
I'm running the Menu Manager as administrator, because i thought of something like that, too. But it doesn't work. Where can i find the indexer script you are talking about?
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: memo on February 24, 2013, 07:37:35 AM
For me it's in

Code: [Select]
"C:\Program Files\Maxis\SimCity 4 Deluxe\Plugins\DAMN\Support\DAMN-Indexer.cmd"

but I do not remember exactly, if the installer put it there. Also, I have used the default DAMN and SSP-Tool, but not the DAMN manager yet, so maybe it works differently.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: powerpill-pacman on February 24, 2013, 07:42:22 AM
Ok , thanks, I'llcheck that. 
That didn't work either. Very strange
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: memo on February 24, 2013, 08:23:38 AM
Then, what does the indexing script say, when you run it?
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: powerpill-pacman on February 24, 2013, 08:52:51 AM
After finishing it says "indexing complete".
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: memo on February 24, 2013, 09:24:39 AM
It should work fine then… – I could offer to give you a copy of my DAMN folder, if that helps to find the cause of your problem.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: powerpill-pacman on February 24, 2013, 09:34:46 AM
That would be very nice.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: memo on February 24, 2013, 10:21:30 AM
It is in the attachment. You should get the menues, if you move it into your plugins (and remove your previous DAMN files). I indexed some of the Network Addon Mod items, so you should be able to select some of the puzzle pieces. Though, you don't need the NAM in order to get the menues.


Edit: By the way, I noticed that I did not delete "Apps" from the shortcut at all, but it works nevertheless.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: powerpill-pacman on February 24, 2013, 10:42:39 AM
Thanks very much. At first it didn't work. I changed properties of the support folder and now it works.
Is it normal, that i can only choose one ploppable then have to close the damn menu in order to choose another one?
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: memo on February 24, 2013, 10:50:52 AM
Eh… sorry, I don't know that.
Please, describe the actual solution to your problem, which may help other users as well.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: powerpill-pacman on February 24, 2013, 11:12:07 AM
It's the one posted in the starting post. I changed the the rights for the support folder.
To be more precise, i changed the rights for everyone in the properties/security to full control.
Here's the quote from the first post:
The fix is quite simple, you need to open the Properties of the DAMN/Support folder. Open the Security Tab, and then click edit then click add and type "Everyone" into the box that appears and then give "Everyone" full control.

Jonathan

Thanks again
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Andreas on February 24, 2013, 11:36:07 AM
Is it normal, that i can only choose one ploppable then have to close the damn menu in order to choose another one?
Yes, that's "normal", since MML lots rely on a reward script. All reward lots work that way for some reason. I suppose Maxis thought that people would close the reward menu again anyway after they plopped the reward lot, so it would avoid one more click.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: powerpill-pacman on February 24, 2013, 11:50:38 AM
Ok, thanks for the info. I wish i won the lottery to buy the SC4 source code. You people would make the game the one and only necessary game.
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: memo on February 24, 2013, 12:48:16 PM
Yes, that's "normal", since MML lots rely on a reward script. All reward lots work that way for some reason. I suppose Maxis thought that people would close the reward menu again anyway after they plopped the reward lot, so it would avoid one more click.

Actually, this is about the DAMN menues, not about MML Lots. The DAMN menues definitely don't have the same drawback as the MML lots, so it is possible to plop multiple instances of the same Lot without having to reopen the menues. ;)
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: Andreas on February 24, 2013, 12:54:05 PM
Hmm, somehow, I must have misread the posting, since there was some posting about MMLs, too. Oh well. :-\
Title: Re: DAMN Development Thread (formerly known as "Custom Submenus")
Post by: DonVitoCorleone on March 09, 2015, 01:49:12 AM
Hello guys:

I followed the instructions on simpeg on downloading and installing DAMN. In fact I tried it 3 times in case I got it wrong (deleting the files before another attempt).

My hangup came when I try to run the SSPTool for the first time. I come to the window asking what language, after selecting English the "CMD" window pins to the bottom of the screen then disappears and the program closes out.

I am unable to actually use the program after the language selection part.

I also enabled permissions to allow all users, and ran the bat file as an administrator.

I had this program work a few years ago and really really miss it! Any help would be greatly appreciated!

Oh: I am using windows 7 64 bit, downloaded sc4 from steam on a non-mac.

Thanks for any help!

DonVitoCorleone